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Author Topic: Rules for a Necromunda Campaign  (Read 109420 times)

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Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #100 on: January 26, 2012, 10:13:15 AM »
Earlier you said you were in contact with Gannicus.  How have the negotiations gone with him?  Have you two formed an alliance, and come up with a plan to help each other out.  Perhaps you two and Jonah should coordinate together.  Jonah is in a better location to help Gannicus out.  Right now all three of you have a vent.
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Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #101 on: January 26, 2012, 05:13:19 PM »
No worries man, its a great thread! What days do you guys play exactly/expect to be posting? so that we can all look forward to something!
We normally try to play on Saturday mornings, but that can get delayed because Gannicus and I drink on Fridays.  Jonnah also plays cricket, so he's not always available.  If we can't get through the games on Saturday, then we either play on Sunday or (usually) Thursday nights. 

Some weeks it just isn't possible to get everyone together, even at different times, to play a proper round - in a campaign like this, you can't eally let people play too many more games than other people or their gang just gets too experienced.  We've also had to miss a few weeks here and there because of the holiday and exam period - Joffrey, Jonah and the Orlock player all go to uni and Octavian goes to school.    My job can get extremely busy for weeks at a time (hence the long periods when I don't update), and I'm not completely sure how Gannicus earns a living, but he can be completely uncontactable for lengthy periods.

I write an update when I get a chance, and I'm actually a bit behind schedule at the moment.  The updates which take the longest are the ones showing the experience upgrades for my gang due to the fiddly coding and formating, hence my not bothering for the last couple of turns.

Quote
Also our gaming group has kicked off a similar campaign to yours, bit more stripped down but if your interested the link is here:

http://www.enfieldgamers.co.uk/forum/viewtopic.php?f=3&t=364&start=30 (I had to rejig the map a few times for players but got there in the end).

I believe the total amount of people dead in the first round was 6 or so... ha!
Looks like a good set up.  Did you end up going with the double flamer gang?  If so, those Tunnels will be a big advantage for you.  I wish my Vents had all been Tunnels.

If I were you, I would target the Van Saar early and exterminate them utterly.   Never let a Van saar gang survive until the late end of a campaign.  By turn 12, every single one of the beslubberers will be running around with either a flamer or a plasma gun which never run out of ammo.

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #102 on: January 26, 2012, 07:52:12 PM »
Never Disappointing, and Jonah's turn around and subsequent breaking of the Octavian Lines is...awesome.



You're a good tutor.
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Offline Lewis

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Re: Rules for a Necromunda Campaign
« Reply #103 on: January 27, 2012, 04:58:29 AM »
Thanks for letting us know the situation UH, Do you think you guys will go to the bitter end? Also concerning your map, does Gannicus own the Vents/Guilder Contact/Workshop?

I did decide to go with the two flamers - its so much easier getting up on people and make them skirt around you than trying to position a stubber (for me anyway). Last week when we played all of us had miss read the rules for vents/tunnels so we set them up straight away rather than after the first round.  I flamed the guys leader, heavy and a ganger with one team and his other heavy and ganger with another team. He bottled second turn. I did feel kinda bad tbh - But we did both do it... I also gave him back his grenade launcher guy for free.

Will be interesting to see how we all fair when using the correct rules...

Sorry for the small thread hijack!






Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #104 on: January 29, 2012, 04:53:36 AM »
Earlier you said you were in contact with Gannicus.  How have the negotiations gone with him?  Have you two formed an alliance, and come up with a plan to help each other out.  Perhaps you two and Jonah should coordinate together.  Jonah is in a better location to help Gannicus out.  Right now all three of you have a vent.
Not quite sorted yet.  We'll tie it down after the next round.  With the destruction of the the Gorlock alliance and the emergence of the Van Saar, the campaign is actually in a bit of a state of flux at the moment.

Thanks for letting us know the situation UH, Do you think you guys will go to the bitter end? Also concerning your map, does Gannicus own the Vents/Guilder Contact/Workshop?

Yes.

Campaign Turn 8:

The Hand Of Redemption -v- House Bloodaxe

Octavian attacked my Vents.  He was geared up for a shoot out again, having hired 2 Scum, pushing his total numbers up to 19 (compared to my 11).  He probably would have hired more, but he one of his Juves rolled the Specialist Techno skill, and he went and bought a flamer, which is a pain in the ass now that he's got some Vents.

Unfotunately for him, I ended up getting to choose the scenario again:

Underhand:  Hmmm . . . difficult choice . . . what's it gonna be, what's it gonna be -
Octavian:  Just -
U:  Scavengers!

Scavengers suits me at this point, since even though I'm pretty confident of beating Octavian in a Gang Fight, I still get D6x5 creds for each of the Loot Counters I collect, and with only a Vents and an Old Ruins for territory, I need all the extra income I can get.  The difference between having only a Vents & an Old Ruins as your only Territories, and having no Territory at all is very small.   We rolled 3 Loot Counters, and they were placed more or less evenly across the middle of the table.

