So awesome, my brother and I are looking to get into a TTG and were considering to start with Warhammer 40K but this one looks to be a bit more affordable for us at the moment and sounds great. Keep up the good videos.
Excellent video only major thing that was wrong that stood out to me was the ramming rules. St is based on the moving vehicles movement characteristic not the speed travelled (weird I know it caught me out as well!) Looking forward to hearing the podcast
@@wellywoodwargaming Mate it doesn't surprise me it took a long time. It's really informative and well structured. GW should use this as their learn to play play video.
It would be really useful to have a follow up on this with advice on how to use the yak tribe resources to track a game and use for the post game activities for a campaign to link the beginners guide to the campaign guide.
I'd definitely put my guys' field of vision on their base edges, a white section or something like that. Squinting across the table at a miniatures tiny head and trying to guess which side it's looking doesn't sound like a lot of fun.
Thank you for this! Question: when attacking with paired melee weapons, the rules are: "A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled. " Using the Orrus Hunter as an example, with Paired Power FIsts, his A is normally 2. When he charges successfully, how many dice does he roll? When making a Reaction Attack, how many dice does he roll? Thanks!
Thank you for your explanation , great video ! Now from a rule perspective, the stray shot rule make no sens to me. If you follow the rules, you could target a really distant fighter with a powerful short range weapon. The target is too far and the attack is automatically a miss, and since it's a a miss it trigger the stray shot rule. Now if a second fighter stand a little bit too close on the right or the left of original target, you have a 50% chance to hit him with your short range weapon ! Maybe I'm wrong but I haven't seen anything in the rules to prevent that situation from happening, it only says "shot miss -> do 50/50 roll to hit any other fighter in 1inch range of the measured line between attacker and target". So it can by 1 inch in any direction from any point of the line that link the attacker to it's target. On top of that, with some positioning, it's also possible to use Stray shot to shot target on which your fighter does not have any line of sight at all.
If the stray shot result is a 1-3 then the bullet/shot is on target to hit the other out-of-range ganger but still falls short. A variation of this question is when there's a closer target in full cover and you shoot at a target behind them in partial cover. If the shooter is a WS5 juve they'll miss the partial cover target but hit the closer full cover one 50/50. I believe most people house-rule this so the -2 modifier is applied at that point and you only hit the close target on a 1.
It seems to me 10th Edition seems to be borrowing from Kill Team. I wish they'd take more from this as well (at least just small bits as 40k is a bigger scale game, but this reminds me a bit of 3rd edition in some ways). I've always wanted to play KT or Necromunda. Thanks for a great video! The game definitely seems interesting.
Excellent video. I'm wondering about one thing - "editions". As the recent box is Ash Waste, does the new rulebook in that boxed set contains new and complete rules? What about the former boxes: Hive War, Dark Uprising, or Underhive? I'm new to Necromunda in its current form so I'm a little bit confused. I saw on the GW website that there is a "regular" rulebook containing all the information but Hive War is still available and contains some kind of a rulebook. And what was the starter set Underhive? Are the rules in that boxed set the current ones? And the last question, if the Hive War rulebook contains current rules should I start with Ash Wastes or may I stay with Hive War?
Ok, so there have been 4 starter sets, underhive, dark uprising, hive war, and ash wastes. All of them contain rulebook. However the most up to date is of course the solo rulebook which contains the errata over time.
@@wellywoodwargaming just how it works in general, weather failing the will power check means you can keep trying untill you pass or if it uses an action and you try again. Seems people are at odds with it. The missus got me the CGC so I'm currently playing with them🤣
@@MrAllgoodnamesaregon ok so the wording is important here. It states in the rule book the a failed wp check leads to a failed action not activation. So bear in mind a fighter has 2 actions per activation. One is failed , but as it was failed it does mean you can attempt the action again rules as written. Just need to pass a second wp check if it's a shoot/fight action. Hope that answers your question
It's definitely usable, however it is pretty outdated and many of the rules have been updated. There should be an errata document download on the games workshop website though fyi
@Wellywood Wargaming Why can you make an Aim Action and a Shoot Action, when they are bouth Basic Actions? There can only be one Basic Action per activation, right?
Awesome mate, love your videos! Question that has been plaquing me and my gaming group. If you shoot a blast weapon and you fail your BS roll, it misses and you have to roll scatter dice + D6". When rolling the scatter dice and you score HIT and 1 something has gone wrong and you have to roll another D6 to see what happens etc. My question is, what happens if you miss your BS and then roll scatter dice and D6" but the result is HIT + 2-6 on D6 ? Cheers in advance mate
@@wellywoodwargaming Bloody hell! I did not even realise it had an tiny arrow in it. Must come from playing GW games ever since late 80's so in my mind's eye I visualized older W40k scatter dices which did not have the tiny arrow in them. :D Cheers for the help mate! :)
Hey man, the charge action explanation with the caveats for Versatile weapons…. Where did you find the language for that? I can’t find the bit about being able to stop short of moving into base to bad contact. Have checked the rulebook and the errata…
Under ‘Versatile’ rules it says you don’t have to be base to base but nowhere says you don’t have to complete charge this is a (valid in my opinion) assumption by the community
Please stop saying "Of course" in an intro video. "Of course" sounds condescending to someone who knows nothing about what you are supposed to be introducing. Otherwise great video, very informative, great visual representations. Thank you for your work!
