Any chance you could get a copy of the map and post it up? I'm having a hard time envisioning the loayout of territories.Done. Wish I'd done it from the start, it would have saved me a lot of writing in that second post.
Incidentally, something I did that's a lot of fun when fighting over tunnels/vents territories is to lay the various pieces flat on the game table, with only some raised sections. Basically, only that terrain is passable - everything else is walls (and thus blocks LOS). Does make for some very interesting, clausterphobic games - be sure to put some long corridors (but make them flankable) as otherwise shooting gangs are hosed. You may need to come up with some alternate rules for tunnels/vents when fighting IN tunnels/vents, as the ones in the rule book don't make much sense (and may be too powerful/weak if essentially 90% of the map is at ground level).
M | WS | BS | S | T | W | A | I | LD | Skills |
4 | 4 | 5 | 3 | 4 | 1 | 1 | 4 | 8 | Nerves of Steel - Both good upgrades. Toughness is always useful and BS will always get used. I would have preferred +1Ws, but BS is fine. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 4 | 3 | 4 | 1 | 1 | 3 | 7 | +1BS is the exact upgrade you want on a Heavy. I never roll BS upgrades on my Heavies. This makes me very happy. +1T is also always good. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 4 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Medic - +1WS is a decent upgrade fo a flamer heavy since he'll be getting close to the enemy. Medic is always handy. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 8 | - - +1 Ld. Meh. He'll stick with a Lasgun and stay out of fights. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Armourer - Always good to have an armourer in the Gang. He'll stay up the back too. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Specialist, Old Battle Wound - Hell Yeah! That's 2 flamers in the gang now. That will allow me to upgrade Isaac to a ranged heavy weapon down the track, if I feel like it. |
M | WS | BS | S | T | A | W | I | LD | Skills/Injuries |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Killer Reputation, Arm Wound - Meh. Might come in handy later depending on what other upgrades he gets. He'll stick with the shotgun for now. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 2 | 3 | 6 | Impetuous, Nerves of Steel - A Juve no longer. All good upgrades. He'll stay with one of the close assault teams. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 4 | 2 | 1 | 4 | 6 | Impetuous - 2 games in and this little bastard has turned into quite the little combat monster. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 2 | 3 | 3 | 3 | 1 | 1 | 5 | 6 | True Grit - I like True Grit, but +2I is pretty sucky. +1BS is always handy. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 2 | 2 | 3 | 3 | 3 | 1 | 3 | 7 | Parry - I rolled the +2A first, so I decided to go with a Combat skill after that, and got Parry, which is nice. Even with WS2, this guy will be a handfull in close combat. |
And I don't think the +2I is as bad as you make it out, especially when combined with the +1BS. Give him a lasgun or autogun, and put him on the tallest thing you can find - with I 5 you have little worry of him falling to his death, and chances are the extra height will help you get lines of sight that you might otherwise not be able to cover. Plus, with all those vents, its easy to get him there.
And wow, I've never seen a leader get 3 upgrades in 2 fights before...My leader has 122xp - he started off with 62, got 24 from the first fight (10 for winning, inflicted two wounds on the enemy and rolled a 4 for xp), the second, he inflicted 3 wounds, got 10 for winning, 9 for the Underdog bonus and rolled a 6). So he's on his way. The Underdog bonus from the three way fight is what makes the difference. It's also the benefit of using small unit tactics - the other gangers pick off the nasty targets, and he runs in and dispatches the softer ones in Hand to Hand. I really would have preferred if he'd got a CC increase instead of those others - Leaders are best when they are close to the rest of your gang so that they can provide the leadership bonuses, and since most of my guys will be running forward to the enemy, any extra CC ability would help nicely.
You may be in danger of having expanded too fast too early.I think you are right, in that I'm definitely a bit overstretched at the moment, but I also think that I didn't have much other choice. I had to go after some high earnining territories early to compensate for my worthless ones. If I'd hung back, I would have just ended up with less money and less experience for my gang. Even if I lose that Gambling Den next turn, at least I'll have gained a turn's income from it, and denied it to someone else for a while.
Maybe you can get the Van Saar on your side?Good suggestion - that's what I was going to do.
M | WS | BS | S | T | W | A | I | LD | Skills |
4 | 4 | 5 | 3 | 4 | 2 | 1 | 4 | 8 | Nerves of Steel - An extra wound is always useful for the guy who will be targeted by the opposition. T4 and W2 - he's a tough bastard. |
M | WS | BS | S | T | A | W | I | LD | Skills | |
4 | 3 | 4 | 3 | 4 | 1 | 1 | 4 | 7 |
|
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 4 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Medic, Armourer - A Medic and an Armourer - a very useful man to have in between games. I am going to keep very quiet about this guys skills. Sort of a shame that he has a flamer and will be in harms way a lot. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 8 | - Dead |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Armourer Impetuous, Arm Wound - Meh. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 4 | 4 | 3 | 3 | 1 | 1 | 3 | 7 | Specialist, Old Battle Wound - Can't complain. +1WS is always good for a flamer guy, and +1 BS is always good on anyone. A prime candidate for the gang's second boltpistol. |
M | WS | BS | S | T | A | W | I | LD | Skills/Injuries |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Killer Reputation, Arm Wound - Dead |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 2 | 3 | 6 | Nerves of Steel, Impetuous Fixer - Always good to have a fixer in the gang. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 4 | 2 | 1 | 4 | 6 | Impetuous Leap, Step Aside - beslubber yeah - Some pretty nasty upgrades with this guy. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 5 | 6 | True Grit - My least useful ganger. I Would have preferred an extra BS instead of WS, seeing as how Ijust lost a couple of my ranged team, but ahh well . . . |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 2 | 2 | 3 | 3 | 3 | 1 | 3 | 7 | Parry Sprint, Counter Attack - A WS2 combat monster. I'm going to give him 2 swords. This little bastard will kill Gang Leaders. |
M | WS | BS | S | T | W | A | I | LD | Skills |
4 | 4 | 5 | 3 | 4 | 3 | 1 | 5 | 8 | Nerves of Steel Old Battle Wound |
M | WS | BS | S | T | A | W | I | LD | Skills | |
4 | 3 | 4 | 3 | 4 | 1 | 1 | 4 | 8 |
|
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 4 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Medic, Armourer, Weaponsmith, Inventor Arm Wound - Medic , Armourer , Weaponsmith and Inventor- The nerd of my gang. Arguably the second most important member of my Gang. Weaponsmith is an excellent upgrade for a Heavy, particularly one with a flamer, and Inventor will come in very handy too since I have been so short of crdits so far that I haven't even been able to take a single rll on the rare trade chart. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 3 | 3 | 1 | 1 | 3 | 7 | Armourer, Impetuous, Arm Wound, Berserk Charge, Nerves of Steel - Nerves of Steel is always nice for the guy who acts as the bullet catcher for my Heavy Stubber guy. Bersek charge is fairly useless for someone who will just be sitting back and shooting though. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 4 | 4 | 4 | 3 | 1 | 1 | 3 | 7 | Specialist - +1S isn't exactly the most useful upgrade, but he's my second flamer guy, and he has found himself in CC a couple of times, so it might come in handy. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 3 | 3 | 4 | 3 | 1 | 2 | 3 | 6 | Nerves of Steel, Impetuous, Fixer, Disarm - Not bad. I need to get him an agility upgrade next. |
M | WS | BS | S | T | A | W | I | LD | Skills |
4 | 4 | 3 | 3 | 4 | 2 | 1 | 4 | 6 | Impetuous, Step Aside, Leap, Feint, Disarm, Horrific Scars - One of my most dangerous fighters. |
M | WS | BS | S | T | A | W | I | LD | Skills | ||
4 | 3 | 3 | 3 | 3 | 2 | 1 | 5 | 7 | True Grit
|
M | WS | BS | S | T | A | W | I | LD | Skills | ||
4 | 2 | 3 | 3 | 3 | 3 | 2 | 4 | 7 | Parry, Sprint, Counter Attack |
M | WS | BS | S | T | A | W | I | LD | Skills | |||
4 | 3 | 2 | 3 | 3 | 3 | 2 | 3 | 6 |
|
M | WS | BS | S | T | A | W | I | LD | Skills | |||
4 | 2 | 1 | 3 | 3 | 2 | 1 | 3 | 6 |
|
Maybe you could set up terrain to deny a long-ranged opponent some LOS? Not sure.Actually, I can't complain about the terrain - there's plenty of cover on the tables. It's actually not very common to be able to get a shot at an enemy ganger without a cover save, unless you are up close. That's impotant in Necromunda - Necromunda uses 2nd edition 40k rules for ranged weapons (where pistols can shoot 16") and Movement (where standard movement is only 4"), so getting into CC against a shooty enemy can be trickier than in 5th ed 40k. It gets even tougher with the Overwatch rule (if a model doesn't fire in its shooting phase, it can go into Overwatch and shoot at any later point - including halfway through an opponent's movement phase).