Octavian has 19 guys to my 11,  so he only has to start making bottle rolls once he loses 5 guys (which is a lot in Necromunda), whereas I have to start rolling at only 3.  If he gets one more guy, he will only be rolling to run away once he loses 6 guys.  That's tough to stop, especially when you only have 11 guys.  My aim with this game was to beat him comfortably so that he would be encouraged to go after sme of the juicy Orlock Territory rather than waste his time going repeatedly attacking my comparatively amphetamine parrotty territories.  Hopefully that would give me breathing space to rebuild and come back at him later.

Anyway, my best chance at winning was to take all 3 Loot counters.  Since I received what I thought was the slightly more favourable table side, I was pretty confident of being able to grab the first 2 Loot counters without much difficulty at all, since there was plenty of cover, and I could cover them with guns until I got into position to grab them.  The third one though, would require some craft, since Octavian doesn't make the same mistake twice (especially after the amphetamine parrotbagging I gave him in front of the whole store after the last game), and would know to keep some guys back to deploy from Vents to counter mine.  He also had a 50% chance of taking the first turn, which would allow him to deploy his Vent team first.  If he did that, then my own vent teams would have to deploy 8" away from them, which would make Asa and Josiah (my Loot Runners) pretty much useless.  Luckily, I had a plan.  And a back-up plan.  Because I'm very, very smart.

Deployment:

I set up first.  I set up most of my Gang to the left of the map.  They would advance on objective 1, capture it, and allow the Loot Runner (Asa - who has Leap) to run it back to my deployment zone.

I set up Jacob, Ram and Josiah (with Sprint) in the middle with a view down the long corridor leading to the 2nd loot counter in the middle.  Isaac and Ram would cover Josiah with their Heavy Stubber and Lasgun respectively, while he bolted up the corridor and ran back with the Loot.

That was it for my initial deployment.

Octavian set up 10 of his guys on the right (my right).  He set up another team of 3 in the middle and another team of three on the left. 

From the initial deployment it appeared that my gang would swarm the 1st (left) piece of loot and overwhelm Octavian's 3 man team.  In the middle, I was confident that Isaac and Ram could hold the centre to allow Asa to get to the Loot unmolested (apart from a suit of terminator armour, there is little better protection from enemy fire than a BS5 heavy on overwatch).  The real issue, as expected, would be with the third loot counter. 

Normally, when I have Vents or Tunnels, I like to drop my Loot Runners right next to the Loot so that they can nab it and run back to my lines as quickly as possible.  This time I was going to try something a bit different. 

Since I only had 2 Loot Runners, I decided to set my 3 man vent team up as an interception team, and I was going to make sure that what they intercepted, stayed beslubbering intercepted.  My Vent team was Abraham, Isaac and Boaz, my leader/best fighter and my flamer guys, and they would be dropping out of Vents close to the 3rd Loot Counter over to the right. 

If I got the first turn, they would drop out onto the 3rd Loot Counter, but in cover.  On the next turn, Isaac and Boaz would hunker down in cover and go into overwatch with both of their flamers pointed towards the doorways, while Abraham snatched the Loot and ran for it.  If the Goliaths managed to get past Isaac and Boaz (which would cost them dearly), then I was confident that Abraham was tough enough to soak up at least 2 turns worth of shooting while he ran back to my deployment area.

If I didn't get the first turn, and Octavian got the first turn, then I expected that Octavian would drop at least one of his vent team onto the third Loot Counter.  That would mean I would have to set up 8"away.  No problem.  There was a small room between the Loot Counter and the Goliath Deployment zone.  My interception team would deploy there and intercept (ie burn to a crisp, and then hack the apart the smouldering corpse with a chainsword the corpse of) the Loot Runner who dropped from the ceiling.

Excellent plan, I'm sure you'll agree.  After all, as a very astute contributor to this thread, rightly noted - I'm tactically smarter than my opponents*.  Unfortunately, it all turned to amphetamine parrot.
 
Because of Joffrey.


* And humble.

« Last Edit: January 29, 2012, 04:56:03 AM by Underhand »

Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #105 on: January 29, 2012, 09:04:08 AM »
New rule, let the players play their own damn games.
"Simple Changes, and Small Additions"
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Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #106 on: January 29, 2012, 04:28:43 PM »
I feel concerned at the ominous ending and the tone of the piece. Its that kind of "happy-insane" tone you use when something bad happens and you're being sarcastic about it. You know what I mean, I'm sure.

<_<

Victory- a delicious recipe of timing, confidence, audacity, intelligence... and having more warm bodies than the other guy.

Offline SnipingSnowman

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Re: Rules for a Necromunda Campaign
« Reply #107 on: January 29, 2012, 06:42:36 PM »
Cliffhanger ending on a 40kOnline thread? What is this witchcraft?!

Either that or UnderHand has been arrested for Joffrey's murder, which, by the ending of that post, quite probably happened.