This was excellent. Could you do a follow up covering campaign rules? Pre and post battle stuff, trading rules, captured enemies etc?
Ok sure!
@@wellywoodwargaming Well that was quick! ruclips.net/video/SwSAsSlNZLw/видео.html
I second!!
Thats an amazing suggestion, also some of the scenarios was very confusing to me and my campaign's players, if possible, would love to see that also.
I would like this too!
Heck yes! Just what I needed. Awesome work dude
It took me a while! Hope you enjoy it
So awesome, my brother and I are looking to get into a TTG and were considering to start with Warhammer 40K but this one looks to be a bit more affordable for us at the moment and sounds great. Keep up the good videos.
As an avid necromunda player, ITS A TRAP. SCENERY WILL FLOG YOUR WALLET FOR EVERYTHING YOUVE GOT
Yeah but how awesome is the table going to look as a result?
@@abrentwalker have you looked at Mantic Games terrain offerings, other companies terrain and just making it your self
Really appreciate this.
Well put together and easy to grasp!
Well done, this is something a lot of people have asked for.
Excellent video only major thing that was wrong that stood out to me was the ramming rules. St is based on the moving vehicles movement characteristic not the speed travelled (weird I know it caught me out as well!)
Looking forward to hearing the podcast
This really helped me understand the mechanics of the game as I'm trying it out for the first time, thanks
Thank you very much
holy crap this is great!!!! cheers bruz!
Thank you, it took a surprising amount of time to do
@@wellywoodwargaming Mate it doesn't surprise me it took a long time. It's really informative and well structured. GW should use this as their learn to play play video.
@@scelago_games mate I'm looking for work 🤪
Excellent!
It's always cool to find a channel that focuses on Necromunda. I want to try out a Cawdor gang or maybe House Delaque.
Awesome mate, Thanks a lot
Thank you
This was great, very useful mate.
Thank you
It would be really useful to have a follow up on this with advice on how to use the yak tribe resources to track a game and use for the post game activities for a campaign to link the beginners guide to the campaign guide.
Thanks! I'm planning on doing a yaktribe for beginners video among other things but the list is super long at this stage and I'm only human 😁
Late to the party but… wow great job on this sir!
Hail all
Hail!
Hail!
nice one
I'd definitely put my guys' field of vision on their base edges, a white section or something like that. Squinting across the table at a miniatures tiny head and trying to guess which side it's looking doesn't sound like a lot of fun.
Thank you for this!
Question: when attacking with paired melee weapons, the rules are: "A fighter that is armed with Paired weapons counts as
being armed with dual weapons with the Melee trait
for the purposes of calculating the number of Attack
dice they will roll. Additionally, when making a Charge
(Double) action, their Attacks characteristic is doubled.
"
Using the Orrus Hunter as an example, with Paired Power FIsts, his A is normally 2.
When he charges successfully, how many dice does he roll?
When making a Reaction Attack, how many dice does he roll?
Thanks!
6 attacks on the charge and 3 on reaction
@@wellywoodwargaming Thank you!
Thank you for your explanation , great video !
Now from a rule perspective, the stray shot rule make no sens to me. If you follow the rules, you could target a really distant fighter with a powerful short range weapon. The target is too far and the attack is automatically a miss, and since it's a a miss it trigger the stray shot rule.
Now if a second fighter stand a little bit too close on the right or the left of original target, you have a 50% chance to hit him with your short range weapon ! Maybe I'm wrong but I haven't seen anything in the rules to prevent that situation from happening, it only says "shot miss -> do 50/50 roll to hit any other fighter in 1inch range of the measured line between attacker and target". So it can by 1 inch in any direction from any point of the line that link the attacker to it's target.
On top of that, with some positioning, it's also possible to use Stray shot to shot target on which your fighter does not have any line of sight at all.
If the stray shot result is a 1-3 then the bullet/shot is on target to hit the other out-of-range ganger but still falls short. A variation of this question is when there's a closer target in full cover and you shoot at a target behind them in partial cover. If the shooter is a WS5 juve they'll miss the partial cover target but hit the closer full cover one 50/50. I believe most people house-rule this so the -2 modifier is applied at that point and you only hit the close target on a 1.
This game feels more overwhelming than Infinity, and that's my main game and is known for many rules.
Great for revision too.
Great job
Thanks a lot
Thanks for this ❤
I only started learning how to play cuz I want to buy the gene stealer from it 😅
Honestly same hahaha. I saw the malstrain genestealers and wanted them immediately
Great vid!