Two of the grenades landed dead on target, and 6 of my guys were hit, causing 5 wounds (Frag grenade pie plates in Necromunda are 4" in diametre). My gang bottled and ran. Game over. I didn't even get to fire a single shot. Neither did the Goliath. From the time that the first miniature was put on the table to until my guys bottled out, the game lasted maybe 10 minutes.
Their laughter followed me out of the store.
M | WS | BS | S | T | W | A | I | LD | Skills & Weapons | |
4 | 5 | 5 | 3 | 4 | 3 | 1 | 5 | 8 | Bolt Pistol, Chainsword. beslubber Yes. That extra WS is obviously useful, but Iron Will is the truly great advance. Iron Will lets me reroll a failed bottle roll. In 40k terms, Abraham gives my gang the Stubborn special rule. I have been holding out for Iron Will for a while now - every other skill from now on will be a combat upgrade. |
M | WS | BS | S | T | A | W | I | LD | Skills Injuries & Weapons | |
4 | 3 | 4 | 3 | 4 | 1 | 2 | 4 | 8 | Heavy Stubber. An extra wound is always handy. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 3 | 3 | 3 | 1 | 2 | 3 | 7 | Flamer, Autopistol, Sword. Again - an extra wound is always nice. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 3 | 4 | 3 | 3 | 1 | 1 | 3 | 7 | Lasgun. +1BS is just what the doctor ordered. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 4 | 4 | 3 | 1 | 1 | 3 | 7 | Flamer, Autopistol. WS5 and S4 - It's good to have a flamer guy who can hold his own in close combat. I need to get him a sword. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons |
4 | 3 | 3 | 4 | 3 | 1 | 2 | 3 | 6 | Nerves of Steel, Impetuous, Fixer, DisarmCombat Master. Handflamer, Stubber. Eh, can't complain - it will come in handy against the superior numbers of the Goliath. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 4 | 2 | 1 | 4 | 6 | Autopistol, Stubber. I really would have prefered that to have been a +1WS instead of a +1BS, but extra balistic skill is always handy. Needs a sword and an autopistol. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries and Weapons | |
4 | 3 | 3 | 3 | 2 | 2 | 1 | 5 | 7 | Lasgun. Christ, this guy amphetamine parrots me to tears. His upgrades have caused him to occupy this middle ground of not being good at either close combat or shooting, so what I did for the last few games was made him hang back next to Jacob to soak up some bullets. Then he actually managed to get +1A, which is actually a decent combat upgrade, but since I needed to bulk up my long ranged firebase, when I got the option of rolling on any skill table, I decided to roll on the shooting table - if I rolled rapid fire, or fast shot, then he would get to shoot his lasgun twice per turn, and Marksman and Crack Shot are always good skills to have. That left only Hip Shooting and Gunfighter as the duds. So naturally, I roll Gun Fighter, which is the amphetamine parrottiest skill to have on the guy tasked with sitting back at long range as the meat shield for my guy with the Heavy Stubber. I hate this guy, and wish that he would stop taking up space on my roster. On top of all that, if I want to give him an extra pistol to take advantage of Gun fighter (gets to shoot two pistols a turn), then I have to paint up one of my spare redemptionist models. It's just more work. I hope he beslubbering dies or gets captured. And if he gets captured, I hope he gets tortured. And if he gets tortured, I hope he gets castrated so that he will not pollute the genepool of the Underhive with his inferior seed. I don't really care for him, is what I'm trying to say. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 3 | 3 | 3 | 3 | 2 | 5 | 7 | Stubber, Sword x2. Still waiting for that +1WS bonus. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 3 | 2 | 3 | 3 | 1 | 2 | 4 | 6 | Meh. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 2 | 4 | 3 | 2 | 1 | 3 | 6 | Hand flamer, Stubber. I would have preferred the BS upgrade to be a WS upgrade, given that he's blinded in one eye,but oh well. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 2 | 3 | 3 | 1 | 1 | 3 | 6 | He's the new kid. |
...or you could use him as some type of human shield?That's what is frustrating. I have been using him as a human shield for Jacob (my Heavy Stubber guy), and he's actually not completely useless in that role - he has True Ghrit, high initiative and decent leadership, so he doesn't fall off the side of buildings when he gets shot, and he tends to get back up pretty quickly when he gets knocked down. The problem is, that playing that role means that he needs to be effective at range, which means that Gunslinger and his extra attack are useless (pistols are much, much more effective at close range). I can't really use him as a close combat fighter either, because his legwound slows him down too much to make effective charges, or dart between cover. He's a lemon.
Those grenades were bad, and you're losing room to maneuver. Is it feasible to retake the spore cave, or attack his gambling den? And can Orlock gangers travel through Golaith turf to attack you? Because, then you could attack the territories without the threat of a double teaming.You are correct - the Orlocks can't move through Goliath territory - my plans are to keep attacking Octavian's more southern territories to prevent the double teaming, which rules out the Spore Cave. I'm targeting the Settlement first to avoid spreading myself out like I did previously.
>Don't die!The Van Saar guy isn't my ally (in fact I talk to him probably less than anyone else in the group), but he's attacking the Orlock player everyturn at the moment anyway to try to take back the settlement he lost (albeit ineffectively). He wouldn't be a very strong ally anyway - his gang is small, and he just isn't aggressive enough to be a genuine threat. Hopefully he might kill or injure a few Orlocks over the next few turns and make it easier for me to fight them off.
Isn't the VanSaar Guys your allies? If so, if you can survive long enough, he can do some serious colon-punching to that allience.
I'd keep using Amon "The Lemon" where you have him, and wait until another suitable replacement partner matures for Jacob. At this point it seems that he would be a good partner for Isaac (the Heavy with a flamer). Then have this guy see some ground work. Actually, this guy would be a fair partner for any of your flamer specialists, or as a mentor to the newer members of the gang.I agree - a multishot pistol guy would be good as mid range support - which is something I've lost a bit of, now that I'm not using shotguns. It's just a shame his stupid fat ass is taking up space in the backfield at the moment.
Do hand flamers count as pistols? What does Killer Rep and True Grit do specifically?They do - so they are usable in hand to hand combat to provide a bonus attack, but they automatically run out of ammo after a single ranged blast.
On the note of the Bulging Biceps that they've both got, could that call all of the Goliath's new recruits into account? Not that it's worth bringing up, but maybe keeping an eye on.Nah, the number of Juves isn't really suspicious - he has 4 settlements, and he's actually paid creds to hire some of them, so I don't suspect any wrong doing there.
