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Offline Mushkilla

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Re: Rules for a Necromunda Campaign
« Reply #160 on: April 23, 2012, 11:35:44 AM »
Amazing stuff keep it up!  :D

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #161 on: April 29, 2012, 02:50:20 AM »
Campaign Turn 11

The Map:


Cawdor:  The Hand of Redemption - Underhand
Escher:  Gothika - Joffrey       
Delaque:  Black Coats - Gannicus
Van Saar:  The Second Stringers - Jonah
Orlock:  The Mortlock Cartel  - The Orlock Player
Goliath:  House Bloodaxe - Octavian


Octavian went after the Orlock Workshop.
The Orlock Player attacked the Goliath Gambling Den
Gannicus went after Joffrey's Guilder Contact
Jonah attacked the Orlock Tunnels
I attacked the Escher Spore Cave
Joffrey elected not to attack anything

The most notable move was Joffrey electing to forgo his chance to attack an enemy territory.  The reason he did that was (I think) because while Shamora's LD is stuck at 7, he figures that attacking either me or Gannicus is just giving us a third chance to take a territory.  His plan is to minimise the loss of territories until either Shamora advances her Leadership, or someone mounts a successful leadership challenge.  Opinion was divided as to the merits of such a move.  The Store Manager described it as a very clever strategic decision.  I consider it cowardice.  Gannicus called it 'fagotry'. 

Goliaths -v- Orlocks

Octavian attacked the Orlock Workshop.  He could have gone after the Spore Cave, but with the new rules regarding the assignment of gangers to different territories, there is some benefit to keeping as narrow a front as possible, and it doesn't require a crystal ball to see that in a few turns time, he'll be getting attacked from more than one side.

The Goliaths walked right over the Orlocks.  After last turn, Octavian bought Frag Grenades for a couple of his gangers and assigned them to his Vent team.  In Necromunda, Frag Grenades have poor range, but he gave them to a couple of S4 guys, both of whom have BS4.  He deployed them out of sight of the Orlocks and, with the benefit of some decent cover fire from his ranged team, managed to get them to land on target on turn 3.

Frag grenades are particularly problematic for the Orlock player because his castling tactics cause him to bunch his guys up, making them vulnerable to template/blast weapons.   The first 2 frag grenades both hit their targets, and although they only dealt a single wound, and failed to take anyone down, they pinned 4 Orlocks, which greatly reduced the counterfire from the Orlocks.

The immediate threat of the frag grenadiers also drew fire away from the Goliath ranged team (3 lasguns, and Autogun and the Heavy Stubber).   The Goliath ranged team is hands down the least effective ranged team in the campaign (none of them even have BS4), but given the opportunity to shoot unmolested for several turns, they actually managed to rack up some wounds.

The initial frag grenade barrage and more effective than usual cover fire also allowed the Close Combat component of the Goliaths to surge forward with little resistance.  The Orlocks bottled on the 7th turn with 5 casualties to 1, and that scoreline flattered them.  If the game had gone for another turn they could have lost double that number of casualties.

Orlocks -v- Goliaths

An exceptionally brief game.  Octavian went for the same tactics as in the previous game, but got very unlucky with one of his frag grenadiers beslubbering up and dropping a grenade, taking out his Vent team.  Some effective shooting from the Orlocks in the following shooting phase saw another few Goliaths go down and Octavian was unlucky to fail his first bottle roll on turn 3.

The casualty count was 1 nil to the Orlock Player, with 5 Goliaths down and none of the Orlocks suffering so much as a scratch.  A very comfortable victory for the Orlock Player.  Not enough to win him a territory, but more than enough for him to heap amphetamine parrot on Octavian for the rest of the day.

Delaque -v- Escher

Gannicus attacked Joffrey's Guilder Contact.  Attacking the Guilder Contact was a wise choice because it would give him a solid cluster of 5 territories, two of which would be invulnerable to counter attack by Joffrey, which would mean that he wouldn't have to worry about assigning defenders to those territories. 

Joffrey is in deep trouble.  His Empire, once powerfu,l is fragmented shadow of its former glory. Only his Spore Cave and Old Ruins territories share a border with each other.  That left him with a choice between earning extra income from his territories by assigning a ganger to any particular territory, or keeping them back in reserve and fogoing the extra income, but having every gang member available for the defence of any territory that was attacked. 

That was a tough choice, since if he was playing 3 games per turn, he was almost certain to take casualties and would need extra income to replace them, but earning that extra income would make him more likely to lose the territories, since if a territory doesn't have a ganger assigned to it, it only requires the attacker to score a 2:1 casualty count to take the territory instead of the 3:1.  A very tough choice, and I don't know which way I would have gone if I was in his position, which thankfully I'm not.  In any event, he decided to not assign any defenders to any territories, and to have them alll available in defence of whichever territories Gannicus and I attacked.  That meant that all of his Gangers were available, but that Gannicus only had to take twice as many Escher out of action as his Delaque lost to take a territory.

They played a Gang Fight.

As noted previously, apart from the increased chance of bottling out, Shamora's low Leadership hamstrings Joffrey by robbing him of her leadership bubble.  A normal leader will have an 8 or 9 Leadership bubble of 12" in diameter.  That's a pretty big area on a 4'x4' table, which is what Necromunda is played on.  It is through that 12" bubble that the close assault element (or at least a large part of it) advances across the table.  Without that bubble, gangers (especially Juves) have a tendency to run away when their nearby friends get shot.  A nice solid LD8/9 bubble, keeps the main force advancing in tight formation under enemy fire.  Without that LD8/9 bubble, attacks can be stalled much more easily, and the attackers also need to spread out a little bit to avoid causing each other to rout when they get shot, thereby blunting the potency of their eventual assault.

Joffrey has particular trouble against Gannicus because the Black Coats are particularly adept at stopping a close combat gang like Gothika from getting into contact. That basically kills Joffrey's chances of winning a game against Gannicus, since in any ranged shooting match, his girls are simply outclassed by the Delaque . 

Nevertheless, there is a big difference for Gannicus between winning and taking a territory.  It isn't enough for Gannicus to take down twice as many Escher as he loses, he also has to take them out of action.  Taking an enemy model out of action isn't easy.  A fighter who loses their last wound will suffer a flesh wound (-1 WS & BS) on a roll of a 1 on a D6, will go down (only able to crawl 2") on a 2-5, and will only go out of action on a 6.  However, any fighters who are down, but in base to base contact with an enemy will automatically go out of action.  In this way you can see how Shooting gangs (like Van Saar, Delaque and Orlock) tend to take down a lot of enemies, but don't necessarily take them out of action, whereas close combat gangs (like Cawdor, Escher and Goliath) tend to take down fewer enemies, but those that they do take out often tend to go out of action - we take down fewer enemies, but we take them down harder. 

