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RE: Re: RE: Re: improving neromunda rules
Posted: 4 Apr 2007, o 13:07
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!

RE: Re: RE: Re: improving neromunda rules
Posted: 4 Apr 2007, o 13:14
by Demi_morgana
take them on polish gd - I'll tak my scavvies and kick Your butt ^^
RE: Re: RE: Re: improving neromunda rules
Posted: 4 Apr 2007, o 13:36
by Skrit
I'm not coming to Polish GD!;)
RE: Re: RE: Re: improving neromunda rules
Posted: 4 Apr 2007, o 13:47
by Demi_morgana
pak-pak-pak... PA-KAAAAAAAAAAAAA!!!
You coward! I know You're afraid of my scavvies!

RE: Re: RE: Re: improving neromunda rules
Posted: 4 Apr 2007, o 15:21
by Skrit
Come to Amsterdam then instead, and I'll show you!

RE: Re: RE: Re: improving neromunda rules
Posted: 4 Apr 2007, o 16:48
by Demi_morgana
ok, I can kick Your ass in poland, amsterdam, underhive of wherever else You want

testing new rules
Posted: 9 Apr 2007, o 14:37
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!

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

RE: testing new rules
Posted: 9 Apr 2007, o 17:30
by mahon
allow Scalies to be commanded by leaders - thus granting bonuses to their initiative...
RE: testing new rules
Posted: 9 Apr 2007, o 18:04
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