Pacific
Ganger
- Apr 10, 2018
- 137
- 278
- 103
- South Wales
- Jun 24, 2019
- #1
Hi folks,
Have been musing over this for some time. Have absolutely loved some elements of the new game and the new miniatures in particular, but keep finding myself pulled back to the classic version and particular components I've enjoyed and now miss. Rather than completely abandon one system or the other though I've started thinking whether it's possible to combine and come up with a kind of best of both worlds? (Hopefully this isn't too much a case of having your cake and eating it!)
Please note these are only my thoughts on areas I've found enjoyable - realise it's very subjective. I'm hoping others can make some suggestions which I've missed, am only playing very much in a friends/casual setting, so understand this won't be any good for PUGs or tournaments (unless the organiser is very brave!)
I've broken down into areas of the game/high-level points and a brief explanation. Note that I'm using N17 main mechanics & skills as the base, only those elements that are different are highlighted below
Game Mechanics
1 - Indirect weapon attacks - using scatter rules from NCE (on the grounds that accidentally throwing a grenade and hitting one of your own gangers, or having one blow themselves up, is one of the most entertaining things that can happen in a wargame!)
2 - High Impact/exploding weapons/catching fire rules from NCE - as per above!
3 - Close Combat - replace WS/to hit role with the classic WHFB hit chart (copied in spoilers below). I'm actually torn on whether to use the whole NCE version of melee combat as I don't like how counter-intuitive the N17 version is (although it is much faster). That would however probably mean having to use the NCE skills list.
4 - Shooting into melee - Allow hitting of own gangers as per NCE (again, this was usually pretty entertaining and something of a gamble)
Mission/Campaign 2D6 Cost Advancement Value
1- Scenarios: Use NCE - just edge it for me as being a bit more characterful and variable (although N17 scenarios could be used with re-workings of Exp.)
2- All post-game (experience, gang rating, missions, territories, trading inc. trading post) from NCE* - I think for campaign play the balancing mechanisms for money generation, experience, handicap etc. are superior in NCE and will help keep a campaign going longer (with less super-gangs and re-starts)
Also that the basic gangers take more of an active role in upkeep and progression.
* additional weapons (and gang-specific options) introduced with N17 are used, so the lovely new models and characterful options can be used.
3- Serious Injuries - Use NCE. 18 results in the table vs. 12 of N17 makes it more variable. Also links better with the NCE post-game/game balance and trade charts etc.
4 - Advancement roll - all members use this (am not a fan of 'pay XP to choose' for Leaders/Champions, which feels a bit too hero-focussed)
This adaptation (courtesy of @FerociousBeast ) adds the primary/secondary element to the classic NCE advancement roll.
2 Generate a random skill from any skill set
3 Generate a random skill from the fighter’s Secondary skill sets
4 Generate a random skill from the fighter’s Primary skill sets
5 Roll D6: 1-3 – +1 Strength; 4-6 – +1 Attack
6 Roll D6: 1-3 - improve WS by 1; 4-6 - improve BS by 1
7 Roll D6: 1-3 – +1 Movement; 4-6 – improve Initiative by 1
8 Roll D6: 1-2 – improve Leadership by 1; 3-4 – improve Cool by 1; 5 – improve Willpower by 1; 6 – improve Intelligence by 1
9 Roll D6: 1-3 - +1 Toughness; 4-6 - +1 Wound
10 Generate a random skill from the fighter’s Primary skill sets
11 Pick a skill from the fighter’s Primary skill sets
12 Pick a skill from the fighter’s Secondary skill sets
Very grateful for anyone's thoughts on these changes, and if anyone has any of their own recommendations about particular parts that work better from one version or another.
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Himar and FerociousBeast
FerociousBeast
Gang Champion
- Jun 1, 2015
- 492
- 1,168
- 123
- Verona, VA
- Jun 24, 2019
- #2
I'm interested in the answer to the title of this post, though I have a few issues with the specific suggestions in the body. I suspect the answer is that just about everyone plays a "hybrid" version of N18 to one degree or another, but that it's extremely difficult to take it too far from the rules as written.
My opinion is that NCE is a tight, playtested, mostly coherent ruleset and is far superior to N18. ORB/NCE had legs that carried it through decades of play, and I don't see N18 lasting that long. N18 does not have, as they say in real estate, "good bones."
However, all that said, ORB/NCE is unfortunately an older game with an older design philosophy, and it's extremely difficult to go back to once you've played N18. Maybe with a few old grognards that you've gamed with for decades (since Necromunda was young), but if you're trying to introduce new players to the game, it's got to be N18.
