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Author Topic: Kill Team and Necromunda Q?  (Read 2569 times)

Offline Gundamentalist 5.56

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Kill Team and Necromunda Q?
« on: September 15, 2018, 11:44:57 AM »
How similar are the rule sets for GW's Kill Team and Necromunda games?
Are they related, or totally different?

Also are the Necromunda 2e rules different from the 1e version?

Cheers in advance.

Offline axiom

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Re: Kill Team and Necromunda Q?
« Reply #1 on: September 15, 2018, 02:45:57 PM »
The new version of Necromunda is recognisably the same game as the previous version - D6 rolls, statlines, shooting etc are all broadly the same. Combat has been tightened up and 'I go you go' has been replaced by alternating activations. If you played the previous version, you'll pick it up easily.

I haven't played Kill Team though!

Offline Ultravanillasmurf

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Re: Kill Team and Necromunda Q?
« Reply #2 on: September 15, 2018, 03:16:40 PM »
I have not played the latest iteration of Necromunda (I have the original and the Specialist Games ones though).

Following up on Axiom's comment,  the current iteration of Killteam reads  like how Necromunda is described.

A couple of other minor changes, but nothing eyewatering or too different.

Offline mcfonz

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Re: Kill Team and Necromunda Q?
« Reply #3 on: September 16, 2018, 03:58:41 PM »
Whilst there are many recognisable parts of the new Necromunda to previous itterations, I do find it a little bit more detailed and complicated.

Not so much the mechanisms, but there is additional detail that is a little heavier than before.

I think this is is also considered 3rd Ed Necro as you had the original out in 1995, then it was updated and altered in the 2000's as the free living rulebook online and then this version.

In some ways, this is more akin to the original as they have brought back sustained fire dice of sorts.

We're thoroughly enjoying it, even if I did lose my Chaos Cultist Demigogue to a d66 roll of 66 in a game where he was the only casualty, as recently as Thursday. :'(
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Offline AWu

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Re: Kill Team and Necromunda Q?
« Reply #4 on: September 16, 2018, 06:55:22 PM »
Kill team is very simple rule addendum to 40K. Campaign part is rudimentary. Soldiers could gain progressive levels of the specialization that gives some bonuses.
Experience is gained by participating in the missions and progression is same, and set by specialization with little to no variance. There is 3 levels of each specialization and you can pick from two and another two at 2nd and 3rd levels) And that it. Campaign part of the rulebook has 3 pages.
Scenarios are quite simple.


New Neromunda is expansion in 1st edition. It is more complicated and have a lot of options, and much more deep campaign and personal progress of the miniatures.
Rules themselves are mostly the same, still based on 2nd edition 40k and much more detailed than Kill Team.
Campaign is much more detailed.
Each model gather experience for participating in battle and few other things they do in the field. And you sped it by buying various skills (there are 6 tables of 6 skills each - and gangers generally have access to 4)  and characteristic upgrades with various xp costs (with leader, champions and juves while gangers have simpler table and roll random for each 6 xp).
Scenarios are more complicated and some of them require extras like monsters and civilians)
And there are a lot of options and customization for each model with many extras that you can ad to the gang during the campaign.

Generally I would say the games  are quite similar but Kill team is much simpler.

Offline aliensurfer

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Re: Kill Team and Necromunda Q?
« Reply #5 on: September 17, 2018, 12:11:57 AM »
Do you need each copy of Gang War for the new Necro? I know you need the first one for the traditional style of play - multi levelled, but are all the gans in the main book?

Offline axiom

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Re: Kill Team and Necromunda Q?
« Reply #6 on: September 17, 2018, 07:33:27 AM »
Currently you need all the books for Necromunda, although I suspect they'll do a compilation like they did for Blood Bowl.

Offline mcfonz

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Re: Kill Team and Necromunda Q?
« Reply #7 on: September 17, 2018, 09:14:46 AM »
The most annoying thing about Necromunda are the gang war books. I really hope they do bring out a compendium.

The most needed at the moment seems to be 1 and 3 as those are the ones I go to the most and have the most actual rule content in them.

It has taken them until the latest Gang War release to sort out the best way of laying out the skill trees. Until now, they have been all jumbled into one alphabetical list which is the worse idea ever. Now at least they are sorted into skill areas and listed that way.

Offline AWu

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Re: Kill Team and Necromunda Q?
« Reply #8 on: September 17, 2018, 04:44:08 PM »
Couldnt agree more..
How they could broke such simple thing as skill list :O

I share sentiment against Gang War too..
That was dud release scheme... some rules are scattered in stupid places.

Seriously.. This is a game that you  should download player compiled living rulebook for reference having bought all the rules they released..
This is just sad.

But saying that I believe its great game.. close to perfection in its category. Very playable with wellrunning campaign.
Much superior to Kill Team as experience IMHO.
After playing Necromunda Kill team seem bland and simplistic.

Progression is 40k - Kill Team -> Necromunda
but its one way travel.. Its hard to go back and downgrade when its done so much better :P

PS:
As to difference - This is 3rd edition of Necromunda (1st and 2-nd differed slightly in sustained fire, burning and house list)
Current Necromunda (N17) is new set of rules based on 1st but with action based alternate activations instead of IGOUGO, close combat changed to mainstream GW rolling attacks and many other changes.
Old Ld characteristic is split to 4 diferent ones - Ld, Cool, Wip and Int. - old style.

Its recognizable game but it plays much different now.
« Last Edit: September 17, 2018, 04:54:05 PM by AWu »

Offline mcfonz

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Re: Kill Team and Necromunda Q?
« Reply #9 on: September 17, 2018, 07:16:14 PM »
Oh yes indeed! We love playing it, it's fun.

The other nice thing is Yaktribe. It allows you to sort your gang and print them off.

https://yaktribe.games/underhive/gangs

Offline AWu

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Re: Kill Team and Necromunda Q?
« Reply #10 on: September 17, 2018, 08:22:37 PM »
Yak tools are great. It makes managing the gag so easy and it compiles cards for printing  :-*
I would only change one thing - compile 9 cards to a page in standard ccg format - not this stupid new GW forma thats unveildy.
But that is obviously a minor thing :>

Offline aliensurfer

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Re: Kill Team and Necromunda Q?
« Reply #11 on: September 18, 2018, 01:56:33 PM »
Currently you need all the books for Necromunda, although I suspect they'll do a compilation like they did for Blood Bowl.

thanks, think I'll give it a miss for now then and stick with the old version.

Offline Daeothar

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Re: Kill Team and Necromunda Q?
« Reply #12 on: September 18, 2018, 03:41:50 PM »
thanks, think I'll give it a miss for now then and stick with the old version.

That was my sentiment as well; I still enjoy the original Necromunda, so until a comprehensive book is released that has all the rules in it, I'll stick with it...  ;)
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Offline AWu

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Re: Kill Team and Necromunda Q?
« Reply #13 on: September 18, 2018, 04:35:50 PM »
I understand the sentiment but know that you are missing a lot.. There isno way I would go back after playing the NewMunda. There are certain quirks but the Game is just better.

Offline Daeothar

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Re: Kill Team and Necromunda Q?
« Reply #14 on: September 19, 2018, 10:40:14 AM »
Oh, I recognize that; there's plenty of chatter about it, and I do believe it might be a better version.

However, with my limited time and many other games/projects, and Necromunda not being played at this moment, I am at this point not inclined to spend a small fortune on a stack of books, when there is the possibility that there will be a single compendium later along the line... ;)