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QUestion about the gubbinz magazine

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12 replies to this topic

#1
Full_Blooded_Ork

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Was that magizine official? Or is it just houserules? Just curious on how balanced the stuff in their is incase people want to use the groups in there.

#2
Dim_Reapa

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Ah, the eternal question that hounds, annoys and generally irritates all SG players...

Well the answer is, like most questions of this nature regarding submitted rules, yes they're official in a general sense, but that ceases to matter in gaming groups.

I have to say the main thing I'd say to anyone who sets out to play Gorkamorka is not to play it like 40k gamers. That means not hanging onto words like "official" or using diminutive or dismissive terms for House Rules and whatnot. Stop worrying about balance (you do, after all, play 40k, which has this in spades; as well as a horribly bad core system that cannot handle it, unlike 75% of SGs), don't view official with any more regard or importance than a group's house rules, or submitted rules. View everything as in no way being set in stone, unless that particular aspect works really well for your group.

As to the contents of Gubbinz, well, it's a mixed bag. I'm not wholly experienced with it (I do own it, however), but I did use some of the White Dwarf articles it contains (mainly Mad Meks 1&2, and Rokkit Packs). I found them welcome additions, but I wouldn't say any of it is necessary, or that it necessarily works for every group. Gorkamorka has a number of flaws that can cause problems. Gaming with Gorkamorka is a bit like bringing barrels of bricks and sponges to a throwing party in a greenhouse (with the experienced players having the sense to just use sponges).

If I recall, the tUGS group have experimented with a lot of these, so I'm sure they can give you detailed opinions on specific parts.

There's only really one new mob (ignore Bladerz, it was deemed silly before print, let alone after it), and that's the Freebootas. They seem pretty okay to me. Mostly it's add-ons, scenarios, a few articles, a lot of bad pictures from the 90s... you get the idea.

So what's the best answer for your questions? I'd say try them out. Your group, or at least part of it, will quickly ascertain the weedy from the proppa. Part of the fun, for me, is adding to the games as much as possible. I find it pretty boring to have Specialist Games campaigns where players go "official stuff only", and the word "stuff" typically noting "things from the current rulebook only" (particularly prevalent in Necro campaigns). Those sorts of gamers are the first I'd put up against the wall when the revolution comes. Well, at least after I've had Matt Ward shot...

If you're worried about balance, I wouldn't play GoMo in all honesty. It tends to go really, really badly for at least one of you after the first few games, and that's usually the start of a massive downward spiral. The most fun I ever had in GoMo was playing a Morker mob that lost a devastating first game and ended the campaign having had 4 leadership challenges, 6 head wounds, several old wounds (which I kept rolling 1s for), and a Nob that was a Grot. Yes. Can't remember if it can actually happen, but we did allow it. Ironically my Grot Nob killed another Nob that he took down in combat. That's the only good thing my mob ever did...

#3
Flamekebab

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Was that magizine official? Or is it just houserules? Just curious on how balanced the stuff in their is incase people want to use the groups in there.

Dim_Reapa is right that it's a mixed bag. Most of the rules are fan creations although whether Mad Meks 1 & 2 count or not is debatable. On the one hand they were written by Gav Thorpe. On the other hand we don't know the context and so arguably they're still fan creations. The thing being, it doesn't really matter. Gorkamorka isn't all that balanced. Playing it with power gamers who only care about winning will not be fun. Play it in the spirit of the game, nothing too serious, and it works really well.

In terms of balance though, well, you're better off asking what we think about a particular set of rules.

The Freeboota rules are okay, for example. Depiff runs them and I based the Outlaw MC rules on them, so we know they mostly work.

Ask and as you can see, you'll get a response quickly!

#4
Full_Blooded_Ork

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By balance I ment, everyone chooses the freebooterz gang because they are loads better then the book ones. I'm thinking of banning muties, at least for now. But you guys answered most of my questions already. I do want to know if the necromunda gang rules work in gorkamorka? I saw gubbinz has an article on it. Btw, is gubbinz a collection of all the gorkamorka articles from white dwarf? WIth more material I mean.

#5
Flamekebab

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By balance I ment, everyone chooses the freebooterz gang because they are loads better then the book ones.

Why would everyone choose the same side? Gorkamorka isn't about winning. If you approach the game that way it'll not be much fun.

I'm thinking of banning muties, at least for now.

Why?

I do want to know if the necromunda gang rules work in gorkamorka?

I haven't tried them personally but I've read of other people using them without too many problems. Personally I probably wouldn't bother. Diggas and Dust Rats bring the human element for me.

Btw, is gubbinz a collection of all the gorkamorka articles from white dwarf? WIth more material I mean.

No. There's a few that are. You can find out which here. Essentially most things are from the Citadel Journal or unprinted submissions to the CJ.

