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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! 8)

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! :razz:

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 :wink:

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! :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

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