Great video
It seems to me 10th Edition seems to be borrowing from Kill Team. I wish they'd take more from this as well (at least just small bits as 40k is a bigger scale game, but this reminds me a bit of 3rd edition in some ways).
I've always wanted to play KT or Necromunda. Thanks for a great video! The game definitely seems interesting.
Top vid mate❤
Great - although it had been more informative if Oberon had survived the charge and retaliated (him having two sidearms - which is tricky in CC)…
Excellent video. I'm wondering about one thing - "editions". As the recent box is Ash Waste, does the new rulebook in that boxed set contains new and complete rules? What about the former boxes: Hive War, Dark Uprising, or Underhive? I'm new to Necromunda in its current form so I'm a little bit confused. I saw on the GW website that there is a "regular" rulebook containing all the information but Hive War is still available and contains some kind of a rulebook. And what was the starter set Underhive? Are the rules in that boxed set the current ones? And the last question, if the Hive War rulebook contains current rules should I start with Ash Wastes or may I stay with Hive War?
Ok, so there have been 4 starter sets, underhive, dark uprising, hive war, and ash wastes. All of them contain rulebook. However the most up to date is of course the solo rulebook which contains the errata over time.
Does anyone have a resource for reading all the rules in one place?
Great vid! Are you telling me there's a necromunda community in Wellys? How do I get in on this?
Absolutely! They're on dischord, of you email me I can put you in touch. Wellywoodwargaming@gmail.com
Awesome video, would love to see your explanation and uses of terrifying as it seems to be a high topic of debate 🤣
In regards to the wyrd power or the trait in general? I think it's fine honestly
@@wellywoodwargaming just how it works in general, weather failing the will power check means you can keep trying untill you pass or if it uses an action and you try again. Seems people are at odds with it. The missus got me the CGC so I'm currently playing with them🤣
@@MrAllgoodnamesaregon ok so the wording is important here. It states in the rule book the a failed wp check leads to a failed action not activation. So bear in mind a fighter has 2 actions per activation. One is failed , but as it was failed it does mean you can attempt the action again rules as written. Just need to pass a second wp check if it's a shoot/fight action. Hope that answers your question
@@wellywoodwargaming cheers mate I think so.🤣
@@wellywoodwargaming okay sorry to sound dumb, so you can try up to two times and shoot, unless say you take the aim action, fail the check?
Very nice guide thank you
I have a question...I have a box of Necromunda Underhive , is the rule book in there still usable?
It's definitely usable, however it is pretty outdated and many of the rules have been updated. There should be an errata document download on the games workshop website though fyi
@Wellywood Wargaming
Why can you make an Aim Action and a Shoot Action, when they are bouth Basic Actions? There can only be one Basic Action per activation, right?
A weapon with the sidearm arm, if it has other traits do they work aswell? In melee that is ?
Yeah absolutely
Awesome mate, love your videos! Question that has been plaquing me and my gaming group. If you shoot a blast weapon and you fail your BS roll, it misses and you have to roll scatter dice + D6". When rolling the scatter dice and you score HIT and 1 something has gone wrong and you have to roll another D6 to see what happens etc. My question is, what happens if you miss your BS and then roll scatter dice and D6" but the result is HIT + 2-6 on D6 ?
Cheers in advance mate
Then I think you use the tiny arrow on it and treat it as the direction it moves in instead. At least I think that's it mate
@@wellywoodwargaming Bloody hell! I did not even realise it had an tiny arrow in it. Must come from playing GW games ever since late 80's so in my mind's eye I visualized older W40k scatter dices which did not have the tiny arrow in them. :D Cheers for the help mate! :)
Where did you get those models from, particularly the one with axe.
All conversions from age of sigmar stuff mate
Great video, but there are so many rules i still didn't catch all of them 😅
Yeah there is a lot of stuff to take in thats for sure but the core principles are all you need to get started
Hey man, the charge action explanation with the caveats for Versatile weapons…. Where did you find the language for that? I can’t find the bit about being able to stop short of moving into base to bad contact. Have checked the rulebook and the errata…
I may be getting that from necrodamus
Under ‘Versatile’ rules it says you don’t have to be base to base but nowhere says you don’t have to complete charge this is a (valid in my opinion) assumption by the community
nice video! just one question...why are you wearing a jacket indoors?
Because it was cold!
In Damon terms! Lmao
So mordheim but cringe?
What do you mean exactly?
@@wellywoodwargaming nothing much, just kinda a shitpost comparing necromunda to its whfb equivalent
They're similar originally. Oldmunda predates mordheim but both were great. I think the newer mechanics are better though for sure. Give it a try
Please stop saying "Of course" in an intro video. "Of course" sounds condescending to someone who knows nothing about what you are supposed to be introducing.
Otherwise great video, very informative, great visual representations. Thank you for your work!
How do you win in a game of necromunda
Having fun with it is winning 😁
@@wellywoodwargaming shit game then, no point in playing if there’s no way to win
🤣
Thank you very much