So, been playing Necromunda: Underhive Wars lately. It didn't turn out to be great, but I guess I was satisfied with it, that is, I got what I expected: Mordheim in 40k. There are quite a lot of differences, though.
While Mordheim had a campaign mode where you could take your own warband and lead it through the story by completing plot missions and any amount of unnecessary missions in-between them, in Necromunda you have two separate modes: a story mode, where you complete fixed missions with a fixed gang(s), and an operations mode, where you lead your own gang through a series of random missions. Frankly, I think that the story mode is a waste of time: it's nothing more than an overblown tutorial with some plot-explaining cut-scenes in it. That would actually be more or less fine, but the plot is not interesting at all, so the only reason you would want to complete a story mode is to unlock some more customizations for your warriors.
Speaking of which, the customizing is pretty cool, and it's much better than in Mordheim, where you could only select a general color scheme and some minor features. In Necromunda, you have a lot of options to make your guys to feel like Your Guys (or Your Gals, of whatever). you can select colors for your gang as a whole, then specify colors for each ganger specifically, and also face features, hairstyles, and body features (that are tied to the attributes, which is a nice touch: making your fighters tougher will turn them chubbier/stockier, making them stronger will turn them more athletic-looking, and making them agile will turn them slimmer and skinnier (there is no slider for boobs' size, unfortunately, so you can't make a gang of milenavelbas, hitomitanakas and maseratis; sorry, Ireland)) plus tons of miscellaneous thingy-dingies which serve no purpose whatsoever, but which certainly do look cool. And that is yet another reason why the operations mode is more fun than the story mode: much of the fun in Mordheim was derived from creating your own warriors, choosing their skills and equipping them appropriately. Necromunda's story doesn't allow you any of these and doesn't punish you in any way if you lose the warriors in missions (unless it's specified that the certain warrior must survive). Another disadvantage of the story mode is the uneven difficulty: you can play through a considerably tense mission only to find yourself in a next mission which is a total piece of cake; the last mission is much easier than the penultimate one, which is a total fail, IMO.
Another difference from Mordheim is that all ganger classes (Brawler, Deadeye, Heavy, Lay-Mechanic, Saboteur) are available to all gangs, thus somewhat smoothing out the gangs' quirks, for better or for worse. Also, Mordheim had a lot of useless soldiers (like Skaven Verminkin and Chaos Brethren), heroes (Sisters' Augur) and even impressives (Skaven Rat Ogre), while Necromunda so far has only Saboteur (or at least it seemed so to me: his skills are kinda lame (although spamming Homemade 'Nades can be pretty fun) and his weapons (flamethrowers, cryoguns and acid throwers) are inferior to all the other weapons both in range and in damage; waiting for Cawdor to be implemented to rectify the sadly underpowered flamethrowers?).
Yet another failure is the utterly stupid AI. I haven't seen such dumb AI for quite some time, to be honest. In Mordheim AI, while not being exactly brilliant (although generally being a dick), still managed to do sensible things most of the time. In Necromunda it just keeps surprising me with its miraculous incompetence. Here's a short (but definitely not exhaustive) list of the AI's fuck-ups I've encountered:
– getting stuck in the walls;
– getting stuck in obstacles;
– fielding units with useless equipment;
– using inappropriate skills for the situation;
– not using appropriate skills for the situation;
– using skills in harmful for itself ways (like, throwing 'nades under his own feet, thus damaging both himself and all the teammates unfortunate enough to stand nearby);
– planting traps in places never to be visited by the enemy;
– triggering traps it set up itself;
– walking right into ambushes (which quite and achievement, considering that you can always spectate all the enemy units);
– standing like an idiot doing nothing while being mowed down by my all-ranged gang (Orlocks FTW!);
– killing itself in weird ways (like picking up a barrel of chemicals which puts a DoT on you which damages you for about 15 HP each turn while having only 10).
Yesterday they rolled out a patch which should've addressed some of these issues, but the AI still stays hilariously dumb.
Another (small) peeve of mine is that there is no my favorite Waha faction to be seen anywhere: Chaos. Well, I can only hope that Corpse Grinder cults will find their way into the game, but seeing that Mordheim had only six warbands with all DLCs, and Necromunda so far has only three House gangs (Orlock, Escher and Goliath) so far, with, other three (Cawdor, Van Saar and Delaque) to be implemented, my hopes are pretty feeble.
All in all, it's not worth picking up this game yet. It desperately needs more patches and DLCs.