The saving grace for Joffrey then, is that although the Delaque might take down a lot of his girls before he bottles out, Gannicus might not have enough time to get into close combat and finish them off before Shamora's crappy LD7 causes the game to end.  A wise tactic for Joffrey then, would be to sit back and trade a few shots with Gannicus, have a few of his girls get taken down by long ranged fire, but not go out of action, and bottle out before Gannicus has taken out enough Escher to be able to claim the territory.

Unfortunately for Joffrey, but to his credit, he has too much pride to just roll over and accept defeat against Gannicus, so he played for a win despite the nobbling of his Leader.

Gannicus successfully split Joffrey's assault force off from his ranged team, with two well placed overwatching lasgunners and managed to take out the ranged team with ranged fire from his Infiltrating shotgunners (I have to get a couple of Shotguns into my gang) before sweeping in with his Vent team to curbstomp the wounded.  Joffrey bottled with 2 gangers down and 3 out of action compared to 3 Delaques down and one out of action. 

That scoreline flattered Joffrey, and he knew it.  He is very frustrated by Shamora's deafening, and unlike usual, after his game with Gannicus he didn't hang around in the store to wait for me to finish overseeing the game between Jonah and the Orlock Player, and only came back after lunch.

Offline Lord of Winter and War

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Re: Rules for a Necromunda Campaign
« Reply #162 on: April 29, 2012, 09:44:18 AM »
I've been keeping an eye on this thread for a while. Digging the narrative of the campaign through it's progress and watching this has been making me itch to play some Necromunda or Mordheim myself.
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Offline Kardikus

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Re: Rules for a Necromunda Campaign
« Reply #163 on: May 5, 2012, 04:31:32 PM »
Just got pointed to this thread from a dedicated necromunda site and loving it so far and i think your problem to start with was you were a little too cocky about it (well thats how it came across). You seem to be a really good player and play a good game but that was your downfall (trust me I've done it a couple of times with 40k and necro) you expected easy wins and played that way but it looks like that it has payed off in the long run when you managed to get the choice of scenario so you can let your tactical know how and knowledge of the game dominate those pesky little kids.

and i hope you win as they do come across as the usual pesky little spoiled brats you come across in the shops and i hate playing them id rather play and get smashed by a guy of your caliber than smash some little brat who thinks hes the best and starts be-atchin about his loss. Because then i get a sensible conversation afterwards on the good things i did do and where i went wrong and pick out the faults of both our setups ect. But it does seem your little alliance with the delaque is paying off aswell just need to keep the pressure on joffery and eventually he will break witch will leave you to take out the van saar and then the orlocks or goliath and then id say call it quits as a campaign with just 2 players tho can be fun just isnt as good as when theres more players. Anyway thats my 2 pence worth i hope you do well and kick those escher to bits (Im an olock player and always seemed to struggle against them pesky girls)   

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« Last Edit: May 5, 2012, 08:58:01 PM by Mr.Peanut »
Hit em hard and when they down hit em again to make sure they stay down

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #164 on: May 6, 2012, 04:51:53 AM »
Thank you for the kind words everyone, I'm glad people enjoy reading it.

...
 But it does seem your little alliance with the delaque is paying off aswell just need to keep the pressure on joffery and eventually he will break witch will leave you to take out the van saar and then the orlocks or goliath and then id say call it quits as a campaign with just 2 players tho can be fun just isnt as good as when theres more players.

Don't worry.  Assuming there is no clearly dominant leader when the 4th player is knocked out, I've worked out a suitably epic scenario to determine the final winner between the last two players.

Turn 11 Continued:

Van Saar -v- Orlocks

Jonah attacked the Orlock Tunnels.  The game was played on Space Hulk Terrain.  Since the game was being played in a Tunnels territory, we ruled that Vents could not be used, so Jonah's Vent team started the game with the rest of his gang.  Once again, Jonah took a Ratskin Infiltrator.

For once, the Orlock player actually decided to use his Tunnels.  During the post game sequence last turn, he bought some of his guys some Combat Skills, and he wanted to use them.  He put those guys in his Vent Team.  Their names were Parker, Kowalski and Ramirez (apparently his Orlocks are multi-ethnic).  They had swords, lasguns and laspistols.

I don't know if he read the rules, but if he did, he definitely ddn't pick up on how basic weapons (such as lasguns) prevent the use of an extra hand to hand weapon in close combat, and therefor prevent the fighter from claiming the bonus attack they would otherwise get with 2 close combat weapons.  That is why Abraham only carries a bolt pistol and not a bolter.

He also placed his Tunnel team rather poorly, where they weren't really able to get support from the rest of his gang, and had a long corridor to run down before being able to enter CC with the nearest Van Saar.  Any speedy escape was also cut off by the Ratskin, who had a shotgun. 

Anyway, there were basically 2 separate fights in the game.  The first was between the main Body of Orlocks and the main body of Van Saar, and was basically just a long ranged shootout down a long corridor.  Jonah got the first turn, and after taking a casualty to the Bulging Biceps Orlock Heavy Stubber, managed to set his bolter and lasgun marksmen, plasmagun guy and Heavy Stubber up in an Overwatch position which had the Orlock Player pinned at the end of the corridor.

The Orlock Marksmen and Heavy Bolter went down first, and from that point on, Jonah had the ranged advantage.  Jonah had 2 guys go down, but none out of action.  The Orlock Player had 3 go down, but all of them were his extra-long ranged specialists.  To get out of trouble, the Orlock Player had to break out down the long corridor, but had 2 guys get cut up by Overwatch Fire.  Jonah spent the next 5 turns shooting at the wounded Orlocks with his plasma gunner at full charge, which ended up sending one out of action.

In the middle of the table, the Orlock Player learned how valuable Agility skills are to close combat characters.   In order to attack the Van Saar, he had to make it down a 10" corridor.  His guys weren't fast enough to do that.  One of them got shot (Kowalski), and a second one (Ramirez) got countercharged by 2 Juves and the Van Saar Leader (who has a powersword).  Embarrasingly for Jonah, Ramirez managed to not die, and even took down one of the Juves.

