Round 1 and Guiding Principles

For all Necromunda, both new version and old

Re: Round 1 and Guiding Principles

Postby Brad85 » Wed Nov 06, 2019 11:39 am

Well I think it will be the flame grenades
Brad85
Greater Pumpkinhead
 
Posts: 1230
Joined: Sun Aug 05, 2018 3:05 pm

Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 06, 2019 12:53 pm

Something I just found on Yaktribe I like the sound of. Rather than outright banning chosen Tactics cards, how about when the scenario tells you to choose a card you draw 3 randomly and pick one to keep?
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3377
Joined: Tue Aug 12, 2014 11:27 pm

Re: Round 1 and Guiding Principles

Postby Ray » Wed Nov 06, 2019 1:04 pm

Tom wrote:Something I just found on Yaktribe I like the sound of. Rather than outright banning chosen Tactics cards, how about when the scenario tells you to choose a card you draw 3 randomly and pick one to keep?


I like that.
Ray
Lord of Pumpkin Spam
 
Posts: 1817
Joined: Thu Jun 26, 2014 4:06 pm

Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 06, 2019 2:16 pm

Yes sludge sea, sorry.

Happy re the tactic cards selection, consider that implemented.

Territory selection summary:

Ray - Fighting pit
Tom - Needle ways
Brad - Promethium Cache
Dave - Sludge Sea
The Guard dies but it does not surrender
Dave
Archduke Pumpkin of ARBBL
 
Posts: 2884
Joined: Fri Jun 27, 2014 10:16 pm

Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 06, 2019 10:12 pm

Note that you get 1xp bonus per kill from the Gang Moot scenario on top of the regular kill xp.
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3377
Joined: Tue Aug 12, 2014 11:27 pm

Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 06, 2019 10:21 pm

So you do, well spotted.
The Guard dies but it does not surrender
Dave
Archduke Pumpkin of ARBBL
 
Posts: 2884
Joined: Fri Jun 27, 2014 10:16 pm

Re: Round 1 and Guiding Principles

Postby Tom » Thu Nov 07, 2019 6:33 pm

Speaking of captives (as we were in the other thread). One of the big issues with sentry missions is that the attacker gets their entire gang while the defender gets a mere 5 to start with, encouraging the attacker to crush them with weight of numbers before reinforcements become a factor. Maybe we should try limiting the attacker as well? That might encourage some actual stealth gameplay instead.

Picking a random number... if the defenders get 5 the attackers could have 6? Then they have a small advantage to start but reinforcements could quickly swing it back.

Can you tell I've been browsing Yak forums at work...
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3377
Joined: Tue Aug 12, 2014 11:27 pm

Re: Round 1 and Guiding Principles

Postby Dave » Fri Nov 08, 2019 2:23 pm

I think it’s worth looking at. It’s interesting that rescue mission is exclusively Sector Mechanicus now, maybe that will have an impact?
The Guard dies but it does not surrender
Dave
Archduke Pumpkin of ARBBL
 
Posts: 2884
Joined: Fri Jun 27, 2014 10:16 pm

Re: Round 1 and Guiding Principles

Postby Dave » Wed Nov 13, 2019 5:12 pm

Alternative way to generate scenarios by using cards. Once played it is discarded and cannot be played again until all missions have been played through. This prevents spamming one mission that favours a particular gang type or build. Example reference table:

A - Stand Off (SM*)
2 - Looters (SM)
3 - Ambush (SM)
4 - Border Dispute (SM)
5 - Sabotage (SM)
6 - Caravan Heist (SM)
7 - Tunnel Skirmish (ZM**)
8 - The Trap (ZM)
9 - Forgotten Riches (ZM)
10 - The Marauders (ZM)
Jack - Sneak Attack (ZM)
Queen - Smash and Grab (ZM)
King - Ghast Harvest (SM or ZM lowest rated gang’s choice)
Joker - Either Escort Mission or use as a “reset deck” mechanic.

Any problem with this approach that I have not foreseen? Is everyone happy with this approach?

*Sector Mechanicus
**Zone Mortalis
Last edited by Dave on Wed Nov 13, 2019 7:53 pm, edited 1 time in total.
The Guard dies but it does not surrender
Dave
Archduke Pumpkin of ARBBL
 
Posts: 2884
Joined: Fri Jun 27, 2014 10:16 pm

Re: Round 1 and Guiding Principles

Postby Tom » Wed Nov 13, 2019 7:25 pm

One deck per player or for the whole campaign?
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3377
Joined: Tue Aug 12, 2014 11:27 pm

PreviousNext

Return to Necromunda

Who is online

Users browsing this forum: No registered users and 1 guest

cron