Wednesday, February 8, 2017

A Private Little War

One thing that caught my interest in recent weeks is the announcement that the classic Games Workshop tabletop game Necromunda will be turned into a game for the PC and console.

Well if you have Mordheim as a game then you may as well got the whole hog and do Necromunda as well...

As someone who was very interested in the Game Workshop in the mid-nineties, I have fond memories of Necromunda. There was something so satisfying about playing a game on a much smaller scale than that of FB or 40k. And was especially gratifying to see the fighters that made up your gang grow and evolve with each passing battle (and also very disheartening when they bit the dust). But unfortunately, the campaigns I played in tended to be short-lived - so I could never experience that feeling of taking a gang the whole way from inception to victory (or something).

Thus, having an adaption such as this would be a dream come true, right?

Well i have no idea if anyone in Rogue Factor will read this, so regardless, I offer my two cents on a potential Necromunda game. As far as I'm, concerned it need to have three things:

1) Squad based combat
First and foremost, the only way i can see this working if the makers of this game took the approach of squad-based combat popularized by Xcom.Unlike Mordheim, Necromunda always took an individualistic approach with the men (or women if you chose house Escher) under your control and you built a connection with your dudes, experiencing satisfaction when they did well and dismay when they were killed off - something that Xcom players would know all too well.
If i were to make a Necromunda game,. the first thing I would do is study the combat utilized in Xcom and understand why it worked so well (both in the original and the remake).

2) League system
Another game I would look at, for my hypothetical Necromunda game, is Worms - and in particular the league system. Now i will admit that I don't know how league systems have improved with two decades of gaming advancement, but the one in Worms will forever be my benchmark.
I liked how in Worms it came with it's own inbuilt league and a combination of computer controlled worm teams of varying ability. By playing against each team, one could get a sense of progression and build up genuine rivalries as well as see each worm progress and build a history - which is exactly the type of thing Necromunda offers.

3) Unique gangs
Can we have them please? 
Seriously though, one of the more interesting things about Necromunda is that each of the gangs are unique with their own play style, skill-sets and weapons. And in some cases, particularly the Outlander gangs, their own rules. Granted such a scope may be tricky to implement in a game such as this but such an effort will not go unrecognized.
Oh and get the Enforcers while we're at it.

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