In the next combat phase, Parker charged into the combat to assist Ramirez, but was only able to get into base to base contact with the Van Saar Leader, who chopped him down, and then killed Ramirez with the assistance of the surviving Juve.

With his main force pinned in by the Van Saar long ranged experts, the Orlock Player had little choice but to attempt a tedious flanking manouver to reposition his gang.  Unfortunately, he simply didn't have time before the dice caught up with him, and he bottled out in turn 9.

His gang has been pushed back to their last remaining territory.  They are living in a fungus cave.  He'll be gone next turn.



Offline Kardikus

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Re: Rules for a Necromunda Campaign
« Reply #165 on: May 6, 2012, 05:35:45 AM »
Also i forgot to say about that the shootouts im pretty sure any hired guns have to be included in the 2-4 random guys that you have in the game so that will help out when joffrey trys to get you in another one (though i doubt it after u gave his ass a good kicking in the last one)
Hit em hard and when they down hit em again to make sure they stay down

Offline skoops6

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Re: Rules for a Necromunda Campaign
« Reply #166 on: May 6, 2012, 05:58:04 AM »
these guys are playing with the original GW rulebook though kardikus. this is corrected in the community edition but is still a viable expliot in the GW version
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Offline Kardikus

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Re: Rules for a Necromunda Campaign
« Reply #167 on: May 6, 2012, 08:38:16 AM »
I use the original rules aswell and im sure it came up in a Qand A in white dwarf or a forum somewhere but thats how i see it anyway but you are right some unsavory charactures out there that will take advantage of any little loophole in the rules just to gain an unfair advantage and it really pisses me off when they do that and i just want to hit them repeatedly with the rulebook with a brick attached
Hit em hard and when they down hit em again to make sure they stay down

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #168 on: May 6, 2012, 09:02:58 AM »
Turn 11 Continued:

Cawdor -v- Escher

I attacked Joffrey's Spore Cave.  Taking the Spore Cave would nearly double my income per turn, and put me in a position where I could finally start generating a decent profit every turn.  It would also destroy Joffrey's ecconomy.  Depending on casualties, he would go from a profit of approximately 55 creds per turn (which was already significantly less than what he was earning a couple of turns ago), to about 20 creds per turn which isn't enough to replenish losses.  I know, because I was there 4 turns ago, and it was only due to the corrupt and venal nature that is intrinsic to the Bieber generation (sorry, Crew4man), that I escaped.  And I won't let Joffrey escape like Octavian and the Orlock Player let me escape.  It's not in my nature.  I practice law as a commercial litigator, specialising in insolvency.  My enemies don't come back.

Set up:

We rolled a gang Fight. I split my gang into 4 teams.  A bit thinner than I normally like, but I meant to surround Joffrey, pin him, pounce and annihilate him.  I wasn't going to be happy with a win, or even taking a territory, I wanted to have at least 8 of his gang members out of action before he bottled.

I set up Jacob and Ram on the third story of a tower in heavy cover with a commanding view of the battlefield.  With BS5, a One-In-A-Million Heavy Bolter and a clear line of sight to 66% of the table, Jacob wasn't just setting the foundation for my attack, he was commanding the battle.  If a Heavy with a Heavy Stubber can be likened to the drummer in the band, in that he sets the beat that everyone else must follow, then Jacob is like the conductor of a symphony orchestra.  Any Escher who unlucky enough to fall under his gaze would die.

Underneath Ram and Jacob, Abraham would lead the frontal attack, with Amon and Abijah.  Abijah would soak up any bullets, Amon would counterfire with his twin Autopistols, and Abraham would counter Assault with his Sprint and WS6.

My first Vent team attacking from the left would be Boaz, with his flamer, Asa as the counter assaulter and Zohar as the bullet taker.  My second Vent team would be Jemuel with his flamer, Josiah as the counter assaulter and Isaac with a Heavy Stubber.  Isaac would be deployed if possible behind the main Escher force to catch them in a crossfire with Jacob's Heavy Bolter.

Normally, I wouldn't split my gang into such small groups against a close combat gang comanded by a player like Joffrey, but I figured that Shamora's low Leadership would grant me abit more flexibility than usual.

Joffrey set up with his ranged team in the centre of the board on the second level, and the rest of his force in two groups of 5 and 6 on each side.  No mercenaries.

Turn 1:

Joffrey got the first go and moved forwards and into cover, doing his best to negate the best spots for my Vent teams.  He ran his girls under cover in the centre of the board, staying clear of Jacob and his Heavy Bolter.  In the shooting phase, he threw two smoke grenades ahead of his main force to protect the approach towards the next cluster of cover.  Both Grenades missed their mark though and scattered to the right.  His ranged team pinned but didn't wound Ram.  The grenades landed in fronto of Abraham, Amon and Abijah preventing the Escher from shooting at them.

In my turn, I ran Abraham and Abijah into the protection of the smoke clouds, Amon trailing them slightly with his bad leg.   

Two of the Escher ranged team were in sight during the shooting phase, and Ram (who had recovered from being pinned) took one down, causing her to fall  behind cover, and making the other flee out of sight, thus denying Jacob a shot with his Heavy Bolter.  Jacob shifted to cover the main Escher line of advance, and went into Overwatch.

Boaz, Zohar and Asa crawled out of some Vents on the left, Boaz deployed out of sight, and Asa and Zohar deployed in heavy cover, with Zohar closer to the Escher to attract the first shots.  On the right, Jemuel, Josiah and Isaac all deployed in sight of the Escher, but in as much cover as possible.  Normally, I prefer to deploy my Vent teams out of sight, but I wanted to start shooting with Isaac as soon as possible the next turn, so that meant setting him up in sight of the Escher, and required Jemuel and Josiah to be deployed along with him.

Turn 2:

On turn 2, the Escher fanned out left and right in reaction to the pincer attacks from my Vent teams.  On the left, Zohar received 2 wounds from the Escher Heavy Stubber, and another from a shotgun, going down.  Asa took a wound too, but still had plenty left.  between them, they exhausted about half of the Escher firepower for the turn.
On the right, Josiah took a wound and was pinned, but Jemuel and Isaac remained unscathed.

In the centre, the Escher tossed another cuple of smoke grenades to cover their advance past Jacob's Heavy Bolter on the next turn.

On my turn, Jacob and Ram had nothing  to shoot at, so I kept them both on Overwatch.

