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==Necromunda: Underhive Wars== [[File:Rsz 1rsz 15994934 135429053628056 4990385316092068855 o.jpg|300px|thumb|right]] A new turn-based tactical RPG game developed by Rogue Factor and [[Focus Home Interactive]], which is a video game adaptation of [[Specialist Games]] Necromunda. So far it only consists of three Gangs: the Goliaths (who have red scrap armour), the Escher (who wear yellow scrap armour) and Orlock (who wear blue scrap armour) so they've gone for primary colours and gangs. The gangs all feel and (despite the excellent level of detail, customisation, accuracy and love that went into the models) somehow even look a bit samey. They all get access to the same 5 classes and so the only difference between them is 6 different passive skills and a starting perk and stat bonus, so very little to make them play in a unique way. In an effort to make all weapons balanced they don't play anything like they to in the table top as Auto weapons are amazing, plasma and las cannons are weak and flamers don't set things on fire. Ignoring the fluff it does make for a bit more balanced game, but may aggravate some. With the game now released [https://store.steampowered.com/app/566440/Necromunda_Underhive_Wars/ store page] you can try it for yourself. If you like Mordheim you might like this, as it's similar in feel and on the plus side has better graphics, guns and more dynamic movement on visually stunning multi-level and occasionally somewhat confusing maps. That said it could be better as the AI is dumb as bricks, the pacing for them is slow (apparently these are being fixed) and the story mode is somewhat tedious with pre-generated gangs you don't care about, but that you have to play to unlock all cosmetic options. The dynamic movement also makes a bit of a mockery of cover as gangers can pretty much always move from one side of a map to the other in a turn making it impossible not to be flanked. ===Mordheim Similarities=== The core gameplay is very similar to Rogue Factor's previous game, Mordheim, meaning e.g. movement will be in real time, not turn-based; the game was basically developed from Mordheim as a starting point. Changes include: The AI being bloody stupid. The maps themselves are beautiful, much more 3D and with zip lines more traversable, but a little too small. The map view now shows everything rather than what's in your gangs line of sight. Considering the complexity of the maps and the speed of movement this is necessary despite removing what was a nice mechanic from Mordheim. Ranged weapons are much more important and powerful rather than for most warbands where they were a nice to have before the main hitting people with sticks could start. You can only field 5 gangers rather than the 10 of Mordheim and you have no Monster, but all your gangers are essentially heroes. The leader just gets access to some extra (and fairly awesome) perk tree and a bonus to maximum stats. Combat wise as you advance you can easily get to the stage where any ganger killed in a single attack (damage goes up but health doesn't), but do get stims to bring them back to make up for some of the worst excesses of the RNG. Hopefully they will improve on the base they have and release all standard and extra factions as DLC's before stopping development like it happened in Mordheim. Which is sad indeed.
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