So, damned if you do, damned if you don't? It's difficult to customize N18 too much, but N18 as is also won't carry the game into the next couple decades. We're stuck in the middle of the ocean on a leaky life raft?
Reactions:
Commissariat, Aulenback and PacificT
TopsyKretts
Hive Lord
- Dec 29, 2017
- 7,714
- 8,188
- 193
- Norway
- Jun 24, 2019
- #3
I'm using some parts of old Necromunda campaign elements to make N18 actually work. Like advancement rolls, income tax, underdog bonus etc. Also use original territory system with some of the new territories mixed in.
Reactions:
Pacific
MedMos
Trollslayer
Yak Comp 1st Place
- Nov 10, 2014
- 3,139
- 8,106
- 183
- Grumløse, Denmark
- Jun 24, 2019
- #4
I wouldn't mind playing a hybrid, though I'm pure NCE with my gaming buddy atm, and there isn't really any incentive to try anything that might complicate things.
Reactions:
Luke82 and Pacific
JawRippa
Gang Hero
- Mar 31, 2017
- 1,740
- 2,622
- 138
- Saint-Petersburg, Russia
- Jun 24, 2019
- #5
As much as I adore the amount of work and love put into NCE, I can’t imagine playing I-go,you-go system after alternative activations of Neomunda.
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Reactions:
TopsyKretts and Pacific
Pacific
Ganger
- Apr 10, 2018
- 137
- 278
- 103
- South Wales
- Jun 24, 2019
- #6
Many thanks for replies guys - really interesting to read what other people are trying.
@FerociousBeast - are there any things in particular you'd suggest, rules wise?
About the game - I guess to some extent, once the new GW releases stop, the community here and other places like it will dictate how the game continues. It's great that there are different options, but a shame that's there are now two slightly different sides of the same coin (if you will) - and therefore potential for newcomers to be overwhelmed and not bother. Maybe introduce with N17 then sneak in some of the cool NCE bits?
@TopsyKretts - I'm actually not sure how the new campaign system works without the underdog and income tax handicap system. It was still bad in the original game with gangs turning into Imperial Guard platoons, I can't imagine what would happen now!
@JawRippa - I'll be honest, alternate activation (and the new minis) are perhaps the biggest selling points for me of the newer system. Just from a player engagement perspective, it works so much better. I wonder if it would be possible to bring just that element into NCE or would it break the game?
Aulenback
Hive Guilder
Yak Comp 3rd Place
- Mar 29, 2016
- 2,300
- 4,597
- 183
- Halifax, NS, Canada
- Jun 24, 2019
- #7
And mine is ORB entirely, not even NCE's changes -- in no small part, because using ORB makes Necromunda, GorkaMorka, and Shadow War: Armageddon pretty well entirely compatible [NM/GM campaign and experience and income systems, SW:A and GM and NM skill lists, NM and GM injury rules, GM vehicle rules]. That is a very broad set of rules and possibilities to give up in the loss of cross-compatibility, for the gain of tighter tournament play balance with NCE.
And likewise, a very broad set of rules and possibilities to give up for the gain of dropping IGOUGO for a wait of a dozen models [or sometimes less] with N18.
So while I have looked over the rules for N17, and then for N18 in turn, its gains are not for me any better than its losses. So far.
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Luke82, Pacific and TopsyKretts
MedMos
Trollslayer
Yak Comp 1st Place
- Nov 10, 2014
- 3,139
- 8,106
- 183
- Grumløse, Denmark
- Jun 24, 2019
- #8
There has been some attempts at and discussions about bringing the alternate activations into NCE. I can't remember where or who off the top of my head, but I'll see if I can drop a link once I find it.
Reactions:
Pacific and trollmeat
Aulenback
Hive Guilder
Yak Comp 3rd Place
- Mar 29, 2016
- 2,300
- 4,597
- 183
- Halifax, NS, Canada
- Jun 25, 2019
- #9
Though I will point out that the new miniatures are VERY pretty, and I want a box of the new Crawford to mix with my original release box of Cawdor, I see any and every miniature by... anybody... as mini support for whatever edition or ruleset we choose to play. This re-release has been an excellent support miniatures-wise for the ORB crowd, as much as it has for the N18 crowd, even if the second crowd is currently a larger crowd.
MedMos
Trollslayer
Yak Comp 1st Place
- Nov 10, 2014
- 3,139
- 8,106
- 183
- Grumløse, Denmark
- Jun 25, 2019
- #10
Here is a couple of pages worth, discussing the implementation of N17 activation into NCE. I think it sounds interesting, but as stated earlier I have only one gaming buddy and we know (and love) NCE.
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