In the centre, I Abijah darted out of the smoke clouds and was met by a hale of autopistol and boltpistol fire.  He took 2 hits and a wound, but a boltpistol went out of ammo.  Abraham followed, sprinting into cover, ready to charge into combat on the next turn.  Amon came last, twin autoguns spitting death, wounding a ganger and pinning Shamora.

On the left, Asa's Nerves of Steel recovered him from pinning, and he charged into close combat.  Boaz walked up next to Zohar's body, positioning himself for a future flamer blast or possible charge, and  took down an Escher with a blast from his shotgun.  Asa downed his opponent in close combat and consolidated into cover.  Zohar's True Grit allowed him to recover from being downed despite his wounds. 

On the right, Josiah got to his feet and he charged an Escher Juve, but embarrassingly managed to actually lose the combat, but luckily avoided taking a wound.  Jemuel went into overwatch next to Isaac to cover him in the event of an Eascher countercharge.  Isaac also went into overwatch to cover Josiah in the event of an Escher countercharge (which was a sure thing).

Turn 3:

On his turn, Joffrey made sure to stay out of Jacob's way and charged a Juve into close combat with Abijah.  Shamora remained pinned, which was fortunate, because she had to roll a 1 on a d6 to fail to pass the pinning test, and if she got the charge, she could probably defeat even Abraham, and if Abraham went down, then Joffrey would probably be winning.  As it was, she failed, and Joffrey's position remained weak.

His Heavy Stubber hit Zohar again, sending him down once more, but also ran out of ammo. 

On the left, shooting at Asa and Boaz was innefective.  Joffrey could have charged Asa with a Juve and a ganger, but I think he was hesitant to risk two low level gang members against a veteran like Asa.  I think he wanted to try to pin him for a turn, and get Maleficent into position for a charge on the following turn.  I think that was a mistake, since Asa would be hard pressed to take both of them out without a charge bonus.  But mistakes are what you make when you are under pressure.  As it was, Asa didn't even get pinned, and was ready to charge on the following turn.

On the right, Glinda - Joffrey's best close combat specialist apart from Shamora countercharged Josiah, or would have if Jacob hadn't lined her up with his Heavy Stubber, shot at her 6 times, hit her 4 times, wounded twice, dealing her a fleshwound and taking her down.  The Juve in close combat with Josiah didn't get lucky twice, and received 4 wounds, comfortably taking her out of the game.  Joffrey would have to test to bottle on his next turn.

In the middle, Abijah disarmed the Juve attacking him (Ursula) of her sword (we play Disarm as only lasting until the end of the game rather than destroying the weapon permanently, because having a Juve 'disarm' a gang leader of something like a plasma gun on a single unmodifiable roll of 4+ and have it lost forever is bullamphetamine parrot), and then ignited her at pointblank range with his handflamer, sending her out of action.

At the end of Joffrey's 3rd turn, he had one ganger down, and 4 out of action.  I had one man out of action (Zohar), and a lot more bleeding, but 10 of my guys were still in the fight, and Josiah, Asa, Abijah and Abraham were all in charge range.

On my turn, I had the option of playing conservatively, hunkering down into cover out of sight of his ranged team (which I could probably cover with Isaac, Ram and Jacob), and otherwise either using pistols to pin the rest of his gang and go into overwatch where necessary to prevent any countercharge from some of the demons like Shamora or Morgana. 

beslubber conservative.  I don't play Cawdor to sit back in cover and shoot like some sort of limp wristed Van Saar nancy boy.  I play to burn people and chop up their corpses.  I charged.  Asa landed on a Juve.  Josiah slammed into Bellatrix.  Abijah hit Tabitha from one side, and Abraham from the other. 

I could have charged Abraham into Shamora, but that would have meant fighting across a barrier, and a fight between Shamora and Abraham would be tight enough without giving her that bonus, and I wasn't about to do Joffrey any favours in that regard, no matter how many times he called me a chickenamphetamine parrot.

Leaving Shamora unmolested was a calculated risk, since it would allow her to attack next turn, and she would surely target Abraham for an assault, which would be very dangerous for him.  Luckily, Amon was there backing up his boss, and he went on to Overwatch, both autopistols trained on Shamora, fingers ready to burn two entire clips the instant she tried to break cover to charge.  I had outmanouvered Joffrey, and he din't like it at all.  And he definitely didn't appreciate me putting the game on hold for ten minutes to carefully explain the subtle nuances of the relevant Necromunda tactics and mechanics to several interested onlookers.

On the left, Boaz wasn't quite in flamer range, so I had him take a shot with his shotgun at Morgana, but he missed.   I should have put him in Overwatch.  Ah well.

On the right, I pivoted Isaac to face the direction of the ranged team (who were hiding out of sight), and put him on Overwatch.  I ran Jemuel around behind Josiah with a view to executing a flamer attack a bit later, if necessary, and acting as a meat shield, should Isaac not be able to keep the Escher ranged team pinned.  In hindsight, that was not a wise move, since from Overwatch,  Isaac could really only have pinned one of them (there were 3 at that point), and would not have been able to unpin himself if they managed to fire back at him (which was a definite possibility).

Asa dispatched his opponent as expected, and followed up into Morgana.   That would be a close fight next turn.

Josiah absolutely pasted Bellatrix (combat score 11 to 5), but still only managed to do only 2 wounds (she had the Step Aside skill), one of which was a fleshwound, so she stayed on her feet.  I need to give him Jemuel's handflamer to give him S4 in close combat.

Tabitha managed to land a single hit on Abijah, taking him down, but because Abraham was there, he didn't go out of action.  Abraham avenged the slight, easily taking her out of action. 

At the end of Turn 3, I had one guy out of action (Zohar), and another down (Abijah).  Joffrey had 8 down.  His Leader was pinned behind cover, and was facing a charge from an unwounded Abraham. 
On the right, Bellatrix was locked in close combat with Josiah and losing. On the left, Morgana was locked in close combat with Asa, with Boaz and his flamer ready to intervene with his flamer, shotgun or sword as necessary.  To the rear, he had 3 unwounded lasgunners, but they were covered by Isaac with his heavy stubber, and to a lesser extent by Jacob and Ram, should they reposition.

Even if he passed his bottle check, he was looking at losing at least another ganger this turn, and likely another 2 during my turn.  His realistic best case scenario was that he would take down one of my guys (Asa), but if he did that, then he was almost certain to lose Morgana to Boaz's flamer in return.  Still not anywhere near enough to save the Spore Cave, and even then, with only his ranged team left, it would just be a matter of time before he lost in a bottle roll off against Abraham's Iron Will.