 ::)
~Ss

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #108 on: January 29, 2012, 08:02:36 PM »

Either that or UnderHand has been arrested for Joffrey's murder, which, by the ending of that post, quite probably happened.

 ::)

Oh, then thats ok. He's a lawyer, hopefully with money/lawyer buddies/intuitive understanding of how to get away with cold blooded murder.

Besides, he's probably smart enough to bury the body under the floorboards...
Victory- a delicious recipe of timing, confidence, audacity, intelligence... and having more warm bodies than the other guy.

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #109 on: January 30, 2012, 03:18:02 PM »
Joffrey hates 4 things:
1)  Gannicus;
2)  The fact that everyone at the store now calls him Joffrey;
3)  His step-sister;
4)  Gannicus teasing him about his step-sister's sexual ethics (which are, just to be clear,  in reality, totally beyond criticism).

Unfortunately, since he wasn't too successful this week in making Gannicus suffer for his insolence, he had to vent his frustration somewhere, and so decided to help Octavian out against me.

Octavian got the first turn.  That definitely didn't help, but it certainly wasn't even close to fatal.

I was hoping that Octavian would either drop a single Loot Runner on each Loot Counter, or at least on or near to Objectives 2 & 3.  That's what most newish players would do - drop the loot runners on the contested objectives and let the horde swarm the 3rd objective.  But Joffrey saw what I had planned at a glance and beslubbered it all up.

Joffrey:  Where are your Vent guys going?
Octavian:  Ironfist on one, Rockface on 2 and Leadhammer on 3.
J:  No.  Don't do that.
O:  They drop, he has to deploy 8"away from them.  Then they run back in the next turn.
J:  Newbie mistake, mate.  That guy has Sprint[pointing at Josiah]  , and that guy [pointing at Asa] has Leap.  If you drop them there, then his Heavy will kill Rockface as soon as he touches the Loot, and that guy [Josiah] will be able to run out and can probably get close enough to shoot Ironfist.
O:  Then what do you think?
J:  He can only win by taking down 5 of your guys and making you fail a bottle roll, or by taking all 3 pieces of loot.  You only have to take down 3 of his guys. 
O:  Okay . . .
J:  don't worry about 1 & 2.  Leave them.  Just secure 3.  That cuts out one way of him winning.
O:  Okay . . .
J:  He's still got a Vent team, which he probably wants to drop on objective 3.  Drop Ironfist, Rockface and the other guy on objective 3 and sit tight. That'll totally beslubber up his plan.   Won't it Underhand?
Underhand:   . . .
J:  Yeah, thought so.
O:  Hahahaha!
J:  After that, it's a straight fight, and you should win that.  You have the numbers.  Just take him room by room.

I could have punched that little prick.  Nevertheless, that's why I had plan B.

Octavian moved his gang and then deployed his Vent team:

O:  That's Ironfist, that's Rockface and that's Leadhammer with the flamer.
U:  Flamer or Flame Pistol?  There's a difference.
O:  Flamer.  Lead hammer is a specialist.  I picked it up last turn.  Gannicus was -
U:  Yeah.  Fine.  Just checking.

Well, that beslubbered me.  Obviously my plan A was screwed, but I'd planned for that.  Plan B wasn't in much better shape though, since I hadn't counted on my interception team being sandwiched between 7 Goliath gangers, 2 Scummers and the Goliath leader who wanted nothing more than to sodomise Abraham with his chainsword at one end and a flamer team at the other.  But a slight chance still remained.

When Octavian initially deployed his 3 Vent guys, he hadn't put much thought into exactly where he should place them in the little room the Loot counter was located in.  He was content to just make sure they were out of sight.  Rookie error. 

With normal Necromunda terrain, you can be a bit hit or miss with how you deploy your models.  With modular Space Hulk Terrain though, millimetres count.  Concentration counts for a hell of a lot.  Octavian had deployed without thought and Ironfist was blocking the line of sight of both Rockface and Leadhammer to the door that Abraham would enter through.  He would have to spend a turn moving his Vent team to be able to set them up in Overwatch.   I figured that Octavian had lost himself a turn there.  And that was more than Abraham would need.

On my turn, On the left,  I sent my main group ahead toward the first loot counter.  In the middle, Jacob and Ram went into Overwatch, while Asa darted ahead, towards the 2nd Loot counter, sticking to cover as he went.

I then deployed my Vent team.  Octavian let out a hiss when he saw both the flamers and Abraham appear.  Obviously, he hates Abraham with a passion, but if anything, he hates Isaac and Boaz more.  Those two between them, must have killed about 3 of his guys over the course of the campaign, and given serious injuries to a dozen more.  He wants to kill them.  He managed to capture Isaac once, but suffered badly as a result of the Rescue Mission.  My placement of those two, relatively close to his main force was provocative.

Octavian:  They're dead.
Joffrey:  Stick with the plan.

At that point, Myrcella walked in. 