Maybe you could have a word with the Orlock and Van Saar, and trying to hit the same target (hard i know, you're all separated). How're you using vents in the campaign? Can you hit anywhere on the map or what?Unfortunately I can't. The vents let us hit anywhere within a range of 2 squares, but to do so requires leaving a chunk of your gang at home, so it's really only much use in attacking a really poorly defended territory (although we've changed the campaign rule relating to assigning territory to gang members, which I'll explain later).
I mean, if the three of you were to make a joint effort on one of them, and give a strong impression that you three are now working together (as in, you'll attack each others positions when others attack them). That'd mean you can double team opposing gangs.
If you can successfully hold off the Orlocks, then surely you and one of the others could blitzkrieg the others.
That does depend on how the rules are working though.
M | WS | BS | S | T | W | A | I | LD | Skills & Weapons | |
4 | 6 | 5 | 3 | 4 | 3 | 1 | 5 | 8 | Bolt Pistol, Chainsword. WS6 now makes Abraham a badass in close combat. As he should be. An extra attack would seal things up nicely. |
M | WS | BS | S | T | A | W | I | LD | Skills Injuries & Weapons | |
4 | 3 | 5 | 3 | 4 | 1 | 2 | 4 | 8 | Heavy Stubber. Both excellent upgrades. I have be-atched before about too many balistic skill upgrades instead of weaponskill upgrades. I am not doing that now. A Balistic Skill 5 Heavy is a game winner, hitting enemies in heavy cover on a 4+. And I need to start winning some games. That Medic skill is also really handy - with my inability to replace my losses, the ability to reroll serious injury results after the battle is a God send.. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 3 | 3 | 3 | 1 | 2 | 3 | 7 | Flamer, Autopistol, Sword. Both good upgrades. Fixer is pretty useless for me at the moment, but once I start taking back territories, it will come into its own. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 4 | 3 | 3 | 1 | 1 | 4 | 7 | Lasgun. Meh. +1 Initiative (especially with Nerves of Steel) will help him get out of pinning, which happens to him a lot, since together with Amon, he's the bullet taker for Jacob. The hand wound (lost 2 fingers - dropping him to WS2) isn't such a disadvantage for a ranged specialist. I'll be hoping to give him shooting skills from now on. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 4 | 4 | 3 | 1 | 1 | 3 | 7 | Flamer, autopistol, sword. Gets a sword for added protection in CC. Inventor can come in handy, particularly when I don't have enough cash to actually buy stuff on the rare trade chart. Crack shot is always a nice skill to have (reroll wound effects) - I was hoping for Hip Shooting (run and shoot - deadly with a flamer), but Crack Shot will do. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons |
4 | 3 | 3 | 4 | 3 | 2 | 2 | 3 | 6 | Nerves of Steel, Impetuous, Fixer, Disarm, Combat Master. Handflamer, Stubber. A very solid member of the gang. Abraham's bodyguard. Needs an agility upgrade. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 4 | 2 | 1 | 4 | 6 | Autopistol, Sword. One of my best. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries and Weapons | |
3 | 3 | 3 | 3 | 2 | 2 | 1 | 5 | 7 | Lasgun. Two games, and not a single upgrade. The biggest disappointment I have with . . . ahh beslubber it. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 3 | 3 | 3 | 3 | 3 | 2 | 5 | 7 | Stubber, Sword x2. Finally got that +1WS bonus. That WS2 was really holding Josiah back. Even with 3 base attacks and 3 parries, his low weapon skill was holding him back against high weapon skill opponents. I found myself having to be very selective as to who to send him up against. Even on the charge, he would have a tough time beating a WS5 enemy. That is no longer the case. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 3 | 2 | 3 | 3 | 1 | 2 | 4 | 7 | Hand flamer, Stubber. I don't mind the Leadership upgrade - it's an area where my gang is a bit light on at the moment. Meh. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 2 | 4 | 3 | 2 | 1 | 2 | 6 | Hand flamer, Stubber. Can't complain. Man, I have a lot of armourers in this gang. I wish I had the creds to spend on bolt weapons. At least my flamers won't be running out of ammo too often. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 3 | 3 | 3 | 1 | 1 | 3 | 6 | Hand Flamer, Stubber. Not bad upgrades. He might end up joining my ranged team - Amon's days are numbered. Pity about the Old Battle Wound. |
Excellent updates as usual. I'd love to see the look on joffreys face if he ever found out you had coffee with his step mom.
Excellent updates as usual. I'd love to see the look on joffreys face if he ever found out you had coffee with his step mom.
...Totally out of the question. There is no way I'm accepting that kind of help.
Although the Manager's offer might be an idea actually, get a few other gangs in the middle of it all.
...
It was at this stage that they realised they were going to lose. I'm not sure if they came to that conclusion themselves, or if it was Gannicus laughing at them, and then explaining in detail to Jonah and a few other people exactly how I was going to win inside the next 2 turns that tipped them off, but they had definitely worked it out.
Also love the non game related stuff, one of you should start dating Joffrey's step sister to really piss him off. would be absolutely great.
"hey Joffrey guess what?"
"what"
" i just boffed your step sister"
now that would be funny.
love the updates as always. seems to be your luck might actually be turning for the better now that its not you vs 3 all the time.Nah, wouldn't be cool. While I'm happy to trade as many insults with Joffrey as necessary to gain some sort of psychological advantage, that would just be disrespecting Myrcella, whom I quite like.
Also love the non game related stuff, one of you should start dating Joffrey's step sister to really piss him off. would be absolutely great.
"hey Joffrey guess what?"
"what"
" i just boffed your step sister"
now that would be funny.
Have you done post-game yet? An annoying injury would have been just the thing to drive the wedge between them even further.
...
(are both their gang leaders taking the +10 for winning in these team fights? Even more bulltwang if so).
Boy Snide's Outrageously Shiny Leather and PVC clad Soul Train.
Excellent news, Underhand. It seems that you have your chance at redemption.Done.
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.
If that's from the second last sentence of the post, then it's definitely the profanity filter.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?
When is the next update!? ... ive been checking this daily for more news
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?
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 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.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.
15) Gangs can increase past 20 members. A gang is allowed an extra member for each territory past 20 it controls
Reading Jonah's statement in a South African accent makes it all the more terrifying.Even Gannicus was speechless.
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.
Also our gaming group has kicked off a similar campaign to yours, bit more stripped down but if your interested the link is here: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.
http://www.enfieldgamers.co.uk/forum/viewtopic.php?f=3&t=364&start=30 (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!
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.
Either that or UnderHand has been arrested for Joffrey's murder, which, by the ending of that post, quite probably happened.
