improving necromunda rules

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Skrit
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RE: Re: RE: Re: improving neromunda rules

Post by Skrit »

Sounds good.

I found my old Cawdor gang the other day and incredibly it's even almost finished... Might wrap that up and play a game again soon! 8)
Demi_morgana
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RE: Re: RE: Re: improving neromunda rules

Post by Demi_morgana »

take them on polish gd - I'll tak my scavvies and kick Your butt ^^
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Skrit
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RE: Re: RE: Re: improving neromunda rules

Post by Skrit »

I'm not coming to Polish GD!;)
Demi_morgana
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RE: Re: RE: Re: improving neromunda rules

Post by Demi_morgana »

pak-pak-pak... PA-KAAAAAAAAAAAAA!!!
You coward! I know You're afraid of my scavvies! :razz:
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Skrit
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RE: Re: RE: Re: improving neromunda rules

Post by Skrit »

Come to Amsterdam then instead, and I'll show you! ;)
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RE: Re: RE: Re: improving neromunda rules

Post by Demi_morgana »

ok, I can kick Your ass in poland, amsterdam, underhive of wherever else You want :wink:
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Demi_morgana
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testing new rules

Post by Demi_morgana »

today we tested some ideas for umproving necromunda gameplay, and I must say:
because of our modifications, treachorous conditions and event cards our games reached hard level! :D rolling initiative test at the beginning of turn to determine which models may activate adds lots of inpredictibility although passing I test by scalies borders with the miracle :?
I hope to prepare battle raport next weekend - damn easter didn't allow to do this now :x
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mahon
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RE: testing new rules

Post by mahon »

allow Scalies to be commanded by leaders - thus granting bonuses to their initiative...
-- Mahoń

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Demi_morgana
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RE: testing new rules

Post by Demi_morgana »

we decided to drop such thing, I mean in our beta version it's impossible to be "commanded" by leaders / models which passed initiative test
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