Myrcella:  Dad wants you to call him. [she refers to their parents as Mum and Dad, Joffrey refers to them as Dad and "your Mother"]
Joffrey: [Takes his phone out of his pocket, looks at it, swears, and leaves the store].
Myrcella:  Who's winning?
Underhand:  It's just getting interesting.

I placed Abraham close to the door, and Jacob and Boaz further back inside.  That way, if Octavian ran his flamer guy towards the room and fired, he would only be able to hit Abraham, who can take a hit from a flamer pretty easily.

On his turn, Octavian moved his left and middle groups towards the first and second loot counters respectively.  On the right, Ironfist picked up the Loot and moved away from the door to clear line of sight for Rockface and Leadhammer.  Leadhammer moved out of the loot room and flamed down the corridor, hitting Abraham.    Rockface pivoted to face the door with his stub gun and went into overwatch. 

On my turn, to the left, Amon, dropped into cover like a fat sack of useless amphetamine parrot, ready to provide ineffective lemonish overwatch fire in later turns, the rest of the group continued to trot forward providing a shield of bodies for Josiah. 

In the middle, Asa made it to the Loot counter,  Ram and Jacob, staying in Overwatch went into hiding, ready to shoot at any pursuing Goliaths that might appear in the following turn.

On the right, Abraham picked himself up and charged down the corridor to attempt to get into into close combat with Leadhammer.  Rockface was on overwatch inside the loot  room, protecting Ironfist who held the loot.  Due to how his models were positioned relative to the door, Octavian was unable to get Rockface or Ironfist to take  a shot at Abraham as he charged Leadhammer. 

Suffice to say, the fight between Leadhammer and Abraham was very one sided, Abraham getting 6 hits and dealing 4 wounds to the poor little flamer Juve.  Abraham consolidated into light cover in the corridor.

Isaac and Boaz moved into position at the doorway of the room they deployed in, ready to go into Overwatch on the following turn, flamers pointed down the corridor ready for any pursuing Goliaths stupid enough to approach that way.

Octavian dithered a bit during his third turn.  He was outnumbered  on the left, so he just settled into cover and fired off a couple of shots (one of which actually got a wound on Abijah).  It was obvious he had lost that loot counter.

In the middle, he darted one of his guys from cover to another piece of cover close to the loot counter.  Although, Asa would still be able to nab the loot the next turn, that Goliath would be in close range of him the following shooting phase, and would probably be able to hit him.  I wasn't going to put up with that, so I had Jacob unload his heavy stubber at him, taking him out of action.  That left Jacob exposed, and he ended up taking a wound from lasgun fire, but he has 2 so he was okay.

Over on the right, things were interesting.  Octavian bunched his main horde up at both sides of the T-intersection at the end of the corridor, readying for a charge on the following turn.  He took an autogun shot at Abraham, who was still crouched in the corridor, but missed.

Inside the loot room, he kept Rockface and Ironfist on overwatch, ready for Abraham.

On my turn, to the left my gang closed around the 1st loot counter, Josiah picking it up.  In the middle, Asa darted out, grabbed the 2nd loot counter, and scooted back into heavy cover.  Both Goliaths fired at him, but neither hit. Ram fired back at them, but failed to wound.

Over on the right, Isaac took a cheeky shot at the Goliaths with his Autopistol, pinning the autogun guy (unfortunately also running out of ammo in the process).  Boaz remained in Overwatch.

Further down the corridor, Abraham charged into the loot room, in which Ironfist and Rockface were cowering.  Their overwatch fire missed, and Abraham tore into Rockface with his chainsword, killing him and stepping over his corpse in two quick strides to close with Ironfist.

You might think that it was a ballsy move running my leader straight at a couple of guys on Overwatch.  Nah.  They were both Juves - Rockface had BS3 and Ironfist had BS2, there are modifiers for shooting at a target moving from cover and shooting at a target which is charging you.  As a result, Rockface was only hitting on a 6, and Ironfist was hitting on a 7 due to the coversave provided by Rockface.  Rockface died quickly, and Abraham used his follow up move to consolidate into Ironfist.

On his turn, Octavian took a few more shots at my main force on the left.  In the middle, he put his 2 remaining guys into overwatch, ready to take a shot at Asa as soon as he broke cover.

On the right, he realised he was in trouble.  Abraham would get the loot this combat phase, and would be able to run next turn.  To be able to stop him, he had to start making up some distance now.  The only problem was that he had to get past a couple of flamers to do it.  He didn't want to charge forward in a mass, so he sent out a Juve.  That Juve ran down the corridor, all on his own.  I let him do that without shooting at him. 

I wasn't going to waste a flamer shot on a single Juve - much better to wait more guys pile up behind him.  Octavian realised this, and realised he had a bit of a problem.  Either, he piled more guys up behind, the Juve, and let me blast him, or he could let the Juve stay there for a turn and engage in close combat on the next turn, thereby taking my flamer overwatch out of the equation.  The second choice, even given that he was now cramped for time was the smarter option, so that's what he did, because Octavian is smart. 

The rest of his main force went into Overwatch to take some shots at Abraham as he ran out of the loot room.