::)
M | WS | BS | S | T | W | A | I | LD | Skills & Weapons | |
4 | 6 | 6 | 3 | 4 | 3 | 1 | 5 | 8 | Bolt Pistol, Chainsword. As hard as it is to complain about having BS6, I'm going to anyway. I like my leader to be a real badass in close combat. So I would have preferred the opportunity to take an agility or combat upgrade. Having said that, I could easily have rolled something utterly amphetamine parrote, like Catfall. So I really shouldn't complain. Parry however, is awesome, arguably the best Close Combat skill. abraham now gets to parry twice, so with WS6, there are probably only 2 other characters in the campaign who he has to worry about - Shamora and Bloodaxe. A plasma pistol would be nice. Abraham now has 338 exp, so he can only get 3 more upgrades before he caps out. I would like those 3 upgrades to be an extra Leadership, Attack and Sprint/Leap. |
M | WS | BS | S | T | A | W | I | LD | Skills Injuries & Weapons | |
4 | 3 | 5 | 3 | 4 | 2 | 2 | 4 | 8 | Heavy Stubber. Needs a backup weapon. I'll probably give him Amon's Lasgun. +1A. Meh. Good on anyone except a ranged Heavy. The Armourer upgrade is good (as always), but to be honest, I probably already had enough. My gang's bolt weapons are just as reliable as their lasguns now. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 2 | 3 | 8 | Flamer, Autopistol, Sword. +1BS is always a good upgrade for a Heavy, even a flamer heavy, like Isaac. Even armed with a Flamer, Isaac still needs to shoot his pistol every now and then, and if I ever get the creds to buy a second Heavy Stubber, that extra BS will be very valuable. The Leadership 8 is good too. Isaac normally operates away from Abraham, so he needs to be able to stand his ground and not run when the guy next to him goes down. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 1 | 5 | 7 | Lasgun. Talk about upgrades which were all over the place. Ram is a difficult guy for me to choose upgrades for, since he's part of my ranged team (always a problem for Cawdor shooters). If I ever got the option to take shooting skills, I would have leapt at it, instead I got upgrades to WS, I, Catfall and Leap. Catfall helps a ganger survive falling of ledges, which happens when they get shot next to a ledge. That is ever a worry for Ram, since his primary job is to soak up bullets for Jacob, but with Initiative, 5, he was always unlikely to fall anyway. The +1WS is pretty useless for him, given his current role as meatshield, but if suitable new recruits come in, he might move out of that role. Leap is actually not a bad upgrade, since it's D6 extra movement that doesn't hinder the ability to shoot. He might end up as my 3rd loot runner together with Asa and Josiah. WS4 I5 and Leap would also make him a handy CC ganger. we'll see what the future holds. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 6 | 4 | 4 | 3 | 2 | 1 | 3 | 7 | Flamer, Autopistol, Sword. Bad. Ass. The guy that the opposition point their Marksmen at. Very solid at pistol range, horrifying at flamer range, and very nasty in melee. The next time Bloodaxe closes to melee with him, it'll be a much tougher fight. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons |
4 | 4 | 3 | 4 | 3 | 2 | 2 | 3 | 6 | Nerves of Steel, Impetuous, Fixer, Disarm, Combat Master, Dodge, Quickdraw. Handflamer, Stubber. When I said that he needed an agility upgrade last time, I didn't mean Quickdraw. The Weaponskill upgrade, and Dodge are both nice though. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 5 | 4 | 4 | 2 | 2 | 4 | 6 | Autopistol, Sword. This guy wins me games. His loot running has only become more effective with an extra Wound and Nerves of Steel. The BS5 is obviously nice. He didn't really need the Strength upgrade . |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries and Weapons | |
3 | 3 | 3 | 3 | 2 | 2 | 3 | 5 | 7 | Autopistol , Autopistol. beslubber this guy. No matter how hard I try, he just wont die. All I've got to show for having him as Jacob's primary meat shield is a Hand Injury (which nulified his useless +1WS upgrade). At least with an extra 2 wounds, and Nerves of steel, he is a credible meatshield. His W3 and M3 combine to make me picture him as monstrously fat. Useless and fat. He just sits there, getting shot and driving up my gang rating, thereby depriving everybody else of Underdog experience point bonuses. Fast shot allows him to shoot twice, so at least his upgrades haven't been completely wasted. It also stacks with gunfighter, allowing him to shoot 3 times with pistols, so I've finally bitten the bullet and bought him a couple of auto-pistols. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 3 | 2 | 5 | 8 | Stubber, Sword x2. With WS4, 3 parries and 5 Attacks on the charge, this guy is a combat monster. Positively Tasmanian Devilesque. With Sprint and Combat master, he can charge multiple opponents at once and not have to worry about being outnumbered. with Asa, his loot running skills have won me games. His close combat ability will win me even more games now. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 2 | 3 | 3 | 2 | 3 | 4 | 7 | Hand flamer, Stubber, sword. Another potential loot runner, and quite a handful in close combat. I've been using him as a bullet taker for my loot runners, but he's capable of acting as a loot runner himself now. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 3 | 2 | 2 | 3 | 2 | 1 | 4 | 6 | Hand flamer, Stubber. Should probably get him a sword. And a flamer. Shame about the chest wound. Chest Wounds are my least favourite injury, apart from death. |
Dead by Shoot Out. I hate Shoot Outs. So there you have it. In general, I'm pretty happy with the upgrades. I would have liked something else instead of +1BS for Abraham, but a lot of Necromunda players would punch me for complaining about having a BS6 leader. Boaz is an all round badass, and if I ever get enough creds (or get lucky and capture an opponent's Heavy Stubber, then Isaac might give me another long ranged option. That's where I continue to be weak. My ranged component. It's been frustrating that apart from Jacob, all of my BS upgrades have gone to my best close combat/flamer guys. If I give them lasguns, then I lose a huge amount of my close assault capability, which is where my gang is strongest. Having said that, getting good at shooting is always something that Cawdor find difficult. I'm also starting to think that I might have left it a bit late to go for Agility upgrades. Agility is a vital skill for any close combat gang, and it's why Cawdor and Escher are better than gangs than Goliath. Agility is vital, because there are two skills - Leap and Sprint which increase the movement rate of gangers and help them get the charge on their opponents. Getting the charge is vital in Necromunda, and it's one of the ways you can spot a skilled player. Skilled players get the charge, unskilled players get charged. Joffrey often get's the charge, the Orlock player never does. The reason charging is so good is because it grants a +1WS and +1A in that first turn. It turns a ganger with middling close combat ability into a badass. In that sense, a single agility upgrade can be worth 2 close combat upgrades. The problem with Agility is that of the 6 random skills on offer, only 2 of them give that bonus, the rest aren't as great, and some are amphetamine parrot (Catfall and Quickdraw). So rolling on the Agility table is always a risk. You will end up with some bad, before the good. It's for that reason, that my philosophy with Cawdor is to take ferocity upgrades first, until I work out if a ganger is suited to close combat (ie gets strength or WS upgrades), and then take Combat skills (which are all pretty strong), and then take Agility upgrades last. I think it's a solid theory, but the game has been going for a while now, and the opposition shooting is getting better and better, and I don't have that many guys who I can launch into close combat without taking a lot of hits on the way in. In that regard though, this is one of the most resilient gangs I've ever had. My guys have a lot of ferocity upgrades and a amphetamine parrot tonne of wounds. For a small gang (with only 11 guys, I have by far the fewest gang members of any gang in the campaign), my guys can absorb a lot of punishment. My problem is still poverty. The scavengers games have helped, since each loot counter is worth D6x5 creds, but I need more. I've managed to buy a few autopistols and swords (I can't believe I've given the autopistols to Amon), but I need more cash. |
I'm not gong to say which store this campaign is being run in. As fun and cathartic as it is to denigrate the other players online, I'm not enough of an rather unsavoury chap, what-ho old bean? to let them be identified in real life. That would just be a dick act.very well, say no more :P .
Looking forward to the next campaign update, your making us go through withdrawls here Underhand.Likewise, I scroll past the Non-40k Gaming board on my way to the projects board and I find myself hoping for a new post from you.
Campaign Turn 9:
That's what Gannicus's ute smells like.
Campaign Turn 9:
Jonah was across the way eating a pregame snack, which consisted of half a grilled chicken and a plate of chips.
Campaign Turn 9:
UH: Good man. Would you mind if I have a chip?
J: [eyes narrowing] I would mind very much.
Great report as usual. Seems that fortuna finally starts to smile on you again :)She can be such a fickle be-atch.
And it was Amon who did it. A valued member of the gang. I always believed in him.
Question - why didn't you use the Community Edition of Necromunda for the campaign? Would you consider it for next time? It seems like a lot of the unbalanced/faulty rules that have caused you grief would be avoided by using this far more elegant ruleset.
