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Author Topic: Rules for a Necromunda Campaign  (Read 109497 times)

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Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #80 on: January 5, 2012, 02:27:43 PM »
Excellent news, Underhand.  It seems that you have your chance at redemption.

I do have one request.  Would you put the aliases of your opponents next to their gang names.  My old mind has trouble remembering who is who at times.
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Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #81 on: January 5, 2012, 05:00:03 PM »
I can't quite remember the last time a post had me laughing out loud. Between you and Ganni I'm cracking up over here. That alliance has been killed in more ways that Harry. S. Plinkett's wives. Oh man, well played.


Now, take back your vents.
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 #82 on: January 5, 2012, 05:16:40 PM »
Boy Snide's Outrageously Shiny Leather and PVC clad Soul Train.

Am I missing something here? Or is that just the censor/swearing-replacer thingy putting in new words, like beslubber?
~Ss

Offline Chie Satonaka

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Re: Rules for a Necromunda Campaign
« Reply #83 on: January 5, 2012, 07:15:30 PM »
It's definitely the forum censor, seeing as I don't have it enabled and I just see the usual swearing.

Anyway I'm glad the tide is beginning to turn, due to some Underhanded tactics. Though I do second the Farceseer's plea for the alias names for your opponents to be put next to their gang names underneath the campaign map.

Let the slaughter ensue.
« Last Edit: January 5, 2012, 07:16:35 PM by JoBob5FDP »
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Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #84 on: January 5, 2012, 07:18:24 PM »
Excellent news, Underhand.  It seems that you have your chance at redemption.

I do have one request.  Would you put the aliases of your opponents next to their gang names.  My old mind has trouble remembering who is who at times.
Done.

Boy Snide's Outrageously Shiny Leather and PVC clad Soul Train.

Am I missing something here? Or is that just the censor/swearing-replacer thingy putting in new words, like beslubber?
If that's from the second last sentence of the post, then it's definitely the profanity filter.

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #85 on: January 5, 2012, 07:20:38 PM »
Oh, that's who Joffery plays as. I went through the first page and was able to guess, but now I know. Thanks!
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Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #86 on: January 5, 2012, 08:09:57 PM »
Thank you Underhand.  Things are a bit more clear now.

A possible change for the next campaign would be to split the bonus experience from winning between the "winners".  That would make double teaming less profitable.  Perhaps remove it all together.  *Shrug*  They are effectively twice, or more, models/points against one.  I'd push for none, then "compromise" when the reward is divided between the victors.
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Offline Lewis

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Re: Rules for a Necromunda Campaign
« Reply #87 on: January 16, 2012, 09:14:30 AM »
When is the next update!? ... ive been checking this daily for more news

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #88 on: January 16, 2012, 11:11:44 AM »
When is the next update!? ... ive been checking this daily for more news

How long has it been? Eh, I think we have another few weeks to go.
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 #89 on: January 22, 2012, 04:45:01 AM »
Turn 8 Continued:

You might be wondering why I went after the Orlock Vents rather than after one of the Goliath territories.  There are several reasons:

1)  The Orlock player is a less skilled player than Octavian.
2)  I think, that the Orlock player has set his sights on the Van Saar territories as his next target for expansion.  So if I take the Vents from him, he won't waste his time trying to take them back.  By contrast, if I went after the Goliath vents, Octavian would fight to take them back.
3)  By not attacking Octavian and taking territory from him, I will avoid antagonising him, which will  make him more likely to turn on the Orlock player.
4)  If Gannicus manages to take the Escher Vents of Joffrey, then it means that if we see the need to, we can both simultaneously double team:
     a)  The Escher:  Guilder Contact (x2), the Holestead and the Friendly Doc.
     b)  The Orlock: Workshop and Spore Cave.
5)  If Gannicus and I can capture territories so that we can meet up in the middle of the map - say at the border of where the Orlock Workshop meets the Escher Friendly Doc, then we will have divided the board, and will be able to dismantle Joffrey or the Orlock player a tile at a time.