#6
Full_Blooded_Ork

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Why would everyone choose the same side? Gorkamorka isn't about winning. If you approach the game that way it'll not be much fun.


Just taking precautions before I bring them up.

Why?


Don't they change the layout of the game abit and have a huge advantage?

#7
skarnir

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No. There's a few that are. You can find out which here. Essentially most things are from the Citadel Journal or unprinted submissions to the CJ.
[/quote]

I see there is a listing of articals which have been printed. But is there any chance we can see the articles not just the listing?
From the list of waht was printed(or not printed in some cases) it looks like there is a whole bucket of gorkamorka stuff I would like to read.
Forgive my stupidity if I ask the obvious.

May the Enemies blood on your choppa never dry or your welding torch grow cold!

 

Ork Tactics by Laughterofthegods

https://www.dropbox....actica.pdf?dl=0

 

http://www.the-waaagh.com/forums/index.php?showtopic=50985


#8
Flamekebab

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Just taking precautions before I bring them up.

I can't think of any one faction that is loads better than any other. Rebel Grots are probably the hardest to play as but they're still a lot of fun. I can't imagine a campaign where everyone wants to play as the same faction though.

With Gorkamorka lots of the balance needs to come from the players, not the rules. That is to say don't play it with people who only care about winning because the system isn't balanced enough to survive that play style. Certain weapon combos are much more effective for their cost. They're not as much fun though!

For example, if I wanted to just win I'd build a big trukk and load it with boys carrying two choppas each. I'd add a wrecking ball or big grabber (or both!) and reinforced ram. With that combo you should be able to stomp on just about any other mob through sheer numbers. Vehicles would be dealt with by ramming and gubbinz attacks.

That's using what's in the original rule book.

So if the base game is unbalanced like that then new mobs aren't really what you need to worry about. If that makes sense? :)

Don't they change the layout of the game abit and have a huge advantage?

Not really. Why would they?
Their weapons are more powerful, sure, but there's only a few of them and they risk so much every game. Being taken Out of Action seriously damages their income, for example, and saving up for a new warrior can take quite a while.

They're a lot of fun to play and play against though. I have many fond memories of facing off against Mattz' Questers of Magod. He really played to their strengths!


No. There's a few that are. You can find out which here. Essentially most things are from the Citadel Journal or unprinted submissions to the CJ.

I see there is a listing of articles which have been printed. But is there any chance we can see the articles not just the listing?
From the list of waht was printed(or not printed in some cases) it looks like there is a whole bucket of gorkamorka stuff I would like to read.
Forgive my stupidity if I ask the obvious.

That's an archived copy of an old index. Most, but not all, of the articles are available online. We're working (slowly) on getting them all on tUGS. I think every scenario GW created or published is available, for example. I've also seen a torrent kicking around of Gorkamorka resources that may have some additional stuff if you can find it. Anyway, if there's a particular article you're after google the article title and it may well already be out there.

#9
Full_Blooded_Ork

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Someone on here told me muties did something to the experance, maby it was DIm? It was like 6 years ago.

I can't think of any one faction that is loads better than any other. Rebel Grots are probably the hardest to play as but they're still a lot of fun. I can't imagine a campaign where everyone wants to play as the same faction though.


Well I have heard that gorkers and muties were the strongest two, so I could see alot of people jumping on them.

But good to keep in mind, I'll only ask players who are more known to play for fun then to play compedativly.

#10
Flamekebab

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Well I have heard that gorkers and muties were the strongest two, so I could see alot of people jumping on them.

I've never heard anything about Muties being over powered. Played well and with good fortune they can be good but so can any faction. Plain old Orks are pretty damn tough whether Gorkers or Morkers.

But good to keep in mind, I'll only ask players who are more known to play for fun then to play competitively.

Play Gorkamorka as the faction you're playing as and you'll have fun! When in doubt, ram it!

Man, I wish I had a beer and someone to play a game against now...

#11
Full_Blooded_Ork

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I could bring a beer, but it's a long walk to England from Nj USA.

#12
Flamekebab

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You'd be walking further than that - I'm in Scotland! Perhaps I'll get a game in tomorrow, depends on how tonight goes. Gorkamorka is a game I love playing with people who get the nature of it: it's a fun game. That is to say it's not built to be the most serious, tactically sound, balanced game. Instead it rewards the players with hilarious chaos and fun emergent stories. That's why I strongly discourage you from playing it with power gamers - it's easy to break if you take it too seriously.

#13
Flamekebab

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I see there is a listing of articles which have been printed. But is there any chance we can see the articles not just the listing?
From the list of what was printed(or not printed in some cases) it looks like there is a whole bucket of gorkamorka stuff I would like to read.
Forgive my stupidity if I ask the obvious.

An adaptation of the old index is being worked on here. It contains links to the articles.