Inside the Loot Room, Abraham cut down Ironfist and took the loot, consolidating closer to the doorway.

On my turn, I also had a quandry.  What to do about that Juve?  I wasn't actually too worried about wha would happen if he got into close combat with either Isaac or Boaz - both of them have swords and Isaac has WS4 and Boaz has WS5 - they are actually both pretty badass in CC.  But I did want to draw things out for another turn.  Abraham would need another 3 turns to get clear with the loot and I wanted to last that long.

So I repositioned Boaz and Isaac.  I kept Boaz near the door on overwatch.  If the Juve went for him, he would blast him with fire, or finish him in close combat.  The next wave of Goliaths would be taken care of by Isaac, who was crouched out of line of sight, inside the door.  He would step around to the front of the door as soon as they got close, and flame them all.  If they only came one or two at a time, it wouldn't matter, because I would have won by then.

Boaz flamed the Juve and took him down.

Abraham darted out of the loot room and sprinted down the corridor towards my deployment zone.  None of Octavian's covering fire hit him.

Over to the left and the middle, Asa and Josiah hared it back to my deployment area with their loot.  Both of them were home free.

It looked like Octavian was happy to just sit it out until the end of the game at this point, not wanting to face the might of Boaz and Isacc's twin flamers.  I was more than happy with that outcome, but then this idiot who was watching had to stick his stupid nose in:

Idiot:  Dude - you're about to lose a territory.
Octavian:  What? 

[This idiot, by the way, last year claimed to have played in the 40k Ard Boyz 2008 semi finals.  That lie lasted precisely as long as it took someone to Google 40k Ard Boyz semi finals.  I can't belive he can still show his face at the store.]

Octavian had been distracted by the ass kicking Jonah was handing to the Orlock player at the next table, and had lost count of how many of his guys were out of action (we had also forgotten to remove Rockface and Ironfist from the table after their fight with Abraham, and had just left them lying there).  As it was, the score was 4 Goliaths out of action, to 0 Cawdor out of action, which would result in me taking my Vents back.

Octavian hit the panic button.  He fired everything he had, pulling up guys which he had stuck in hiding and shooting with them, figuring that even if they got shot, as long as he could get the kill ratio back under 1/3 it would be worth it.

On the left, he  finally managed to roll some decent dice with his heavy stubber and took out  Jemuel.  In the middle, he took Ram down. He then charged everything he had in his main horde down the corridor at Abraham, putting them in pistol range next turn.

In my turn, I ran Abraham around the corner of the corridor.  He was home free.  To the Left and the middle, Asa and Josiah crossed into my deployment area.  I would win the game next turn.  I just had to keep the kill ratio to 3/1 in my favour. 

Fortunately that would be easy,  all I had to do was step Boaz and Isaac out of cover and send out a gout of redeeming flame down the corridor to cleanse it of all the Goliath filth.  So that's what I did.  They stood shoulder to shoulder and bathed the whole corridor in flame, taking down 2 scum and 2 Goliath gangers, pinning another 2 and taking 3 out of action.  That brought the kill ratio to 8:2, which would quickly change to 12:2 as soon as Boaz and Isaac strolled down the corridor administering the coups de grĂ¡ce to the wounded.  All they had to do was deal with the 2 remaining, pinned Goliaths, one of who broke and ran, leaving only one last Goliath.

Unfortunately, that last Goliath was a slightly crispy and extremely pissed off Akilar Bloodaxe, the Goliath leader.

Bloodaxe had taken 2 hits, but only one of them wounded him.  He did the obvious thing and charged both Boaz and Isaac at once.

Out of all the characters in the game, the three scariest close combat fighters are Abraham, due to his toughness, Shamora (the Escher Leader) due to her speed across the ground, and Bloodaxe, due to his high weaponskill and close combat skills.  Abraham and Shamora are much better at actually getting into close combat (arguably making them deadlier in general), but once combat is joined, Bloodaxe is as dangerous as a rabid gorilla on crack. 

Isaac got taken down  straight away, but didn't automatically get taken out because Boaz was still in the fight.  Boaz ended up taking 3 hits, saving one, reducing one to a flesh wound, but succumbing to the third.

In my turn,  Abraham crossed the line and the game ended.  Final score 8:4.  If Boaz had just managed to hold out that last turn, I would have taken the Vents. 

A shame not to capture the territory, but still a comfortable victory, and there will be a lot of pain for Octavian in the post game sequence.
« Last Edit: February 1, 2012, 06:19:50 AM by Underhand »

Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #110 on: January 30, 2012, 03:54:11 PM »
Not as bad as advertised.  I certainly hope a few die to the sustained wounds.

Seriously, the other gamers should let the players play their game.  Outside help should be fined for giving advice before the game is over.