How much does the OIAM Heavy Bolter affect your gang rating in comparison to the hypothetical Lascannon or other ridiculous weapon of mass destruction?A One-In-A-Million Heavy Bolter adds 360 to my Gang rating - roughly the equivalent of 4 starting gangers with decent equipment.
I know you mentioned the Community Edition rules that this issue is addressed is somewhat but I'm still curious as to how it plays out under the basic rules set.
Nice move man - your bolter model looks nice! could we see a few pics of your gang if you get time?Thank you. I'll post some more shortly.
Would it be possible to get more pictures on the thread? Some shots mid-battle or something, I'd love to see your gang, and the terrain you game on.Unfortunately, cameras are banned at the store, lest it become a hunting ground for child molesters.
...
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.
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.
Or is it going to turn into a very nasty fight to the death?Not necessarily.
M | WS | BS | S | T | W | A | I | LD | Skills & Weapons | |
4 | 6 | 6 | 3 | 4 | 3 | 2 | 5 | 8 | 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. |
M | WS | BS | S | T | A | W | I | LD | Skills Injuries & Weapons | |
4 | 3 | 5 | 3 | 4 | 2 | 3 | 4 | 8 | 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. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 2 | 3 | 8 | 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. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 2 | 3 | 2 | 1 | 5 | 7 | 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. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 6 | 4 | 4 | 3 | 2 | 1 | 3 | 7 | Flamer, Shotgun + Manstopper rounds, Sword. One of my best. Good at everything. Giving him a Shotgun makes him dangerous at range now too. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons |
4 | 4 | 4 | 4 | 3 | 2 | 2 | 3 | 6 | Nerves 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. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 45 | 5 | 4 | 4 | 2 | 2 | 4 | 6 | Autopistol, Sword. This guy will feature prominently in the end game. Could do with a Leadership bonus. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries and Weapons | |
3 | 3 | 4 | 3 | 2 | 3 | 3 | 5 | 7 | 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. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 3 | 2 | 5 | 8 | 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. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 2 | 3 | 3 | 2 | 3 | 4 | 7 | 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. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 3 | 2 | 3 | 2 | 2 | 1 | 4 | 6 | 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. |
I'd just like to send out a thank you to everyone who has been following this campaign and everyone who has posted on this thread.
Anyway, I'm off to the US for a few weeks, so there probably aren't going to be any updates until late June.
Seconded. even threads specificly designed to be amusing don't even come close to this. I applaude you sir, you have done a great job so far. have fun in america!I'd just like to send out a thank you to everyone who has been following this campaign and everyone who has posted on this thread.
You're welcome, this is probably the most entertaining thread on 40ko that I've ever come across!Anyway, I'm off to the US for a few weeks, so there probably aren't going to be any updates until late June.
Have fun, you will be sorely missed!!
Seconded. even threads specificly designed to be amusing don't even come close to this. I applaude you sir, you have done a great job so far. have fun in america!I'd just like to send out a thank you to everyone who has been following this campaign and everyone who has posted on this thread.
You're welcome, this is probably the most entertaining thread on 40ko that I've ever come across!Anyway, I'm off to the US for a few weeks, so there probably aren't going to be any updates until late June.
Have fun, you will be sorely missed!!
I was wrong.
That heavy Bolter is absolutely brutal, the damage is causes on groups isnt at all funny... I'm glad you took it instead of selling the lascannon for profit.It is an absolute monster. It reminds me of the last fight scene in Rambo 4 with the .50 calibre machine gun:
Are you not attempting to acquire more goons sometime? Other peoples juves are going to be non-pathetic soon...
Ram took a shot at Glinda and pinned her (rhymes).
...and Gannicus getting a one month ban from the store.
Gannicus kept a poker face, and Jonah always maintains stoic inscrutability during a game, but I can't have been the only one who noted how Gannicus's casual adjustment of the Heavy Stubber to face the Orlock position cooincidentaly happened to also bring the Van Saar into its fire arc.What a cliffhanger!
Bolter Bill opened up the shooting phase with a well placed bullet to the forehead of Akilar Bloodaxe, dropping him down to his last wound, and pinning him again.
Wow Epic!
Two great things came from this 1) the Orlock is now gone and 2) Jonah learned that traitors never prosper.
here is hoping you have similar luck on your turn next UH.
out of curiosity how many hours did that game take ...? :D
also can we have a map update with your next post underhand? Thanks
It's always nice when people get their comeuppance. It does seem to have got quite personal in some places!
Unless egos get involved, which they occasionally do.
M | WS | BS | S | T | W | A | I | LD | Skills & Weapons | |
4 | 6 | 6 | 3 | 4 | 3 | 2 | 5 | 8 | Bolt Pistol, Chainsword, Plasma Grenades. No change. |
M | WS | BS | S | T | A | W | I | LD | Skills Injuries & Weapons | |
4 | 3 | 5 | 4 | 4 | 2 | 3 | 4 | 8 | One-In-A-Million Heavy Bolter, Lasgun. Having made the gutters of the Underhive run red with Goliath blood on turn 12, Jacob was due a couple of advances (he got 45 experience from that one game alone). The first advance was a +S, which is probably the least useful advance that a Heavy can get. The second advancewas a bonus skill. I have a rule when it comes to rolling for skills that has served me very well over the years - never roll on the Muscle skill table. Just about all of its skills are amphetamine parrot, and the ones that are any good are outperformed by all of te combat skills. The only exception is Bulging Biceps, which only Heavies can get, which allows Heavies to move and fire with heavy weapons, and is actually a really good skill that everyone would probably pick if they got the choice. But even then, there is still only a 1/6 chance of rolling it, and if you miss it, then you end up with some amphetamine parrotty close combat oriented skill which is exactly what you don't want in a Heavy. Nevertheless a lot of newbies roll on the Muscle table with their Heavies and end up with a lot of useless skills. More experienced players roll on the Techno skill list (since most gangs have restricted access to it), or the Shooting list, since some of the skills are compatible with heavy weapons, or at least have the oportunity to be used if you run out of ammo or need to spend a turn repositioning the Heavy, which happens quite often, in which case you might as well use that backup lasgun. You can see that both Jacob and Ram have a lot of Techno Skills. On the other hand - Jacob is already an Armourer (global bonus to gang ammo rolls), he's a Medic, and a Fixer, so he already has most of the best Techno Upgrades (Specialist isn't available to Heavies, Weaponsmith would be virtually useless, and Inventor doesn't help too often). Also, with a One-In-A-Million Weapon, he wouldn't ever be running out of ammo, so he won't be shooting his back up weapon too often. And can you imagine what a BS5 heavy with a OIAM Heavy Bolter would be like if he could also move and fire!?! Ho-lee shiiiiiiit . . . So I abandoned the rule that has served me so well for so long, took my chances with a roll on the Muscle table and ended up rolling Iron Jaw. I'm not even going to bother explaining what it does because I can pretty much guarantee that if I play another 30 games with Jacob, I won't even get to use it once. What a piece of amphetamine parrot skill. I beslubbering hate the Muscle table. And myself. I hate myself for rolling on it. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 2 | 3 | 8 | Heavy Stubber, Stub Gun, Sword. Yep. I did it again. I know. I'm a dipamphetamine parrot. Don't rub it in. beslubbering Muscle table. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 2 | 1 | 5 | 7 | Lasgun. Got back the Strength point he lost a while back. Meh. Still looking for a shooting upgrade. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 6 | 4 | 4 | 3 | 2 | 1 | 3 | 7 | Flamer, Shotgun + Manstopper rounds, Sword. No upgrades. Had a bit of bad luck with the shotgun. I'd like him to pick up an extra wound sometime. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons |
