tag:blogger.com,1999:blog-8394074963215462822.post8866544610462137411..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Shadow War: Armageddon - The New Old NecromundaevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-8394074963215462822.post-79040268292888431332018-04-04T15:51:23.769-07:002018-04-04T15:51:23.769-07:00I love alternating activation, and right up untl t...I love alternating activation, and right up untl the Bolt-Action/Antares sytem was my favorite. I like the Order-Dice system as it alternates but unexpected things can happen, with multiple activations in a row. Its a good compromise (downside is list-building just to optimise order dice). Two Fat Lardies have a good system as well, alternating activations with command pools that vary whow much you can accomplish during your go, with the dice chancing a multiple activation - Chain of Command, I believe is the rule-set.BDubhttps://www.blogger.com/profile/05230133605754941638noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-36834447323718037022018-02-14T12:45:38.824-08:002018-02-14T12:45:38.824-08:00It's just so lazy. What did they do?
....Cop...It's just so lazy. What did they do?<br /><br />....Copy and paste 1990s rules verbatim, meddle needlessly with the best bit (campaign) just to prove it's "new" and then insert 40K as factions (which I could do off one of the Necromunda fan sites). evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-48194880150777341352018-02-14T12:34:15.153-08:002018-02-14T12:34:15.153-08:00--"The reason I built a few of my own games i...--"The reason I built a few of my own games in the first place was I got tired of looking at all of my unused 40K models. I bet several of us on the Google Group have done the same."<br /><br />I suspect "making a better 40K" or "improving 40K" was a first step for most game designers. I know I wanted to alternate unit activation and my friends thought it was heresy "it's not OFFICIAL rules, so it's not legit"....evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-87357276227448510462018-02-13T12:16:56.561-08:002018-02-13T12:16:56.561-08:00The reason I built a few of my own games in the fi...The reason I built a few of my own games in the first place was I got tired of looking at all of my unused 40K models. I bet several of us on the Google Group have done the same. :) <br /><br />Still not enough to get me to buy this or the Newcromunda.... and I played the heck out of the old Necromunda. Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-35986603703672571072018-02-12T23:08:11.444-08:002018-02-12T23:08:11.444-08:00A fair overview. I suspect GW was testing the wate...A fair overview. I suspect GW was testing the waters for the Necromunda re-release.Barkshttps://www.blogger.com/profile/04389368754759452544noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-15908222078492690512018-02-11T22:50:33.505-08:002018-02-11T22:50:33.505-08:00No, dated does not mean bad.
I meant dated in &qu...No, dated does not mean bad.<br /><br />I meant dated in "lots of stats, many of which are unecessary" "extra needless rolls"(i.e. toughness AND save); too many modifiers (tracking if ran or not last turn = not worth it), use of boring IGOUGO rather than more interactive activation (even alternating single models like 2017 Necromunda does), and use of many different dice mechanics (d6 to beat a score, d6 vs chart, 2d6 etc) instead of a single consistent one. Resolving melee and missile combat in different ways, and clunky morale rules. Unnecessary tracking (flesh wounds, ammo).<br /><br />These design elements are all very 1990s. <br /><br />That said, I think we've swung to far the other way at times, with far many bland, fast playing rules. No modifiers is also bad = modifiers encourage certain tactics. No stats is also bad; designers compensate with 101 special abilities or traits (see Song of Blades and Heroes). Sometimes games are more like CCGs than wargames (Warmachne, Malifaux) with so many special rules remembering rules is more important than tactics (Infinity). <br /><br />evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-8079610764026519892018-02-11T12:49:59.942-08:002018-02-11T12:49:59.942-08:00"- Same chaotic rule writing from original Ne..."- Same chaotic rule writing from original Necromunda; dated rules<br />design"<br /><br />Does old, dated rules automatically mean bad ones? I'm agree Necromunda (the game, not the campaign) has some overcomplicated and time-wasting systems (I couldn't stop nodding while reading the article), but old and dated rules can give us some new perspectives and ideas about designing. The old for someone could be new for others. IMO, dated doesn't mean a bad thing.<br /><br />Other questions, which would be the criteria to define a wargame as a modern one? Should we consider the most actually played (and economically succesful) games as a reference of well-designed modern wargames?<br /><br />Salumhttps://www.blogger.com/profile/10276700686999422799noreply@blogger.com