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Welcome aboard Rowan
Sorry about the lateness of this reply I've had a freakishly productive week in the painting department which has taken up a lot of my time. I see your point but I think saying GorkaMorkA lacks variety is a little unfair, yes the basic rules gave you only 2 different types of gang/mob, but the variety and colour of GorkaMorkA came from the vehicles and the gubbinz you fitted to them. (some one could be equally as unfair with Necromunda and say something along the lines that you only get 5 different minor variants on the same human gang and the only ones that really stood out where the Redemptionists and Scavvies – but this is clearly untrue to anyone who knows Necromunda) for me GorkaMorkA is about converting the Trukkz, Bikes and Traakz no 2 Ork vehicles are ever the same and thus no 2 Gangs are either. Point taken though, as far as the rules go there wasn't much variety in GorkaMorkA. Background-wise I think GorkaMorkA would have been more interesting if the gang types had been based on the classic Orkish Klanns (Evil Sunz, Bad Moonz, Snake Bitez, Blood Axes ect). I like Rebel Grotz, they are a very characterful force, have become an unofficial 40k army and are often seen at tournaments using IG army lists to the point that I feel its been over-done. Muti-raiders are another interesting force but they failed to make any real impact on 40k mindset due to their rather localised background (Eye of Terror Codex! I hear some-one scream – but these aren't Chaos mutants). Now Diggaz are an odd one, but I'd point out that Ratskins never had vehicles. One force I would like to have seen appear in GorkaMorkA is the Necrons since they were hinted at all the time in the books. Small warbands of slow moving, but hard to kill troops on foot armed with powerful weapons would be an interesting addition to what is 99% a vehicle combat game. Although similar in many ways (hence having a shared category on the forum) Necromunda is about gun fights in the cramped and winding complexes of the Underhive and GorkaMorkA is about full-contact vehicle combat in the wide open deserts of Angelis. Any GorkaMorkA or Necromunda (or both) related materials you can contribute will be most welcomed
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
Well the problem with the vehicles is, that short of the variety of vehicle-based weapons (not big-guns), Necromunda eventually had an even greater range of vehicles, from bikes, to trakks, to walkers, to light tanks (think Rhino's more than anything), all the way up to Jawa Sandcrawlers (seriously!!!) and they have some interesting vehicle equipment which makes up for this (my favourites include the replacement tyres/trakks and run-flat tyres which ignore all tyre damage).
They are also less beardy, the whole 'holds as many models as you can put in it' of GorkaMorka saw me facing some really amazing conversion, each able to hold the entire mob and then some, without being some double-wide road train type vehicle. I think it really punished those who never converted. Necromunda gangs all had more Skill tables to choose from, which is why in my Oddmob converions rules they got access to an additional two that GorkaMorka lacks an equivalent for. Not to mention all the equipment they had access to. Cheers Rowan/LSWSjr |
Oh also the Necrons did appear in GorkaMorka... as antagonists.
There is a retirement scenario where your gang fights to the death against a Necron advance party, they were hard to beat but if you played Orks or Diggas you could take the weapons of downed (but not faded away) Necrons and use them, also which could be kept if you didn't have gotten to a retirement level gang rating yet. Not that I'm condoning piracy but most of the files for both games has been collected and are available in torrent form. If you're looking for GorkaMorka files try searching for DiggaNob rather than GorkaMorka, as there are many files with just the GW recent scans of two main rule books. Cheers Rowan/LSWSjr |
In reply to this post by LSWSjr
I've got to say that I really don't like combining Necromunda and Gorkamorka. The two have such wildly different ethoses which don't mesh particularly well, at least in my opinion. Before I explain further I've got to say that I love Necromunda and Gorkamorka, so I'm not trying to say anything negative towards either game.
The issue is with the mindset each game is played in - for me Necromunda is significantly more tactical and in general has more negative consequences. Gorkamorka on the other hand is a game that rewards wildly reckless behaviour (at least for the Ork mobs) and works best when players get into the background of their chosen faction and play from its viewpoint. This is essentially why I dislike trying to shoehorn Gorkamorka mobs into Necromunda using the Ash Wastes rules. Playing as Orks could well be fun in Necromunda, but it's not a substitute for Gorkamorka. |
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Well said! I totally agree
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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