4 | 4 | 4 | 4 | 3 | 2 | 2 | 3 | 6 | Nerves of Steel, Impetuous, Fixer, Disarm, Combat Master, Dodge, Quickdraw, Leap. Handflamer, Autopistol, Sword. Abijah is one of those gang members that never does anything spectacular, but still always seems to get the job done. Sort of like a Damien Martyn or Mike Hussey in cricket, or an Adam Ashley-Cooper in Rugby. Although equipped for close combat, his main job up until now has been taking bullets for Abraham, but that has mainly been due to his lack of any movement enhancing Agility skills. That has changed now, and he will be getting stuck in a lot more often, and Goliath heads are going to roll. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 5 | 4 | 4 | 2 | 2 | 4 | 6 | Autopistol, Sword. Counter Attack can convert parries into extra attacks. Normally, that would be a stupid thing to do, since a Parry is usually more valuable than an extra Attack in the endgame when all the other close combat enemies will be loaded up with swords and chainswords, but when combined with Disarm, it can work really nicely. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries and Weapons | |
3 | 3 | 4 | 3 | 2 | 3 | 3 | 5 | 8 | Autopistol , Autopistol, Sword. A bonus leadership. I normally send Amon up the middle with Abraham, sohis leadership isn't that important because he takes leadership rolls using Abraham's Leadership. The bonus Leadership will give me some options in that regard. It's not hard to think of ways to use a guy with BS4 who can shoot 6 times a turn, but dropping him out of a Vent to the side of the Goliath ranged team would have to be top of the list. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 3 | 2 | 6 | 8 | Autopistol, Sword x2. +1 Initiative. Woop-di-doo. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 2 | 3 | 3 | 2 | 3 | 4 | 8 | Hand flamer, Stubber, Dum-Dum bullets, sword, flail. Weapon Skill 5, with Frenzy and a weapon that can't be parried. People aren't going to want to fight him. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 3 | 2 | 3 | 2 | 2 | 1 | 4 | 6 | Flamer, Hand Flamer, Stubber. Jump Back is possibly responsible for pissing more opponents off than any other skill in the game (Disarm being the other). Basically, it gives the gang member a chance to Jump Back 2" at the start of a round of combat. Imagine how it feels to spend several turns lining up your gang, getting ready for the charge, ducking bullets the whole time, losing a few people along the way, and then finally launching one of your most tooled up close combat monsters at one of the most expensive special weapon carrying opposition gang members, only to have the little amphetamine parrot take a couple of steps back out of chainsword range, leaving one of your best guy (or guys) in the open. Well that's what Jemuel is going to do. Then he will flame them in his turn. And there is nothing they can do about it. I'm getting goosebumps just thinking about the look on Octavian's face. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 2 | 3 | 3 | 1 | 1 | 3 | 6 | Flamer, Autopistol. As a Juve, Esau is not allowed to use Basic Weapons (ie - rifles). I imagine the conversation must have gone something like this. Esau: Hey, boss, can I have a shotgun next time? Please? Abraham: A Shotgun? Don't be stupid. Esau: What about a lasgun? Abraham: No way kid, you'll hurt yourself or someone else. Here, take this flamer. So that's 3 flamers in the gang now. Which means converting another miniature. Damn it. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 3 | 3 | 3 | 1 | 1 | 4 | 7 | The one time I really would have preferred a BS upgrade over a WS upgrade. Ahh well, he's just a bullet catcher anyway. I'm still not sure who to give the medikit to each game. I'm playing it on a game by game basis at the moment. Boaz managed to invent some Choke grenades (non fatal, but they stop opponents from doing anything and have a bigass template that tends to hang around a long time). I've given them to Asa, who should be able to use them to good effect with his BS5. I went to the Trading Post and picked up a Red-dot laser sight and gave it to Amon. I passed on a Red -dot laser sight a few turns back, and have regretted it ever since. That was a stupid, stupid decision. giving a red dot laser sight to a guy who can use it 3 times a turn is an absolute no-brainer. I have no idea what I was thinking. Anyway, it's not a mistake I was going to make twice. I also got a concealed blade. Concealed blades are cheap, and grant a chance of escaping a captured result on a 4-6. They also grant the chance of dying in the attempt on a 1-6. At 10 creds, they are worth buying. I thought about giving it to Jacob, but considered that the 1-6 chance of him losing all his equipment, on top of the chance of death meant that Abraham was a better choice, especially since he will be in harm's way a lot more often. THere's no way I'm letting Jacob's OIAM Heavy Bolter fall into the wrong hands. I also rolled a weapon reload, but with so many Armourers in my gang, I consider the chance of an ammo explosion as more of a risk than running out of ammo. I was tempted to buy a bolt pistol for Amon, and maybe some back up autopistols, but I need to save up that 105 creds. |
Esau: Hey, boss, can I have a shotgun next time? Please?
Abraham: A Shotgun? Don't be stupid.
Esau: What about a lasgun?
Abraham: No way kid, you'll hurt yourself or someone else. Here, take this flamer.
Ah, the muscle table... Giving heavies useless skills after tempting them in with sweet sweet move and fire is its best trick. And what's worst is that next advance they get you'll try your luck again...
He also didn't think he had to clean the oven at his last appartment, and that didn't exactly end well either.
Not a chance in hell.
Just went back to the first page of this thread, and has this thread really been going since July 2011 or is the date stamp wrong?
Not finishing the game in one post?!
Underhand!! You tease!! :-[
Wow, that turned into a massacre very, very quickly. Jonah's up amphetamine parrot creek without a paddle, and you and Gannicus are both far more experienced than he is.
As always exciting times in necromunda!
Shotguns are king, I like how you can pick a different ammo to shoot with after running out the first one! And with bolt shells its almost as good as a bolter.
Is the consensus genuinely that Van Saar is the most powerful gang? I've heard it argued that the title of "most powerful" falls to Delaque, Van Saar, Escher, and/or Cawdor (specifically if hand flamers aren't nerfed). . .
(my point being that there doesn't appear to be a consensus)
Personally, I'd like a cross between the Van Saar and the Delaque. . . Techno, Shooting, and Agility. . . plus access to bolt guns on their house weapons list. . . that would be one munchkin'ed gang.
It's worth noting that reducing the strength of an attack by 1 and getting a 6+ armor save are statistically identical in 90% of cases. . . all the community edition did was extend the bonus beyond just HtH into all hits.
Had to make an account just to say how awesome this thread is. It's nice to see my favourite game still has a following.
I must also say thanks for influencing a number of my friends to try a similar campaign. Out of interest how would you implement outlaws on the map (specifically redemptionists) as one of the players wishes to use them, despite this being his first ever campaign.
Also it would be interesting to know your plans for the rest of the campaign. I know you'd planned on taking out the Goliaths to the south but has this changed? with gannicus occupied by jonah in the east you have an opportunity to weaken or eliminate the delaque, probably your closest rivals.
Last campaign I did, we did not Nerf the Hand Flamers. . . they weren't a huge issue.
Regarding the Techno Skills, we've always played that Armourer, Fixer, Inventor, and Medic can't be used by a ganger who went out in the previous battle (IE anyone who had to roll on the serious injury table regardless of result). Additionally, Armourers and Inventors couldn't use their skill and work a territory during the same turn.
We saw those as just "common sense", but I suppose they really were house rules that nerfed the techno skill table. . . Van Saar did not end up with all that much money, and the ability of Cawdor and Escher to steal Van Saar territories in the early game combined with Delaque's unique advantages against Van Saar really removed what you guys are describing. Switching to bolt weapons was risky, because you may go into one battle with 3 armourers. . . and the next with one or none.
Post Merge: March 22, 2013, 09:33:36 PM
In the future, please use the modify button. Double posting is against the forum rules, and for that reason, the system merged your posts.