That's the plan anyway.  I doubt we will resort to double teaming, but it's a very good to have it as a threat.  I just want to see things go badly for the Orlock player.  He's going through a phase where he has to work the word 'be-atch' into every sentence.  He's got to be close to getting a temporary ban from the store.

Escher versus Delaque:

The first game was Joffrey versus Gannicus, with Joffrey going after Gannicus's friendly Doc. 

Joffrey had a bad week last week, losing twice in a row to Gannicus.  He came back with a vengeance this week though.  Probably as a result of Gannicus goading him about his step sister.  His gang has a nasty little close combat team, who all have agility and/or stealth skills, which allow them to slip from his vents, and straight into close combat early in the game.  2 of them also have Impetuous, which allows them to perform a follow up move of 4".  One of them even has smoke grenades.  Very difficult to counter. 

Gannicus got smashed.  By turn 5, he had 10 guys down (7 out of action), compared to only 4 for Joffrey (with none out of action).   Joffrey took the Friendly Doc.  That was not good.  The last thing we need is Joffrey kicking it up a notch, just as the Gorlock alliance is disintegrating.

Delaque versus Escher:

An ordinary human would have been somewhat disheartened after receiving such a comprehensive thrashing.  But Gannicus is no ordinary human.   For you and me, suffering a  defeat like that might cause us to take some time to reflect, consider our actions, work out solutions, maybe take some time to deal with the emotional impact of the failure.  But for Gannicus, all it means is that he'll have to make space in his schedule for the exacting of swift (and probably disproportionate) revenge before cracking open his next beer.

Accordingly, Game 2 did not go anything like Game 1.  Gannicus attacked the Escher Vents, adapted his game plan, and had the Escher close combat team pinned in place by regular and overwatch fire upon their entry onto the board, which allowed Flaming Moe to burn down two of them, including the smoke grenadier.  Moe, subsequently got counter charged and taken out of action by the remaining CC specialist, but she didn't make it through the next turn. 

The game ended on turn 6 with the scoreline at 5 to 2 in favour of Gannicus, but Gannicus only had 1 guy go out of action, whereas, he managed to remove 4 of the Escher from play.  Gannicus took the Vents back.

So Joffrey took the Friendly Doc and Gannicus took the Vents.  Normally, I'd say that was about an even trade (the income bonus for the friendly Doc canceling out the tactical advantage of Vent infltration), but in this particular case, I'd maybe give the advantage to Gannicus.  Vents are a big advantage for a shooting gang like the Delaque.  Being able to place 3 guys  on the table, above ground level, at the end of the first turn is a big advantage for a shooting gang - you get to put some shooters up nice and high where they can get a clear shot at enemy gangers who would otherwise be in cover (like the Heavy Stubber). 

Additionally, in this case, taking those Vents dents Joffrey's ability to get his Uber CC team across the board.  On the other hand, Gannicus is definitely going to miss the extra creds from that Friendly Doc.  Time will tell.

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

« Last Edit: March 4, 2012, 05:02:28 AM by Underhand »

Offline crew4man

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Re: Rules for a Necromunda Campaign
« Reply #90 on: January 22, 2012, 09:08:57 AM »
Yes, another episode of "Necromundia with Underhand!"

Good stuff, and yes, I think double teaming would make me quite sad.

Perhaps with the vents Gannicus can retake his doc?
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Offline Killing Time

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Re: Rules for a Necromunda Campaign
« Reply #91 on: January 22, 2012, 09:48:25 AM »
Looks like the tide is finally turning.

I look forward to seeing how the rest of the turn pans out.

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #92 on: January 23, 2012, 07:20:53 AM »
Turn 8 continued:

Orlock versus Van Saar

The most interesting fights of the turn were Jonah versus the Orlock player. 

Jonah has been getting his ass kicked every week by the Orlock player, and he's lucky he hasn't lost more than one territory before now.  But since the last game, his gang has been given a makeover, and Gannicus and I gave him some tips on how to take his gameplay up a level or two.   

The first game was a gang fight, with the Orlock player going after the new Van Saar Settlement. 