The smart option was to voluntarily bottle out.

He took the smart option.  And the mockery and humiliation which necessarily follows such an abject surrender.

Thoughts:

A very comfortable victory, but not a perfect one.  I made some mistakes, and in a lot of games, they would have cost me.  As it was, things worked out.  Luck went both ways.  I was lucky that Zohar managed to get back to his feet to take a second blast of Heavy Stubber fire.  If he had stayed down, my left flank could have crumbled.  Shamora staying pinned on turn 3 was lucky too. 

I definitely got unlucky with Jacob not being able to take a single shot the entire game, though that tends to happen with the heavier weapons.  Opponents avoid them like the plague.  Still, his presence essentially took the Escher ranged team (who are normally pretty effective) out of just about the entire game because they were afraid to stick their heads out of cover.

I was probably a little unlucky with some of the close combat results, and I think I would normally have won a couple more of the fights, or at least ended them earlier.  On the other hand, I got a bit lucky with Joffrey's shooting being a bit more innacurate than I would normally expect, so it could be argued that I was lucky to even get into the fights in the first place.  Having said that, I think Joffrey had an off game with some of his judgment calls, especially with close combat.  The models he managed to charge into close combat were relatively weak, and he let my best guys get the charge a number of times (although it has to be said, most of my CC guys except Abijah have the appropriate agility skills to be able to charge from a long distance).

I think next time I will swap Josiah and Asa from my Vent teams.  As it was, my left Vent team had 7 wounds, and my right Vent team had only 5.  If Josiah had taken an extra wound from counterfire, my right flank could have crumbled.

The Map:



Cawdor:  The Hand of Redemption - Underhand
Escher:  Gothika - Joffrey       
Delaque:  Black Coats - Gannicus
Van Saar:  The Second Stringers - Jonah
Orlock:  The Mortlock Cartel  - The Orlock Player
Goliath:  House Bloodaxe - Octavian


Offline Kardikus

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Re: Rules for a Necromunda Campaign
« Reply #169 on: May 6, 2012, 12:50:53 PM »
Looks good for you now that u have that territory will be big boost to your income and maybe will get some cool stuff in the rare trade chart and recruit some new guys and also given joffery a big kick in the teeth as he only has one decent territory now and im sure either you or Gannicus will take that in the next turn might be a little bit of a argument at who gets it tho im sure you have made some sort of arrengements with him.
Hit em hard and when they down hit em again to make sure they stay down

Offline Cuthbo

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Re: Rules for a Necromunda Campaign
« Reply #170 on: May 9, 2012, 01:45:37 PM »
Cheers for these posts - they have inspired me to steal your hexagon campaign map idea (and also your rather pretty adaptation, Lewis) and start playing this great game again. I feel like I know this Joffrey guy. Maybe there is a little bit of Joffrey inside everyone. Ugh.

Look forward to seeing more.

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #171 on: May 19, 2012, 04:49:59 AM »
Turn 11 Aftermath:

The Map:



Cawdor:  The Hand of Redemption - Underhand
Escher:  Gothika - Joffrey       
Delaque:  Black Coats - Gannicus
Van Saar:  The Second Stringers - Jonah
Orlock:  The Mortlock Cartel  - The Orlock Player
Goliath:  House Bloodaxe - Octavian


The Hand of Redemption

I had my best post game sequence of the campaign.  Most of my gang narrowly missed out on upgrades last time, so everyone except Isaac, Boaz and Jemuel advanced - and they were all good advances too.  I'll post the current gang roster shortly.

My income was excellent as well.  I made more creds in profit than I did even when I  had the Workshop, Spore Cave and Gambling Den back on turn 2.  as a result, I went to the trading post for the first time.  I had 3 items to choose from - Medipack, Plasma Grenades and a Red Dot laser sight.

All of those are good items, but I was torn.  I only have 11 guys in my gang, and that isn't many at this stage in the campaign.  I had been toying with the idea of buying  a couple of Gangers (going against my usual philosophy of taking Juves), and giving them either lasguns, or shotguns with bolter rounds to boost the ranged component of my gang.  Doing that would boost my total numbers to 13, which would mean I would have to lose 4 guys before having to bottle check.

On the other hand - those were some really nice items.  A Medi-pack is a great item to have in a gang, and I would normally recommend taking one whenever you get the chance (applying it to a downed ganger lets him recover to a flesh wound on a roll of 1-4).  That can be a game winner.  One of the hardest opponents I ever faced was a Van-Saar gang with 2 of them.  They would sit back, and shoot, and shoot and shoot, and everytime one of them went down, the medics would pounce and they'd be back up on their feet again.  A very tough nut to crack.  The Medi-Pack was very expensive, but also very hard to pass up, and I couldn't, so I took it.

The Plasma grenades were also very tempting.  I can't remember if they still exist in 5th ed 40k, but they were a nifty little piece of wargear to give to characters back in 2nd ed.  Basically, they are a S5 small blast template, that either disapears after a turn, stays in place, or drifts d6 inches in a random direction frying anything it passes over.  As you can imagine, it can be extremely disruptive for the enemy.  It also blocks line of sight, so it can be used as a mini smoke grenade of sorts. 

I won't go into my future plans in detail at this point, but I forsee Plasma grenades being very valuable towards the end of this campaign, particularly against my final opponent.  They aren't cheap, but given that the chance to buy them doesn't come up very often, I felt compelled to seize the opportunity while it was there.  I took the plasma grenades.

Red Dot laser sights are very good for low BS shooters (it would look great on Amon), but I simply need to save my cash for another couple of gang members.  I kept the remainder of the cash in my stash.

I'm going to attack Joffrey's Old Ruins which I've surrounded next.  As tempting as the Friendly Doc is, taking it would hem Gannicus in and prevent him from attacking Octavian in future turns.  It could also force him into a conflict with Jonah, which I don't want to see happen because I want him on our side against Octavian.

Gannicus

Gannicus is reveling in Joffrey's demise like a pig wallowing in its own amphetamine parrot.  His gang is expanding and gearing up, while Joffrey's is shrinking.  Every insult or minor slight inflicted upon him, whether real or imagined, is being paid back double on Joffrey.  And all Joffrey can do is stand there and take it. 

Unfortunately, that's made him complacent.

