FreeHansje: WELCOME!!!
Although Da Bank already answered (right on the money, too!) I will also put my comments.
ON REGISTRATIONOnce of the reason of why we require registration on the forum is that we release updates, and we would like to have everyone notified. Also, it is fun (for me...) to see how many people visit the site. The fact that we have 526 register members means that there are AT LEAST 526 around the world playing Death Squads. Isn't that COOL? For all I care, PLEASE feel free to setup a site and share TLRB with anyone, put it on torrents, rapid share, etc.
Not only saves me some bandwidth, but it spreads the game. We just want to share.
We spend, collectively THOUSANDS of hours working on TLRB. Is it too much to ask that you take 30 seconds and register, so we get continued motivation to work? TLRB is free... we do NOT want money, or gifts... not even donations. We want YOU to have fun and share our love for skirmishes and 40k. If the worst part of getting a new skirmish game, in which YOUR opinion do matter and that you get direct access to Developers and Contributors AND you can even join the Team is to register to a forum... you got it made!
ON BEING NECROMUNDA PART 2Hehehehe... give
a whirl... you will be surprised how much it is NOT like Necromunda. You may conclude that it is Mordheim... but Mordheim players will tell you how different it is from Mordheim!
Death Squads is as much Necromunda or Mordheim as Pepsi is to Coca-Cola. Sure, but are carbonated cola soda-pops, but they are also VERY different. Death Squads is NOT Updated-Necromunda, nor Mordheim-in-Space. The mathematics behind
are very robust... to the point that we do use hard math to get to all the numbers. Nothing is eye-balled (for long). There are hundreds of little hidden things (we call them Ninja Designs) that allow for certain things to be possible without the player knowing... like the changing of the Turn Sequence. Try it... it simulates Overwatch without all the -I-Will-Move-After-You-Move crap in a much simpler and realistic fashion.
Necromunda is a game about humans, locked in the confined (and I used the word lightly) space of a Hive. The gangs are humans, with human needs and human intentions. Death Squads has no time or place... you can play pre-heresy or current time... in any planet, city or spaceship... with just humans or aliens. The decision is left up to YOU, the player. Necromunda is a fraction of the 40k universe, based on 40k 2nd and 3rd edition. Death Squads is based on 5th Edition, but borrows heavy fluff elements from all version, from Rogue Trader to Dark Heresy.
Like Da Bank mentioned,
takes much more elements from Mordheim, as that system was more robust than Necromunda (because it was newer)... and then we tackled the new issues and incompatibilities with scaling. If you put Orks in Necromunda, you break the system. Ash Wastes does not allow you to play in a balanced fashion... it is a good attempt to fit powerful units in a smaller (weaker) scale. We have made mathematical efforts to fit everyone FAIRLY... so normal humans (IG) can be competitive with super humans (Space Marines), yet they both 'feel' right.
Death Squads economy (in the upcoming release) has been re-tweaked for fairness and all units are cross-referenced. We followed a Mordheim principles, and re-did the math from the ground up.
The design on each Squad allows YOU (the player) to do whatever you want... yet it rewards playing the 'right'. For example, you can make your Orks shooty... get them Blastas and Big Shootas, put them in a rooftop and fire! But if you face the Jenkala's Urban Fighters, be prepared to be crushed like the fungi you are. Why? Because the Ork shooting skills are VERY bad (BS 2!) and their long range weapons weak... Orks are design (in 40k) to get close and personal... in your face WAAAGH!
The Kroot Mercenaries are also Close Combat Specialists, but their advantage is in sneaking in for the kill (like a predator!) The Jenkala's are IG specialized in shooting and Urban Warfare, while the Mordians are the true master of shooting... as long as they are in formations! In Necromunda... pretty much all the gangs can be used in any way. It has an appeal, but to me (personally) it wears off rather quickly.
If you play Space Marines versus any gang... you KNOW who will win. There is no chance in hell the gangs can beat the Astartes. Why? Because Space Marines are in a 'different scale'. You put Eldars, and they spin around (dancing!) leaving the gangs in the dust... the equipment would need to be adjusted and so on.
We fixed issues with ammo (Necromunda's system bites IMHO) and Armor (Mordheim is a joke) as well as scaling and longevity of a campaign (Necro and Mordheim campaign of 15 games is too long... for
the end of shelf is around 30!)
All in all, this is a VERY different system than Necromunda and Mordheim. We reached a maturity in which we can say the Death Squads it is its own system. Necro and Mordheim players will have a very shallow learning curve... just like Warhammer Fantasy players would find easy to play 40k... 40k is not Fantasy-in-Space.
Adding Space Marines to Necromunda is not playing Necromunda.
Give the game a chance... I'm sure you will like it. If you feel more comfortable playing a modified version of Necromunda... go ahead. We are here to share something that we love, and think is what Kill-Team should had been... which DEFINITELY was not Necromunda!
If you find something that maybe improved... PLEASE let us know. We WANT to hear from you.
Looking forward your adventures...