The Orlock player is a lazy player, and usually doesn't check his opponents gang roster before the fight, which is something you really have to do in Necromunda (as demonstrated a few turns back when I go grenaded to death in the first turn without firing a shot).  As a result, he was taken aback to find out that Jonah's gang had grown dramatically in size since the last game.  He was further shocked when, at the end of the first Van Saar turn, 3 Van Saar juves dropped out of Vents behind his Heavy (who had been pinned in the shooting phase).   

The Orlock player found himself pinned between 3 autopistol wielding Juves to his rear, and the main Van Saar force to his front.  Being surrounded in Necromunda is dangerous, because everyone only has a 90 degree fire arc to the front.  So in this case, the Orlock player had a difficult decision to make because he had to commit individual models to shooting at the Juves behind him or shooting at the main Van Saar force in front of him.  If he turned 3 guys around to shoot at the Juves, but if one or more of them missed, then at least one of the Juves would be free to move and shoot the next turn (and he would probably hit because autopistols are dangerous up close).  On the other hand, if he tuned, say 5 guys around to face the Juves, then he might be wasting firepower if the first 3 shots hit, since the last couple of guys could not then turn around and shoot at the rest of the Van Saar. 

The Orlock player turned 3 guys around to fire on the Juves, but couldn't do much due to how they were placed, and only succeeded in pinning one of them.  In my view he should have committed a lot more firepower to taking the Juves out right then, but he didn't, and in not doing so, beslubbered himself good and proper.

On Jonah's second turn, the Juves moved into close pistol range (Orlock could also have just put guys on overwatch and waited for the Juves to approach) and blew the Orlock Heavy and his bodyguard to bits.  Meanwhile, Jonah's marksmen picked off a Goliath lasgun marksman, and the rest of his gang moved further into position.

The Orlock player managed to take out 2 of the Juves in the following round, but the remaining one succeeded in taking out Mortlock, the Orlock leader (with help from a wound dealt by a hot shot lasgun sniper which Jonah managed to thread through about four pieces of scenery).  By turn 6, the Van Saar flamer got into burning range, and the Orlock bottled out. 

Final score 6 to 3 in favour of the Van Saar.  If Jonah had been a little more ruthless and had moved those Juves into base to base contact with the prone Heavy and his bodyguard, he would have taken enough guys out to take a territory off the Orlocks.

Aftermath:

After the Van Saar/Orlock game, Jonah stood, legs planted firmly apart, arms folded across his chest, gazing intently at the campaign map.  The Orlock player approached and stood next to him.  The following exchange took place:   

Orlock Player:  Hey man, good game.
Jonah:  [did not respond in any way, just kept staring at the campaign map].
OP:   I said good game, be-atch!
J:   [briefly glancing at him with contempt] I'm glad you enjoyed it. [Turns back to the map].
OP:  You got lucky there be-atch!  Don't you be thinking  that'll happen again!  I got my eyes on that Settlement of yours! Hahahaha!
J:   [flinty grey eyes, like slits, still fixed on the map, then slowly, almost in a whisper]  Laugh while you can boy.   The days of me being your punching bag are over.  I have learned many things about  this game in these last several days, and you have taken your last territory from me.  Of that you can rest assured.  You no longer threaten me, -
OP:   How's that?  Did you get [mimicking a South African accent] diplomatic immunity? Hahahaha!
J:   - [ignoring him] I have grown weary of your antics, and the time has come for me to take back what is mine.  The hunter has become the hunted.   I am going to retake my Settlement this turn.  Then I am going to take your Workshop.  Then your Ruins.  Then your Tunnels.  Then your Mine Workings.  And then you will be out of the campaign, because while that is happening, Gannicus will have dealt with your little girl gang friend [Joffrey] and will have taken the rest of your territories . . . 
OP:  Woohoo!  Big talk from the fat boy!  Bring. It.  On.  be-atch!
J:   - [finally turning to fix the Orlock player with the same dead eyes that witnessed the slaying of his family dogs by a gang of criminals during an invasion of his family's farm back in South Africa during the 90s] . . . and all the while, Underhand will be beslubbering your sister too.
OP:  . . .