G:    Which territory were you thinking  of attacking?
UH:  The Old Ruins.  I want my territories to be in a solid block.
G:    That's cool.  I was just checking to see if you were going after the Friendly Doc.
UH:  Nah, I think it's probably better if you take that one.  Once we've got rid of Joffrey, you can come in against Octavian from the North with Jonah, and I'll swing up from the South West.
G:    I was actually going to go after the Orlock Spore Cave this turn.
[I actually thought I'd misheard him]
UH:  What?
G:    If that's okay with you?  I'll take the Friendly Doc next turn.
UH:  Are you serious?
G:    If I don't take it, Jonah will get amphetamine parrotty.  He's been holding off on it so that I could take it.
UH:  Let him beslubbering wait.  Joffrey has to go first.
G:    Pfft.  Joffrey's beslubbered.  We can come back and take him out when ever we feel like it.

[I could not believe the stupidity of what I was hearing.  This was totally against the dicta of the  CAWDAQUE BOCATE]

UH:  No beslubbering way!  He only needs a single Leadership upgrade on his leader and he's right back in it, and it will take ages to squash him out.  Everything else comes second.
G:    What if you take the Friendly Doc instead then?  I'm cool with you having it.
UH:  Are you beslubbering kidding me?  Are you?  That is exactly the sort of stupid amphetamine parrot that saved my arse against those other two little pricks!  When you've got your opponent lying in the gutter, you do not let him crawl away!  You make him bite the curb, and then you stomp his head until his brains are spread all over the road!

[I accompanied this with various gestures to get the point across.  I also might have raised my voice a bit louder than usual.]

[The store had gone silent.]


G:    [pausing to wipe where a fleck of my spittle had caught him].  Alright.  Okay.  I'll go for the Friendly Doc.  But Jonah won't be happy.
UH:  Good.  Sorry.  Okay. I'll take care of Jonah.

Gannicus recruited a Juve and added him to his 'Sweeper Squad'.  Those are Juves, or low level gangers with low balistic skill and Stealth and/or Agility skills who run ahead and stick to cover, wait for Escher gangers to start falling to ranged fire, and then sweep in to bayonet the wounded.  It's a necessary component for Gannicus's gang, because as a shooting gang, Delaque might find it easy to take the enemy down, but they can often have difficulty taking sufficient enemies out of action to be able to claim a territory.  Gannicus is using them well.
 
Joffrey

Joffrey attempted another couple of Leadership challenges, but Shamora won them both.  His problem is that Shamora is not only his best Ganger statistically, but she also has the best weapons (a plasma pistol, grenades, and a powersword), so she outshoots and outfights his 4 other leadership contenders easily.  She also now has 3 wounds, so she is even tougher to take down than before.  Joffrey can't disarm her and have her fight weaponless because we've ruled that Leadership Challengers have to take place with the weapons that the gangmembers used in the last fight.  So he's kind of beslubbered.

Joffrey didn't get too lucky after the previous gang, he lost a Ganger and took a few injuries.  He no longer really has enough cash per turn to hire mercenaries, so his Gang Rating is actually in decline.  Next turn, I will probably have the higher gang rating for once.  That will help him get the choice of scenarios, and that could be problematic.

Also, one of his challengers got killed by Shamora.  Heh.

He still has 3 territories though, and he only needs to get a single Leadership advance on Shamora, and he'll be back in business, so I'm not going to be complacent about things. 

I think he'll attack my Spore Cave.  He needs to play games to get another leadership advance for Shamora, so he can't really sit them out like he tried last turn.

The Orlock Player

No friends and no hope.

He lost another guy, and his Heavy stubber guy died, so that's it - he's gone.  A shooting gang without a Heavy Stubber is in a lot of trouble.  The opposition can sit back, outside of 24"and just pick them off with a Heavy Stubber.  He's also starting to become short on numbers and his gang rating is starting to suffer. 

He could use that to his advantage by selecting scenarios that cut down the numbers advantage - shoot outs, raids etc, but he hasn't taken the opportunity to experiment with them, and his gang's skill base isn't diverse enought to be able to properly take advantage of them anyway. Octavian will roll right over him next turn.
« Last Edit: May 19, 2012, 05:05:59 AM by Underhand »

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #172 on: May 19, 2012, 05:37:38 AM »
Continued:

Jonah

Another good post battle sequence for Jonah.

His inventors invented a grav-shute, which can sometimes come in handy, and he picked up a mono-sight, and a hotshot lasgun power pack.  All of his ranged team now have S4 or better weapons.  He also bought a flamer.  He also has another 2 specialists waiting in the wings.  The nightmare scenario of the Van Saar special weapon gang that never runs out of ammo is becoming a reality.

Those new Tunnels give him the option of using an extra close assault team.  If it were me (and I wish it was - Tunnels are awesome), I would assign a flamer specialist, and a couple of CC specialists to it.  Jonah doesn't really have much in the way of CC specialists at the moment, but that could change.   If he's smart, he will start loading up on Combat skills, because he'll be in a war against Octavian soon, and as good as the Second Stringers are at shooting, there will be close combat, and he had better be ready for it.

Jonah:  Underhand!  What is happening with that Spore Cave? Gannicus said he's going after the Friendly Doctor!
Underhand:   Yes, he is.  I asked him to.
J:      I waited because you told me Gannicus wanted it!
UH:   I know you did, and I appreciate -
J:      Now you're telling me that he's going to go after another territory, again this turn!  When is he going to take that Spore Cave!
UH:   Soon.  [This was awkward, because I was going to be pressing Gannicus to take Joffrey's Old Ruins to the north next turn as well, which would further delay things and I didn't want to lie to Jonah].
J:      I could ave been earning income from that territory for weeks now, but instead I waited to let Gannicus have it!  Now Octavian is going to take it!
UH:  Calm down.  We'll all be fighting Octavian in a turn or so anyway, and you can talk to Gannicus about maybe taking that Gambling Den.
J:     We will see. 
UH:  Good.
J:     I just want to see that little amphetamine parrot gone.
UH:  Pfft.  Octavian will roll him.  It's not an issue.
J:     It had better not be.

[This entire conversation took place with the Orlock Player sitting 3 feet away, updating his gang roster].

Anyway,he wasn't completely happy, but  he  told me that he would attack Octavian's Mine Workings.  I'm not sure how that will go.  Jonah's gang is very well equipped, and he is starting to get his gameplay in order, but Octavian has his Goliaths running like a well oiled machine.  Jonah will have to learn new tactics against the Close Combat oriented Goliaths, whereas Octavian has been playing against a shooting gang for a while now. 
It might actually be a turn or two too early for Jonah to attack Octavian.  I'd obviously prefer Jonah to win, but I have to say that Octavian is more likely to come out on top.  Hopefully if he loses, Jonah won't lose any territory.