I know it would be a lot of work, but could you post your gang after the post game rolls have been done.  Its been a while since we've seen what has changed
« Last Edit: January 30, 2012, 03:56:43 PM by Farceseer Syranaul »
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

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So, maybe I'm being dense here

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #111 on: January 30, 2012, 07:51:50 PM »
I second a plea for the data roster. No, outside help is not fun at all....yet...I feel that a comment about it might be...ah....slightly hypocritical. Was what Joffery did so different from what Underhand did with Jonah? Even so, during a game is a bit different (and worse, perhaps).


That idiot though, deserves to be punched in the face. That was not very excusable at all.  Nice pulling it out of the fire though Underhand-I expected a bad report, but this one was pretty good. Edge of my seat! :D
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Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #112 on: January 30, 2012, 11:14:02 PM »
I'm fine with talk before and after a game.  A game like this talk and advice is expected, but during is another matter.  Once the game starts.  Chatter should be kept light, and outside advice should be held until it is too late.  Better yet, it should be held until after the game.  I guess that I'm just a prude.
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Offline Perigrine

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Re: Rules for a Necromunda Campaign
« Reply #113 on: January 31, 2012, 09:50:43 PM »
Great update.

I agree no during game advice from others. As then your not playing your opponet you were playing joffrey. Actually it would be easy to enforce as you could fine players gangs credits for offences.

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #114 on: February 5, 2012, 02:16:51 AM »
Campaign Turn 8; Game 2; The Hand of Redemption -v- The Mortlock Cartel

I've been on the back foot in this campaign for a long time.  The last time I picked up a territory was in Turn 2.  Since then it's been pretty much all down hill.  But with the death of the Gorlock Alliance, I've finally been able to regain my footing.  It was my hope that Octavian will find the rich Orlock territories and the sweet taste of revenge for the Orlocj Player's betrayal too tempting next turn, and he will attack them.  The Orlock territories should definitely seem tastier than the thin pickings of my Old Ruins or Vents.  So now I just had to convince the Orlock player to start attacking either the Van Saar or Goliath territories.  Fortunately, I had a plan which I figured would achieve that aim:

Kicking the living amphetamine parrot out of him.

Unsubtle, maybe, but I was sure it would be effective.  And very, very satisfying.

Scenario & Set Up:

Nevertheless, I was still vulnerable to a Shootout scenario. If the Orlock player got the choice of scenario, he could choose a Shoot Out, hire extra goons, and take me to the cleaners in exactly the same way that Octavian had done.  But I had a plan to deal with that too. 

When we were getting ready to set up the table, I made a big show of  lining up a whole bunch of my Hired Gun miniatures - Scum, Bounty Hunters, Ratskins, and even some specially made custom models bashed together from my spare Imperial Guard bitz.  The clear implication (and I was in no way being subtle about it), was that I would be loading up with Hired Guns, and the Orlock player would not be getting a free run if he went for a Shoot Out.

That was all bullamphetamine parrot, of course.  I was as broke as ever, and could not have scraped together enough credits for even a single mercenary, but the Orlock Player is too lazy to check my Gang Roster to confirm that, so I figured there was nothing to lose in bluffing.

Anyway, we rolled, and he got to choose.  He wavered, but once I started fingering my twin pistol wielding Scum models, he lost his nerve and went for a Scavengers scenario.  Which once again was fine with me.  Scavengers is my favourite scenario.

We set up the Space Hulk terrain for the scavengers Scenario.  All of our other tables are pretty much set in terms of their terrain set up, but the Vent and Tunnels tables are different every time.  This one had one long corridor set up down the middle of the table from deployment zone to deployment zone, with a few rooms and corridors branching out.  There were other side corridors, but none of them were longer than maybe 16" at a stretch, so there was no doubt as to where I would be placing my Heavy Stubber.

We rolled 4 Loot Counters, and by the way they were set up (one in each quarter of the table), it would be difficult for me to win by taking all 4 counters.  The game would be decided in the conventional way by causing the opposition to bottle out.

I set my long ranged firebase (Jacob, Ram and Amon) at the entrance to the long corridor in the middle, and split the rest of my guys into 2 assault teams with a flamer each and a loot running vent team.  Asa, Josiah and Zohar were the Vent team.   

As is his way, the Orlock Player deployed all of his guys in one big mass in a single room on the left.  This was a particuarly poor tactic on this table, because the short narrow corridors (with the one exception noted above) and relatively short fire lanes would make it difficult to take bring a lot of fire to bear in one direction without his own guys giving my guys cover saves.  Nevertheless, he had one loot piece completely sealed up.

The Game:

I got the first turn.  I moved my assault teams forwards with a view to flanking the Orlocks and hitting them on about turn 5 or 6 with both flamers from either side, simultaneously.  The Orlock player had kept his models out of line of sight of my ranged team, so Jacob, Amon and Ram went into overwatch.  I deployed Asa and Zohar on the Second Loot Counter to the Right on the Orlock side of the table and dropped Josiah on the Third Loot counter to the right on my side of the table.   Both Asa and Josiah would run the Loot back towards to my side of the table, with Josiah dumping his loot with my ranged team before coming back and collecting the 2nd piece of Loot from Asa, who would then go back to Zohar.  Ponderous, but at least it would allow those two to get back into the fight, which should take longer than usual.