Chilling stuff.  As I've said before, the Van Saar are a powerful gang (probably a little more dangerous than Escher, due to their ease of use),  They have easy access to Techno skills, so they seldom run out of ammo due to their Armourers, they make extra income from their Fixers (and Inventors), they get extra access to special weapons due to their Specialists, and they don't have people die due to their Medics.  Jonah also has 2 settlements at the moment, so he'll be picking up extra Juves for free every few games. 

Within four or five turns, he'll have 3 or 4 extra Specialists running around with flamers and plasma guns, that won't run out of ammo.  And his gang can shoot too.  Make no mistake, the Van Saar are always a threat in any campaign, and that's part of why I delayed so long before stepping in and giving Jonah a hand.  In the long run, that could prove to be a mistake.  These are the thoughts that keep me awake at night.

The sleeping giant that is the Van Saar has awoken from its slumber, and I'm glad that I'm on the opposite side of the map.

Offline SnipingSnowman

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Re: Rules for a Necromunda Campaign
« Reply #93 on: January 23, 2012, 08:22:57 AM »
I'm curious, at what point does the campaign end? Is it when one gang has taken control of the entire map or is it a turn limit or something?
~Ss

Offline Lonewolf

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Re: Rules for a Necromunda Campaign
« Reply #94 on: January 23, 2012, 11:00:29 AM »
I'm curious, at what point does the campaign end? Is it when one gang has taken control of the entire map or is it a turn limit or something?

Its over, when the players finally killed each other (literally)  :P

Looks like this campaign has just started  :)


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Offline Swamp Rat

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Re: Rules for a Necromunda Campaign
« Reply #95 on: January 24, 2012, 06:43:42 AM »
Reading Jonah's statement in a South African accent makes it all the more terrifying.
the only hope you have is to accept the fact that you're already dead. And the sooner you accept that, the sooner you will be able to function the way a soldier is supposed to function -- without mercy, without compassion, without remorse. All war depends on it.

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But weep for those who dread to die.

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Offline Farceseer Syranaul

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Re: Rules for a Necromunda Campaign
« Reply #96 on: January 24, 2012, 11:22:36 AM »
Excellent turn of events, Underhand.

I would like to ask if the original post has all the current campaign rules with the alterations made as things have gone by?

If it is current.  I would like to bring something up:
13)  Vents and tunnels allow the gang controling them to attack a territory up to two hexes away.

With vents or tunnels, could you attack or defend a territory that you don't boarder?  It may seem an odd question, but you could use it to get some double teaming action yourself.  If only for the experience, or to help Jonah.  Or any other reason you can come up with.

My other question is if the Goliath player is adhearing to rule number 15?  With all those settlements.  He could quickly get his max gang and "forget" about needing 20+ territories to get more.

15)  Gangs can increase past 20 members.  A gang is allowed an extra member for each territory past 20 it controls
« Last Edit: January 24, 2012, 11:45:40 AM by Farceseer Syranaul »
"Simple Changes, and Small Additions"
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So, maybe I'm being dense here

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #97 on: January 26, 2012, 03:28:01 AM »
With vents or tunnels, could you attack or defend a territory that you don't boarder?  It may seem an odd question, but you could use it to get some double teaming action yourself.  If only for the experience, or to help Jonah.  Or any other reason you can come up with.

Yes.  Vents and Tunnels allow us to attack or defend (although defending is less important these days) any territory within two tiles.  There is no restriction on taking a territory adjacent to a territory I already hold.  If I retake those vents from the Orlocks, then there are a lot of territories that Gannicus and I could double team up on. 

Quote
My other question is if the Goliath player is adhering to rule number 15?  With all those settlements.  He could quickly get his max gang and "forget" about needing 20+ territories to get more.

15)  Gangs can increase past 20 members.  A gang is allowed an extra member for each territory past 20 it controls
He's not breaking that rule, and even if he forgot it, no one else would. It should be noted though, that the restriction doesn't apply to hired guns.  If he had (for example) 19 gang members, then he could hire (say) 5 gangers and field a total number of 24 guys, and that would be okay.