It's worth noting that reducing the strength of an attack by 1 and getting a 6+ armor save are statistically identical in 90% of cases. . . all the community edition did was extend the bonus beyond just HtH into all hits.
But what does Joffrey care? - this is his last game of the campaign either way.
What a douchebag.
M | WS | BS | S | T | W | A | I | LD | Skills & Weapons | |
4 | 6 | 6 | 3 | 4 | 3 | 2 | 5 | 8 | Powersword, Plasma Pistol, Plasma Grenades. Abraham now shoots with S5 and hits with S5, and that's a big difference. Looking forward to the next fight against Bloodaxe. |
M | WS | BS | S | T | A | W | I | LD | Skills Injuries & Weapons | |
4 | 3 | 5 | 4 | 4 | 2 | 3 | 4 | 8 | One-In-A-Million Heavy Bolter, Lasgun. An extra wound is always good, especially on the guy that every opponent wants to kill the most. Jacob has now capped out. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 2 | 3 | 8 | Heavy Stubber, Stub Gun, Sword. Shut up. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 2 | 3 | 5 | 7 | Shotgun, Bolt ammo, Sword. Poor old Ram. Horrible Scars means that he causes Fear, which means enemies need to pass a morale check to charge him, or if he charges them. Since Ram isn't that much of a combat monster, it's a really nice upgrade to get. Most of the time he will be next to Jacob and Isaac, so if I position him between my heavies and any prospective attackers, it will make it a lot easier for Octavian to engage Jacob and Isaac in close combat. It's also really good for sentry duty, since hand to hand attacks are the best way to take a sentry out without raising the alarm. Having Horrible Scars can potentially stop the attackers making their attack. And Ram's initiative of 5 will help him spot them at a much greater distance as well. If I use him as a loot runner (which is likely), then the scars could also help slow down any pursuers. I gave him Joshua's shotgun and laid out the cash for bolt rounds to extend his range to 24". He also gets a sword from Josiah. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 6 | 5 | 4 | 3 | 2 | 1 | 3 | 7 | Flamer, Shotgun + Manstopper rounds, Sword. If I ever have enough credits for a Plasma Gun, Boaz will be the one to get it. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons |
4 | 5 | 4 | 4 | 3 | 2 | 2 | 3 | 6 | Nerves of Steel, Impetuous, Fixer, Disarm, Combat Master, Dodge, Quickdraw, Leap Handflamer, Autopistol, Swordx2 , Medkit. Avoided death thanks to Jacob's medical skills. Weapon Skill 5 means that Abijah ain't no one to beslubber with. He saved the day in the last game by reviving Abraham and disarming Shamora. He gets Shamora's backup sword as a trophy. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 5 | 4 | 4 | 2 | 2 | 5 | 6 | Autopistol, Sword, Choke Grenades. +1I, Meh. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries and Weapons | |
3 | 3 | 4 | 3 | 2 | 3 | 3 | 5 | 8] | Autopistol , Autopistol, Bolt Pistol, Red dot laser sight, Sword. No upgrades for Amon, this turn. I gave him Abraham's old Boltpistol, which will make him a lot more dangerous. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 3 | 2 | 6 | 8 | Autopistol, Chainsword, Sword. Josiah had a pretty good turn 13. He picked up 40exp, and managed to avoid injury. Step aside is a great close combat upgrade, basically granting a 4+ invulnerable save in melee. I also gave him Abraham's old chainsword, which he badly needed. Josiah only has S3, which at this stage of the campaign isn't great. If he'd been hitting with S4 last game, then there is a good chance he wouldn't have gone down, and a possibility that he could have intervened against Shamora and maybe saved the gateway. That might be wishful thinking though. The Strength bonus of the Chainsword will still make a big difference though. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 2 | 3 | 3 | 2 | 3 | 4 | 8 | Hand flamer, Stubber, Dum-Dum bullets, sword, chainsaw (flail). Zohar is the stuff of nightmares. He's fast. Half the time he is frenzied, which doubles his attacks. Most of the time he fights with a weapon which can't be parried and gives a strength bonus. He is skilled. He can Parry. He can Disarm. The more enemies in base to base contact with him, the better he fights. If the enemy get a hit on him, then he has a 4+ Step Aside save. And he beslubbering hates Goliaths. There will be nights when Octavian will wake screaming because of the things that Zohar will do to his gang. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 3 | 3 | 2 | 2 | 1 | 4 | 7 | Flamer, Hand Flamer, Stubber, Sword. Not a bad series of upgrades for Jemuel. He actually had to roll on the Serious Injury Table twice, and got captured by the Goliaths. Luckily, I was able to autotrade him for one of Octavians that I captured. IT was the Escher which gave him the Impressive Scars, which grant +1 Leadership. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 3 | 3 | 3 | 1 | 1 | 3 | 6 | . Flamer, Autopistol. A ton of upgrades. These kids grow up quick. Medic is always a good skill, and it just keeps getting better as the game continues, since the gangers they save become more and more valuable. And he learnt how to Leap too. Leap is actually a really good skill for a flamer guy, since using it doesn't count as charging, it's just extra movement points. I hate chest wounds (-1T). They are the one injury that cybernetics can't heal. Luckily, Esau also got a Toughness upgrade, so it equals out, but that just means it was a wasted upgrade. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 1 | 4 | 7 | Lasgun, Sword. BS4 and True Grit are good for a guy who will be staying back with Jacob and Ram and soaking up bullets. His repositioning to the back row requires him to take Ram's old Lasgun. |
Medic, Armourer, Weaponsmith, Inventor........... .... Body Slam.
Shut up.
Lol. Still trying that muscle table are we?
Lol. Still trying that muscle table are we?
I SAID SHUT UP!
In all honesty, i've been debating doing the Trenchcoat gangers, and the starting box of Delaque, and just getting all of them in one go, simply to try and prevent the amount of conversions i can see coming. Throw a couple of those women from Notnorm in and i'd be a happy camper.
Escher, Van Saar and Cawdor are goosed though. Maybe the new Cultists could be done as Cawdor if you convert/cover enough, but i doubt it'd work well enough.
My first campaign I did a lot of mid-campaign conversions. . . WYSIWYG suffered as a result. At this point I have 20-30 models each of the gangs I like to play (Cawdor, Delaque, and Van Saar) so that I can progress the gang through the campaign without many extra conversions.
Your gang is getting so powerful. How do you not have that 105 yet? Some of your guys have so much extra equipment, you should be able to sell a few things, hit the 105 (and deflate your gang rating a bit in the process)My average income per turn based on my current territories, assuming they are all operational and not counting bonuses from Fixers and Loot is about 215 creds. With 13 guys in my gang, that drops back to 55 creds profit. I can normally get my income up above 230 creds with my various bonuses, but that still only gets me 75 creds profit, which doesn't go far (for example, a bolter costs 35 creds).