The first turn started disastrously for the Orlock player.  He moved two of his lasgun marksmen out of cover and into position to shoot at my ranged team.  I could have had Jacob pick either of them off as they appeared, but I decided to take a risk and let them all get into place before opening up.  In any case, my ranged team were in heavy cover, and the Orlock player simply didn't have enough shots to shoot both Amon, then Ram and then Jacob.  As it was, he missed with both of them anyway. 

His Heavy then used his Bulging Biceps ability to waddle into position and shoot at my ranged team.  Or he would have, but Jacob picked that moment to open fire.  And boy did he open fire.  He got 6 shots off, and 4 of them hit, all of them causing  wounds, taking the Heavy out of action and both of the lasgun Marksmen down.  Even worse, it triggered a rout amongst the tightly packed Orlocks, starting with their leader, Mortlock.  By the end of the turn, the Orlocks had lost their Heavy Stubber, had 2 lasgunners down, and 5 guys including their leader, broken.  They were a rabble.

That gave my assault squads a turn to run closer to the Orlocks.  Any further fire fights during the game would take place within pistol range, which gave me the advantage.  I also moved Ram and Amon up the main corridor to make sure they would be within lasgun range in future turns.

You know those games where everything goes to plan?  Well this was one of those.  The momentum was with me from the first Orlock turn, and nothing the Orlock Player tried could halt it.  His tactics, if indeed he had any, were to wait with his guys crammed into one room, stay on overwatch, and shoot anyone who came close. 

His problem is that he uses catachan guardsmen as stand in Orlocks, so nearly everyone in his gang is armed with a lasgun, his leader, heavy (gone) and Hied Guns being the main exceptions.  His gang is too specialised for fighting at long range.  On most tables, he can dominate the first couple of turns, but he has trouble dealing with a Gang that gets close, and that would be easier than usual on this table, especially after I took control of the long corridor.

Both the wounded Orlock Marksmen went out of action, helped on their way by Amon and Ram shooting their prone forms before they could crawl away.  Another Orlock lasgunner was taken out of action by another overwatch burst from Jacob. 

By that stage, the casualty count was 4 nil to me, with all of the Orlock casualties out of action.  By turn 5, I had captured 3 pieces of Loot and was one turn away from being able to unleash Isaac's flamer.  While there would have been some satisfaction in taking down another few Orlocks, it would have resulted in some casualties, and I didn't particularly feel like having to make any more serious injury rolls in the post game sequence than necessary.  So I just hung back around the corner from the 2 corridors leading to the big room with all the Orlocks and put my guys into overwatch, content to wait until the Orlocks finally bottled out.

Underhand:  Alright . . . Overwatch, overwatch, overwatch, overwatch . . . and Amon, Ram and Jacob go into hiding.  That's it.  Your turn.
Orlock Player:  [moves a couple of guys to cover the corridors].  Everyone else is on overwatch.
UH:  Okay.  Is that it?
OP:  Yeah be-atch.
UH:  Go ahead and roll your bottle check then.
OP:  Passed!
UH:  Okay, well, all of my guys stay on overwatch, and everyone that is already on overwatch goes into hiding .  Your turn.
OP:   Is that it?
UH:  Yep.
OP:  Well my guys are sitting tight too!
UH:  Okay.  Bottle check then.
OP:  Passed be-atch!
UH:  My guys stay in overwatch, and stay in hiding.
OP:  Are you just gonna stay and hide for the rest of the game?
UH:  Yeah, pretty much.  Until you bottle out.
OP:  [realisation dawning] . . .
UH:  . . .
OP:  Hey guys - Underhand's just going to says he's just going to sit in cover and hide like a be-atch for the rest of the game!
UH:  . . .
OP:  Come and take me be-atch!
UH:  Just roll your bottle check.
OP:  Passed!   Your turn!  Stop hiding like a be-atch and try using those hand flamers!  You know you'll get shot down!  Be a big man!  Bring it!
UH:  Everyone stays in hiding.  Everyone stays in overwatch.  Your turn.
OP:  Stop playing like a Tremultuous O!
UH:  Mate . . . a couple of things.  Firstly, stop using the word be-atch in every sentence.  It makes you sound beslubbering retarded.  Secondly - I know how to play this game without any help from you, so don't tell me how to play. 
OP:  You're playing like a Tremultuous O.
UH:  I don't tell you how to suck Joffrey's cock, don't you tell me how to play Necromunda. 

The only option he had at that point was to either keep bottle checking until the game ended and he lost the territory, or launch some kind of counter offensive and attempt to take out enough of my guys to get the kill ratio above 3:1, but at close quarters, and with a whole bunch of overwatching flamers and handflamers covering his lines of approach, that wouldn't go well for him.  He conceded the game, and I took the Vents.