Reading Jonah's statement in a South African accent makes it all the more terrifying.
Even Gannicus was speechless. 

@Lewis: Thanks for the kind words on that other (very good) forum. 


Offline Lewis

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Re: Rules for a Necromunda Campaign
« Reply #98 on: January 26, 2012, 05:31:27 AM »
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! 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!





« Last Edit: January 26, 2012, 05:42:10 AM by Lewis »

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #99 on: January 26, 2012, 06:39:18 AM »
Van Saar versus Orlock, Game 2:

So Jonah went after the Orlock Settlement.  And he stepped it up another notch.  In the previous game, the Orlock player had been surprised by Jonah bringing an extra 4 Juves, and having 3 of them drop out of Vents at the end of the first turn.  He wasn't going to get caught unawares by that twice. 

What he did get caught unawares by was Jonah hiring 3 ratskin scouts, one of which had Infiltration.  Ratskins are hired guns with a bias towards stealth and hand to hand skills.  If I'm hiring hired guns (which I very rarely do), I tend to prefer scum because shooting is easier in Necromunda, but Ratskin Scouts aren't a bad choice for a gang like the Second Stringers, who are really light on hand to hand combat ability, and they have absolutely no stealth skills.

The Orlock player continues to disappoint in terms of his tactical nous.  He refuses to use his Tunnels or  Vents.  Vents, as I have said before are a valuable asset for a shooting gang like the Orlock, and Tunnels are good for anyone.  He never uses them, because he prefers to be able to shoot every model on the first turn.  Since it is rare that every model will ever be able to find a target on the first turn of a game of Necromunda, I have to say I don't think much of that as a tactic.

His other problem is that he continues to castle up in deployment.  Castling up (ie deploying all of your models close together, normally to one side of the table) is a pretty decent tactic in 40k.  It can backfire in Necromunda though.  In 40k, most models can shoot in all directions regardless of which way they are facing.  In Necromunda, a model can only fire towards its front 90 arc.  That makes castling a dangerous tactic, since it makes it easy for your enemy to outflank you, and thus have to divide your fire.  I touched on this a couple of posts ago. 

The Orlock player has been slow to grasp this because it worked well for him when he was double teaming me with Octavian, and the extra 15 or so Goliaths made it more difficult for me to close in around him (although back in turn 6, I did manage 4 turns against him solo and nearly tabled him).  It also worked against the Van Saar for a while, back when Jonah was content to sit back and take long ranged shots from across the table and lose every time.  But Jonah has adapted his game now, and the Orlocks are in trouble.

Anyway, he deployed his guys so that Jonah wouldn't be able to repeat the same tactic of dropping 3 Juves out of Vents and blowing away his Heavy Stubber.  Which was smart.  It didn't help him though.

After Deployment Jonah set up the Infiltrating  Ratskin Scout 5 inches away from the Heavy, and launched him into close combat on the first turn, taking him out, and following up into close combat with an Orlock marksman.  Then he deployed his Vent Juves to the left flank of the Orlocks. 

In the following turn, the  Ratskin Scout got taken out in the close combat phase by the Orlock Leader, but the Van Saar Juves took him down in their shooting phase, and the Orlock ended up bottling out on turn 3 with 4 guys down (3 out of action) and 2 Van Saar down, with only the Ratskin Infiltrator out of action. 

Jonah took the Settlement.

Orlock Player:  [finishes setting up] Done!  Let's see you pull that ninja bullamphetamine parrot with your little Juves this time be-atch!
Jonah:  All in good time. [moves around to the Orlock side of the table to place the Ratskin Infiltrator].
OP:  What the beslubber are you doing?  [looks at me and Joffrey] What's he doing!?!
Jonah:   Deploying my infiltrating Ratskin so that he can charge into close combat with your heavy stubber on the first turn.
Joffrey:  He's setting up his Ratskin Scout so he can charge into close combat with your heavy stubber on the first turn.
Underhand:  I agree.  That is exactly what he is doing.

Here's 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

« Last Edit: January 26, 2012, 06:44:16 AM by Underhand »

 


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