Friday, May 10, 2019

A battle in the Underhive


  Now that I have everything for this game (except the new Hired Guns just released by FW) and some fantastic terrain to use, it was time to actually play it.  So I recruited my wife and dove into the main box.  We weren't planning on using the 3D terrain yet as I still had to finish building it and we needed to learn the new rules to this game first. 

  The box comes with quite a bit of stuff and is HEAVY.  The fact that I added all the books and expansion board pack didn't help, but even at its basic set the game is not a light game.  The first task was the build the models and we did.  I pulled out the Goliath models and she pulled out the Escher (of course) and we went to town. 

  I'm not going to show off pics of the models and then review them for you- there's plenty of that all over the blogosphere already.  But I will note that the models aren't as customizable as I expect Necromunda models to be.  While not 'monopose', they are very close and have specific bits that are required for specific loadouts.  My wife actually did customize one of her gangers before I explained that we're using the characters from the game, so it's still definitely possible.  But I was surprised at how limited I felt building these.  (That being said, FW makes some great weapon packs that actually replace all the bits with new ones in favor of the new weapon, so it's definitely not an issue to the game.)



  The next task was to read the rules and learn how to play.  This meant using the 'basic rules', which were really basic, in a very small game inside the box.  That's right- inside the game box!  Rules like Injuries and Skills were ignored for the battle and the focus was definitely on the turn mechanics.  Unlike the old game, this version uses Alternating Activation and turn-by-turn Priority.  Then there's the 'Action' mechanic where a character may take up to two actions in their activation, including move, shoot, charge, reload, and even duck for cover, which has limitations and effects on the game.  Overall, a romp around the basic box is probably a good idea before trying out everything else. 

  After easily mastering the basic rules and playing that scenario, we decided to get a real battle going.  So reading the rulebook more (and again- "measure twice, cut once") and pulling out the characters' cards went by and it was finally time to get to scrummin'!  The first scenario in the book is called 'Tunnel Skirmish' and requires four game board sections and each gang to bring six of their choice.  The mission is the typical 'kill 'em all' style, lasting six turns or until one gang bottles out. 

  I should note that the Necromunda game, in its 'board game' format, is actually the Zone Mortalis setting for 40k.  This represents tunnels and corridors inside spaceships and fortresses, but also translates very well into the underbelly of Hive Primus and the gang warfare taking place in the sewers, abandoned hab-domes, and crumbling ductways.  In this version of the game, there are doors that can be operated and line-of-sight issues everywhere. 
It was a take that I wasn't expecting and not looking forward to (remember that I'm an oooooold Necromunda player, used to everything happening in elevation and 3D), but it was still convincing and executed very well.

  The task of choosing our gangs was interesting, because there was no limit.  The player that chose the 'weaker' band received an extra Tactic Card (similar to Strategems in 40k, but no cost and one use only) to compensate.  I chose the Leader, my CC Champion, my CC-focused Ganger, and three more Gangers with stub cannons (Goliath's basic firearm).  They were slow, but they were tough and could put out some pain if close enough.


   My wife chose her Leader, two Champions, a Ganger with autogun, a Ganger with a couple of pistols, and the last one set up for close combat (CC).  They were very fast, had range, and even some template-based attacks that are more than scary.  And poison/toxins everywhere...


  The final task was to setup and play! She won the roll-off and set up her first model, then I set mine up, and back-and-forth until we were done.  All doors were closed and the gangs were ready to sneak about.  Because she won the roll-off, the Escher gang had priority in the first turn...

Setup
  The first couple of rounds weren't really exciting.  Both gangs moved up, maybe let off a shot when they saw someone, and consolidated to where they wanted to be.  It was actually quite fun considering the 'mood' around trying to hide behind walls and getting up to doors without alerting the enemy or getting shot at.  I even started making some Alien movie sounds as we went through our turns.

  The end of the second round saw the Goliaths moved into cover or coming out of a corridor nearly on top of the Escher gangers.  Meanwhile, the Eschers had moved up and overloaded on either side to set up the kill zone on the corridor and weight of numbers behind the door.  With a couple of actions, the doors started to slide open and the firefight started!

End Round 2
  Escher won the priority for Round 3 and immediately let loose on every ganger they could see, pinning a couple and severely injuring another.  The chem-thrower even took the CC Champion out of action!  But the Goliaths were not be denied.  Using one of the Tactics Cards, the pinned fighters recovered and responded in kind.  The remaining CC ganger charged into combat and bullied the ladies back.  In support, the Goliath leader fired his plasma pistol and took out the Escher leader with a well-placed shot. 

End Round 3
   The Goliaths won priority for the fourth round and they took advantage of it.  The CC ganger, watching the enemy leader go down, was emboldened and charged the remaining Escher.  With his oversized spanner in one hand and a cleaver in the other, he easily dispatched both opponents and roared in triumph.  Both of the gangers from the corridor got to their feet, blasted one enemy to smithereens, and charged another to finish her off.  The corridor strategy worked!  Under the pressure, the final Escher on that side broke and fled as far she could. 

End Round 4
  Finally, the Escher failed their bottle check and it was obvious what the outcome would be for the lone survivor.  She brushed back her hair, muttered profanities at the brutes, and fled from the area.  It was a Goliath victory!


  I'm sure that the game can be much more balanced as we play more, but this one was very 'swingy'.  The Escher were knocking Goliaths down left and right, but they couldn't finish them off.  Then the Goliaths got a number of good die rolls and the Escher were finished.  But it was still very fun.  There was a certain cinematic element to the way everything played out- every action and die roll was important the whole way!  

  This is definitely not the same Necromunda that I'm used to.  It's not so different that it's no longer the same game, but there's a reason that 25 year-old system had to be redone.  I'm very happy with this new game.  And the fact that my wife easily understands it and enjoys playing makes it even better.  A couple more games from the rulebook and we'll have to move to the 3D stuff...


  Have you played the new Necromunda?  If so, let me know what you thought below.  Happy Gaming!

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