Analysis:

It's harder than usual for me to point to all the really awesome things I did to achieve victory in this game, because to be honest, there weren't really any.  This victory was earned through the incompetence of my opponent.   He just didn't have a plan.  All I did was drop my vent team on some of the objectives, have my Heavy Stubber cover the longest fire lane, and gradually move the remainder of my force towards the main body of the opposition troops which remained static throughout.

I don't see things going well for the Orlock player in the next few rounds.  He's been relying on a castle defence for so long that he doesn't know how to do anything else.  He's specialised his gang into a long ranged shooting gang, and has no real experience with close combat.  He has to adapt his tactics quickly, but I don't think he's got it in him, and he's wasted all his creds on hiring scum, so re-equipping them will be difficult.  He also just lost 2 games to Jonah who would have been considered the softest opposition in the campaign.  He's in trouble.

In hindsight, I actually wonder what might have been achieved had I actually gone after him harder towards the end.    Maybe  could have completely tabled him without losing a single guy?  We'll never know.  It seems like a wasted opportunity to find out just how bad a player the Orlock player truly is.

Nevertheless, it's good to finally win a territory again.  The last time I won a territory was in turn 2, and since then it's been all down hill.  One extra Vent territory isn't much, but I won 6 loot counters this turn, so I'll have a bit of cash to throw about.  I still only have 3 territories, but it's all about momentum, and with luck, no one will be coming after me for a while yet. 

More importantly, I've taken those Vents back.  That's a huge difference both tactically and strategically.  Tactically, on a game to game basis, it means I now have 2 Vent teams again - a big bonus for a flamer heavy gang like mine. 

Strategically, on a turn to turn basis, the difference is potentially even more significant.   There are now 6 Orlock/Escher territories which Gannicus and I can attack simultaneously.  I'll talk to Gannicus about what we'll do.  I doubt we'll resort to double teaming to conquer territory, but the idea of using double teaming as a response to the loss of any of those 6 territories that we might capture individually would have to be a stern deterrent to any attacks against either of us.

I'm not out of the woods yet, and I still don't have sufficient regular income to properly fund my Gang's campaign, but I've got an Escher Guilder Contact, an Orlock Workshop and a Goliath Spore Cave bordering the territory I just captured.  It's just a matter of picking the target.

The Map:



Cawdor:  The Hand of Redemption
Escher:  Gothika
Delaque:  Black Coats
Van Saar:  The Second Stringers
Orlock:  The Mortlock Cartel
Goliath:  House Bloodaxe



Offline Killing Time

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Re: Rules for a Necromunda Campaign
« Reply #115 on: February 5, 2012, 08:30:05 AM »
Congratulations on a solid victory.
Looks like you might well have stopped the rot with this, and you should be able to push on now to re-consolidate your position.

As for which territory to take next, my suggestion is the Workshop.

While the Spore Cave is tempting for sheer raw earning potential, while the Guilder Contact would pay dividends with your preferred scavenger scenario, I think the Workshop is the soundest for the following reasons;
Ignoring ammo rolls is always a useful skill to have, especially in a gang without a huge number of weapons smiths and armourers and a lot of flamers.
Secondly, hammering the Orlock now will only cement the disintegration of the Orlock/Golianth alliance whereas attacking the Goliath again might just about convince them to hook up again.
Thirdly, going for the Escher might convince him to pay you more attention, which at this stage is probably suicide.

Either way, the next territory will help your finances a great deal indeed.

I'm interested to see how your gang has advanced recently. You've had a few games since the last update and I suspect they must look pretty badass by now...

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #116 on: February 20, 2012, 02:27:54 PM »
Quick question. Why do you call Joffery Joffery?
Victory- a delicious recipe of timing, confidence, audacity, intelligence... and having more warm bodies than the other guy.

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #117 on: February 20, 2012, 03:07:35 PM »
Because he bears a close resemblance to the character from Game of Thrones:

http://www.youtube.com/watch?v=nwtsVX3DjC0

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #118 on: February 20, 2012, 03:38:59 PM »
*does a fist pump

I knew it. I was typing out "Joffery" for a some reason, and I realized-

This guy is a 40k guy.

*feels extremely smug

Thanks for the quick reply!
Victory- a delicious recipe of timing, confidence, audacity, intelligence... and having more warm bodies than the other guy.

Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #119 on: February 20, 2012, 03:48:37 PM »
It is probably too late, but I would suggest hitting the spore cave first.  Then work your way south for the settlement.  The next steps would be the gambling den.  This would cut off the other vents, and the slag from the rest of the Goliath's territories.

Alternatively, Van Saar could go after the spore cave next to their land, with you backing him up.  Next turn you could go after the spore cave next to your territory, with Van Saar aid.  However, I'm not sure how comfortable you would be with revealing your alliance.

If you keep pressuring the Orlock gang.  You could possibly rekindle the Orlock/Goliath alliance.  I doubt it would happen within the next few turns.  The Orlcok player still seems cocky enough to hold onto his pride to prevent the shame of asking the Goliath for help.  However, it is something to consider in your plans.
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Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

 


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