Octavian

Octavian managed to recruit another Juve, pushing his total gang numbers to 18, which is a very big gang in Necromunda.  In normal circumstances, it isn't really sustainable, since the costs of upkeeping so many Gangers kill profits, but Octavian has 12 territories, and many of them are high income generators, so he still makes about 90 creds profit per turn (I have to roll very well to make that kind of profit with only 11 Gang members).

Octavian managed to come by some Smoke Grenades at the trading post.  That is a worry, because the principal weakness of Goliaths is that they are a close combat gang (their shooting is the worst of all the House Gangs due to their difficulty in obtaining lasguns), but have difficulty picking up Agility skills which help them get into close combat.  Smoke Grenades will help with that, a lot.   Especially against shooting gangs like Orlocks and  Van Saar, which could make things difficult for Jonah.   The Smoke Grenades won't really help them get into close combat faster, but they will get there in greater numbers, and numbers help a lot.

I congratulated Octavian after his game against the Orlock Player:

Underhand:  Well done there. 
Octavian:     You liked that did you?
UH:  It was impressive.  You've really picked this game up.
O:    Well I'm glad you liked, because you're next.

What aggressive little punks these youngsters can be these days.

He'll wipe the Orlock Player off the map next turn.

Thoughts:

I'm very happy where things are placed at the moment.  The Orlock Player will be gone next turn, and Joffrey should follow soon after.  Once they are both gone, it will be Cawdor, Delaque and Van Saar against the Goliaths, and despite his manpower and territorial advantage, Octavian simply won't be able to replace the losses he will suffer from having to play 4 games per turn.

Jonah will attack him this turn, I'll start in on him next turn, and Gannicus will come in on turn 13 after he's taken Joffrey's last Old Ruins.  All I have to do is keep the VANCAWDAQUE alliance (really more of a non aggression pact)together for another few turns.  Once the campaign against Octavian starts, it will take care of itself, there's plenty of ripe territories for everyone.  After that, we'll be into the end game.

Offline SnipingSnowman

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Re: Rules for a Necromunda Campaign
« Reply #173 on: May 19, 2012, 08:11:00 AM »
I'm curious, if your alliance pulls through, and the three of you are the only ones left, will it be a shared victory? Or is it going to turn into a very nasty fight to the death?

If it is gonna turn to a fight to the death, be careful which territories you let the other two take, otherwise they'll have the advantage over you later - an advantage which you effectively gave them. Don't shoot yourself in the foot, you've come so far!
~Ss

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #174 on: May 19, 2012, 08:53:38 AM »
I'm curious, if your alliance pulls through, and the three of you are the only ones left, will it be a shared victory?
Never in a million years.

Quote
Or is it going to turn into a very nasty fight to the death?
Not necessarily.

I will invite my final opponent to offer me their honourable surrender.

Offline Kardikus

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Re: Rules for a Necromunda Campaign
« Reply #175 on: May 19, 2012, 11:28:48 AM »
Sounds like the 2 most annoying people of the campaign will be leaving soon  ;D I have to agree with your reasoning in taking out joffery rather than leave him as if you leave him he could make a comeback and be right pain in the arse about it so just put an end to his misery and take him out
Hit em hard and when they down hit em again to make sure they stay down

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #176 on: May 19, 2012, 11:27:17 PM »
Some more of the Gang:

My go to guys for loot running, Asa and Josiah:



Formerly armed with a flamer, Isaac has stepped up to take over Heavy Stubber duties:


Offline Kardikus

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Re: Rules for a Necromunda Campaign
« Reply #177 on: May 20, 2012, 06:31:48 AM »
Very nice now we can put faces to names on your posts lol
Hit em hard and when they down hit em again to make sure they stay down

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #178 on: May 26, 2012, 11:08:59 PM »
Abraham:  Leader:
M   WSBSS   T   W   A   I    LD Skills & Weapons
4663432  58
Old Battle Wound, Nerves of Steel, True Grit, Iron Will, Parry, Sprint  .
Bolt Pistol, Chainsword, Plasma Grenades.

Abraham has capped out.  if a gang member rolls an upgrade that he has already capped out in, then you get to choose another. Since Abraham has capped out his WS/BS and T/W, there was always a pretty good chance that I would get to choose my next upgrade.  You will recall that a few turns back I said that I would have liked him to get a movement bonus like Sprint or Leap, or a bonus to Attacks or Leadership.  I lucked out a while back by rolling Sprint, but this turn I got my chance to choose between Leadership and Attacks.

Having Leadership 9 would be awesome.  Combined with Iron Will, that would reduce the chance of failing a bottle roll to something like 4%, and would therefor boost my chances of winning the campaign as a whole, since none of the other leaders have Iron Will, and I don't think any of the players have the stomach to risk wasting advances on soaking up a few relatively poorer Ferocity skills in an effort of picking it up at this late stage in the campaign.  It would also give my gang a truly formidable leadership bubble - Lord Commissaresque - that would make my gang very difficult to stop advancing up the middle of the table.

On the other hand, with only a single Attack, even with WS6, Abraham is vulnerable to a a bad roll in close combat.  If he gets charged by Shamora or Bloodaxe, then he's in serious trouble. 

In any case, the way things are playing out at the moment, with 2 Vent teams, Abraham's leadership bubble really only usually effects a couple of guys anyway.  I will also be facing Shamora and Bloodaxe on a regular basis for the forseeable future, and I need to have someone in my Gang who can counter them in close combat.  I took the extra Attack.
Jacob: Heavy:
M   WSBSS   T   A   W   I    LD Skills Injuries & Weapons
43534 2348
Partially Deafened.  Fixer,  Medic,  Armourer.
One-In-A-Million Heavy Bolter, Lasgun.

+1W is always good, and particularly good for the guy who will be drawing the most enemy fire now that he has that One-In-A-Million Heavy Bolter.
Isaac: Heavy:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
444331 238
Medic, Armourer, Weaponsmith, Inventor, Fixer, Counter Attack.  Arm Wound . 
Heavy Stubber, Stub Gun, Sword. 