M | WS | BS | S | T | W | A | I | LD | Skills & Weapons | |
4 | 6 | 6 | 3 | 4 | 3 | 2 | 5 | 8 | Powersword, Plasma Pistol, Plasma Grenades. No change for Abraham. |
M | WS | BS | S | T | A | W | I | LD | Skills Injuries & Weapons | |
4 | 3 | 5 | 4 | 4 | 2 | 3 | 4 | 8 | One-In-A-Million Heavy Bolter, Lasgun. Jacob has capped out too. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 2 | 3 | 8 | Heavy Stubber, Stub Gun, Sword. No change for Isaac. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 2 | 3 | 5 | 7 | Shotgun, Bolt ammo, Sword. Hell yes. Ram finally got a chance to roll a shooting skill, and he came up with the best skill in the whole game. The fundamental difference between tactics in Necromunda compared to 6th edition 40k is that 40k is a game where tactical thought is dominated by determining what to destroy - the better the player, the better they are at knowing what enenmy unit to shoot. But in Necromunda, the target priority rules take away a lot of choice in what you can shoot at (you either have to shoot at the closest target or the easiest target within the shooter's 90 degree front arc). As a result, the tactics relating to shooting are less to do with what target to shoot at than they are to do with what target to present to your opponent so that your more powerful units don't get shot. Marksman skill is so good because it allows you to totally ignore the target priority rules, and lets the model shoot at +50% of long range. Ram can now shoot at anyone he likes as long as they are within 36". Given that a standard Necromunda table is only 4'x4', there won't be many people he can't shoot at. Marksman is just such a flexible skill. It means that Octavian won't be able to hide his heavies behind his Juves or Lasgunners. It means that if ther eis an overwatching Goliath flamer guy or grenade chucker thwarting my charge by waiting in Overwatch, I'll be able to knock him on his arse by having Ram shoot at him. As an aside - you might have heard 2nd edition disparagingly referred to as Herohammer. Part of the reason for that was because 2nd edition 40k had the same target priority rules as Necromunda, but every single character model had the equivalent of the Marksman skill, only they could use it with special weapons. Even guardsmen characters had BS6 back in the day. There was a lot of incentive to take character models back then. It's also going to see Ram advance more rapidly too. Ram has missed out on his share of wounding shots because he sits up the back in front of Isaac and Jacob. Even when he isn't getting shot (which is a lot), he often doesn't have anyone to shoot at because he is out of range of any targets. That will no longer be the case. Anyway, my point is that Marksman is a damn good skill. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 6 | 5 | 4 | 3 | 2 | 1 | 3 | 7 | Flamer, Shotgun + Manstopper rounds, Sword. No upgrades for Boaz. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons |
4 | 5 | 4 | 4 | 3 | 2 | 2 | 3 | 6 | Nerves of Steel, Impetuous, Fixer, Disarm, Combat Master, Dodge, Quickdraw, Leap Handflamer, Autopistol, Swordx2 , Medkit. No change for Abijah. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 5 | 4 | 4 | 2 | 2 | 5 | 7 | Autopistol, Sword, Choke Grenades. Asa did inflicted about half of the wounds for my entire gang in turn 15. It still only translated to a single advance though. That LD bonus is important for Asa. Given that he is one of my primary close combat guys, and is usually deployed close to the enemy, there is a good chance that he will find himself next to someone who gets shot, and will have to check for leadership. There have been several times already that he has failed his morale check in such circumstances, and many other times where he's been lucky not to. So I'm happy with what would often be considered a cruddy upgrade. The difference between LD6 and LD7 is the difference between 'probably going to run away and 'probably going to stick it out'. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries and Weapons | |
3 | 3 | 4 | 3 | 2 | 3 | 3 | 6 | 8] | Autopistol , Autopistol, Bolt Pistol, Red dot laser sight, Sword. Initiative 6 is usually a useless statistic. The difference between I5 and I6 is tiny. However, with Amon it has its advantages. I6 means that Abraham is genuinely fast in a Shootout, even without Quickdraw. No one is going to want to risk going into a Shootout knowing that I have an I6, BS4, A3 Fast Shooting Gunfighter with an boltpistol with a red dot laser sight and an autopistol. He could conceivably take out all of the opposition singlehanded. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 3 | 2 | 6 | 8 | Autopistol, Chainsword, Sword. A quiet turn for Josiah. No change. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 5 | 2 | 4 | 3 | 2 | 3 | 4 | 8 | Hand flamer, Stubber, Dum-Dum bullets, sword, chainsaw (flail). Although he didn't do anything except get shot a few times in turn 15, Zohar was right on the cusp of an upgrade, so he bumped his Strength up to 4. So now he hits with S5 which will help him get a start on fashioning a new tabard out of Goliath face next turn. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 3 | 3 | 2 | 2 | 1 | 4 | 8 | Flamer, Hand Flamer, Stubber, Sword. The new kid is already LD8. What a nerd. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 2 | 3 | 3 | 3 | 1 | 1 | 3 | 6 | Flamer, Autopistol. Quickdraw probably has less utility than any other upgrade in the game (maybe Headbutt or Ironjaw? ugh, muscle...), but for a non shooting gang, it can be useful to have a smattering of Quickdrawers scattered throughout the gang to deter an opponent from selectin a Shootout. And a flamer guy with Quickdraw is a pretty big deterent. Sprint is the big upgrade though. Sprint and Agility are the two big Agility skills for a close combat gang. I usually prefer Sprint because it is more reliable, but I've rolled a lot of Leapers in this campaign. Generally if I get one or the other, I stop rolling on the Agility table and start focussing on Combat skills. In the cae of Jemuel though, I broke my general rule. We are deep into the campaign now, and WS2 just doesn't cut it. Even if he gets the charge, he'll only be rolling at a base of 3, and with a Special Weapon, he won't be getting any extra bonuses for having 2 hand to hand weapons. If I was likely to be fighting against Jonah or Gannicus, I'd go with Combat Skills, because their gangs are both pretty bad at close combat, but I'm not - I'm up against Octavian's Orlocks, and he's loaded them up with Combat skills. A junior ganger with WS2 and a chestwound is meat for the beast. Anyway, Sprint when combined with Leap means that he'll be running 12+D6 inches per turn, and that's the sort of speed that would give a Malcadon Spyrer a run for its money. He's going to run a lot of loot. So much loot. |
M | WS | BS | S | T | A | W | I | LD | Skills, Injuries & Weapons | |
4 | 4 | 4 | 3 | 3 | 1 | 1 | 4 | 7 | Lasgun, Sword. Joshua is in that same Awkward spot that Ram was in for a long time. He's a member of a Cawdor ranged team, but isn't very good at shooting. Unlike Orlock, Van Saar or Delaque, Cawdor have a much harder time upgrading their shooting ability. He's probably going to advance pretty slowly. He's the new bullet catcher for my ranged team. He's going to spend a lot of time lying in a pool of his own blood. Luckily, both True Grit and Dodge will help him out there. True Grit makes him twice as likely to recover to a flesh wound and therefor half as likely to go out of action in a game. Dodge simply gives him a 6+ save, which just means that he'll soak up an extra 16.5% hits per game. Poor bastard. |
due to the corrupt and venal nature that is intrinsic to the Bieber generation (sorry, Crew4man)
Octavian did six months in England
Heh.
Welcome back, Underhand. :)
Great to see you back in the fight.
Why can't they be more like the current English Cricket team?
*Honestly – Paul Collingwood scores a measley 17 runs in an Ashes test and he gets an MBE whereas Anthony Case spawns a new epoch in miniature wargaming and soldiers on, unrecognised, his genius unappreciated, forced to endure the drudgery of the endless cocaine and hooker parties of the Necromunda gaming subculture in total obscurity. It’s fundamentally unjust.
What are Ranges, Strength Values, Save Modifiers, Ammo Scores, etc.? Are they real objects or are they simply relationships that necessarily exist in all structures? Although many disparate views exist regarding what a basic weapon is, the discussion may be roughly partitioned into two opposing schools of thought: Jervisism, which asserts that mathematical objects are real, and Caseism, which asserts that mathematical objects are merely formal constructions. This dispute may be better understood when considering specific examples, such as the "continuum hypothesis". The continuum hypothesis has been proven independent of the ZF axioms of set theory, so according to that system, the proposition can neither be proven true nor proven false. A Caseist would therefore say that the continuum hypothesis is neither true nor false, unless you further refine the context of the question. A Jevisist, however, would assert that there either does or does not exist a transfinite set with a cardinality less than the continuum but greater than any countable set.[citation needed] So, regardless of whether it has been proven unprovable, the Jervisist would argue that an answer nonetheless does exist.