A BS4 Heavy Stubber is always nice.  I used him in  one of my Vent teams last time, to reasonable effect, but I think I will usually have him up the back with Jacob and Ram.  That will be an average of 9 shots per turn coming from 3 guys, with 3 abalative wounds for Jacob.  I should try to get him a lasgun or some other kind of basic weapon, even with 4 Armourers in the gang, Heavy Stubbers still run out of ammo.
 
Ram: Ganger:
 
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
444232 1 57
Armourer, Impetuous, Arm Wound.  Berserk Charge, Nerves of Steel, Catfall, Leap. 
Lasgun. 

For a guy who has spent his entire career in the ranged team, Ram has actually turned into a retty sturdy close combat fighter. Except for the Arm Wound.  although, that's nothing that a chainsword or some dum-dum bullets can't fix.  I'm still keeping him in the ranged team for now.  an extra T or W would help.  As would a shooting skill or two.

I think this is the only campaign I can recall when I've only ever had a single lasgunner in my gang.
Boaz: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4644321 37
Specialist, Inventor, Crack Shot, Feint, Nerves of Steel.
Flamer, Shotgun + Manstopper rounds, Sword.

One of my best.  Good at everything.  Giving him a Shotgun makes him dangerous at range now too.
Abijah:  Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
444 43223 6Nerves of Steel, Impetuous, Fixer, Disarm, Combat Master, Dodge, Quickdraw.
Handflamer, Autopistol, Sword. 

Solid all round. I use him as Abraham's bodyguard.  He could use a Toughness to help him soak up some more bullets, or perhaps an Agility upgrade to help him keep up with Abraham.
Asa: Ganger
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
445 5442246
Impetuous, Step Aside, Leap, Feint, Disarm, Combat Master, Nerves of Steel . 
Autopistol, Sword.

This guy will feature prominently in the end game.  Could do with a Leadership bonus.
Amon:  Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries and Weapons
334323 357
Gun Fighter, True Grit, Killer Rep, Nerves of Steel, Fast Shot.  Hand Injury, Leg Wound.
Autopistol , Autopistol, Sword. 

You know that a ganger is feared by the other players when everybody makes a point of being present to witness his advance rolls.  There was relief after tun 10 when he got a bonus to Strength (one of the weakest upgrades), but there were groans after turn 11.  Or so I was told, I didn't notice at the time because I was too busy  punching the air and cackling in maniacal glee.

Amon now gets to shoot 6 times with his Autopistols per turn every turn.  That's a greater average output than a Heavy Stubber.  If I give him boltpistols, he will actually be more dangerous than a Heavy Stubber inside 16".  Inside 8" he will be straight up murderous.  And he can move and shoot.  I'd rank him just behind Abraham and Jacob as the most influential member of my Gang.  I think I'll run him with Abraham and Abijah up the centre of the table.  His Killer Rep is well deserved.
Josiah: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
44 4333258
Parry, Sprint, Counter Attack, Combat Master, Step Aside .
Autopistol,  Sword x2. 

My other main Loot Runner.  Step Aside is a nifty little ability, granting an unmodifiable 4+ save in close combat.  5 Attacks on the charge, decent Weapon Skill, 3 parries.  Just very solid in close combat.

Zohar: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4423323 47
Partially Deafened,  True Grit, Leap, Disarm, Step Aside, Head Wound Shell Shocked.
Hand flamer, Stubber, Dum-Dum bullets, sword, flail. 

Last game Zohar got lined up twice by the Escher Heavy Stubber, went down, recovered to a flesh wound, got lined up again and went out of action.  That's really taking it in the arse.  He ended up coming away with a Head Wound, meaning that he's subject to either Stupidity or Frenzy each game for now on.  The effects of his head wound can be overcome by a Leadership roll, which I will most definitely be taking early if he is subject to Stupidity - and Abraham will be nerby to make sure he passes.  Stupidity makes him move around in random directions, and makes him generally innefective at shooting or close combat.

If he is subject to Frenzy, it means he gets double the number of Attacks, but can't parry.  Accordingly, I have given him a Flail, which can't be parried, adds plus one Strength but doubles the effect of fumbles.  Hopefully that will even things out a bit.

It also gives me the opportunity to use my Headwound model.  I'll post pics shortly.

Jemuel: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
43 232214 6
Specialst, Armourer, Nerves of Steel.  Shell shocked, Arm wound, Dodge, Feint, Blinded in One Eye, Chest Wound.
Flamer, Hand Flamer, Stubber.   

Inherrited Isaac's flamer after he took up Heavy Stubber duties.  Managed to balance out the Arm Wound with a Strength increase. 

So that's where it sits.  All good upgrades, and some absolute blinders.

I still need more boots on the ground, but I'm saving up for something special, which I will reveal later.  I think it's going to be a game changer, but it needs cash in the bank.

I still need to decide who gets the Medikit.  Ideally, a medic is someone who can hang back and dart around to important people who go down and get them back on my feet.  The problem for me is that the obvious candidates for that job - Ram, Abijah, Ephraim and Zohar, are also my main bullet catchers, and are probably the guys most likely to go down first. 

Zohar is out due to his potential Stupidity.  Ram is probably favoured due to his proximity to Jacob and Isaac.  Abijah is tempting because he will be close to Abraham and Amon, but the fact that he will be absorbing most of the bullets counts against him.  Ephraim is flimsy (as is Ram).  Boaz might be an option too.  I'll think about it.

Overall, apart from the numbers issue (which is actually a big issue), I'm happy with where my Gang is at and how the campaign is going.  With Jacob and Isaac at the back laying down a huge amount of firepower, Abraham and Abijah can advance up the centre with Amon covering them with a hail of lead.   My two Vent teams are quick and deadly, with fast close combat fighters and dangerous flamers.  All I need now is a few more meatshields and I'm ready for the end game.
« Last Edit: May 27, 2012, 02:37:29 AM by Underhand »

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #179 on: May 27, 2012, 01:56:04 AM »
Zohar:



This is a very old Bloodbowl miniature.  I think it might be the first miniature I ever bought back in about 1990.  It came in a blister pack, together with a dwarf chainsaw wielder, a Cybork and (I think) a goblin pogostick rider.  He's a Chaos Chainsaw-Wielding-Loony.

4 metal models in a single blister pack . . . Madness.

He went completely unused for years until I started playing Necromunda, and despaired to discover just how few Cawdor models were equipped for melee.  With the hood and the tabard, he just slips within what I consider Cawdor/Redemptionist fashion parameters.  The armour and the chainsaw make him a good fit for a frenzied psycopath suffering from a head wound.  I got a nostalgic feeling when I was repainting him.

 


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