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Offline silverspindle

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Re: Rules for a Necromunda Campaign
« Reply #260 on: December 17, 2012, 12:23:25 PM »
Ah, I love reading this campaign, hope I don't have to wait till the new year for more but know I probably will.

With regards to the long term, when are you going to call it? Joint victory when there's two gangs left? Or in your experience does one gang end up with snowballing superiority and make it easy to discern a victor? Surely it won't be to the bitter death with that many territories to fight over?

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #261 on: December 27, 2012, 02:59:59 AM »
Hope everyone is enjoying the holidays.

Abraham:  Leader:
M   WSBSS   T   W   A   I    LD Skills & Weapons
466343258
Old Battle Wound, Nerves of Steel, True Grit, Iron Will, Parry, Sprint  .
Bolt Pistol, Chainsword, Plasma Grenades.

No change.
Jacob: Heavy:
M   WSBSS   T   A   W   I    LD Skills Injuries & Weapons
43544 2348
Partially Deafened.  Fixer,  Medic,  Armourer, Iron Jaw  .
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.
Isaac: Heavy:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
444331 238
Medic, Armourer, Weaponsmith, Inventor, Fixer, Counter Attack, Crushing Blow  .  Arm Wound . 
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.
 
Ram: Ganger:
 
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4443321 57
Armourer, Impetuous, Arm Wound.  Berserk Charge, Nerves of Steel, Catfall, Leap. 
Lasgun. 

Got back the Strength point he lost a while back.  Meh.  Still looking for a shooting upgrade.
Boaz: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4644321 37
Specialist, Inventor, Crack Shot, Feint, Nerves of Steel.
Flamer, Shotgun + Manstopper rounds, Sword.

No upgrades.  Had a bit of bad luck with the shotgun.  I'd like him to pick up an extra wound sometime.
Abijah:  Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
444 43223 6Nerves 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.
Asa: Ganger
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
455442246
Impetuous, Step Aside, Leap, Feint, Disarm, Combat Master, Nerves of Steel , Counter Attack  . 
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.
Amon:  Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries and Weapons
334323358
Gun Fighter, True Grit, Killer Rep, Nerves of Steel, Fast Shot.  Hand Injury, Leg Wound, Chest Wound.
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.
Josiah: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
44 4333268
Parry, Sprint, Counter Attack, Combat Master.
Autopistol,  Sword x2. 

+1 Initiative.  Woop-di-doo.

Zohar: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4523323 48
Partially Deafened,  True Grit, Leap, Disarm, Step Aside, Head Wound, Shell Shocked.
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.

Jemuel: Ganger:
M   WSBSS   T   A   I    LD Skills, Injuries & Weapons
43232214 6
Specialst, Armourer, Nerves of Steel.  Shell shocked, Arm wound, Dodge, Feint, Blinded in One Eye, Chest Wound, Jump Back   .
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. 

Esau: Juve:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
42233113 6
True Grit, Specialist.
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.

Joshua:Ganger:
M   WSBSS   T   A   I    LD Skills, Injuries & Weapons
443331147
Shotgun, Manstopper Rounds, Sword.   

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.
« Last Edit: April 21, 2013, 01:43:07 AM by Underhand »

Offline Guildmage Aech

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Re: Rules for a Necromunda Campaign
« Reply #262 on: December 27, 2012, 05:11:57 AM »
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...

Quote
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.

lol! Although a flamer suits his BS2 pretty good at the end of the day.
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Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #263 on: December 27, 2012, 08:37:17 AM »
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...

Not a chance in hell.

Turn 14:

The Map:



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


The Hand of Redemption

I'm taking my Vents back.

The Spore Cave is the obvious target, because it's the best territory, due to the massive income they generate.  My income (as opposed to actual money in the tin profit) last turn was a bit above average at 215 credits.  Of that 215 credits, 80 of it came from my one Spore Cave.  Vents only yield 10 credits per turn, but their value is in the strategic benefit they offer, allowing as they each do 3 gang members to enter the board anywhere on the table above ground level at the end of the first turn.  That's good, but it's not the reason I'm going after them.

Those Vents are one of my starting territories.  Octavian captured them from me back during the period of the Gorlock Alliance.  Well that little alliance is well over, and so is the time that he can enjoy the use of my territories. 

I'm taking back my Vents from Octavian, then I'm going to take everything else.

The Black Coats

Gannicus elected to attack Joffrey via his Holestead.  Joffrey will get to pick the Scenario, but it won't make a difference.  The Black Coats have the superior numbers and are well geared compared to Gothika, who are riddled with crippling injuries.   Gannicus is on top of his game whereas Joffrey has the baring of a hunted rat. 

The Second Stringers

Jonah attacked Gannicus via his Workshop, and Gannicus could not be happier because he regards that as a free Workshop.  Mind you, he thought that he would sweep Octavian off the table in the last game, and that was a very close run thing.  He also didn't think he had to clean the oven at his last appartment, and that didn't exactly end well either.

House Bloodaxe

Octavian attacked my Slag via my Vents.  Well, I guess that gives me two chances to take those Vents.

Gothika

Joffrey attacked my Spore Cave.  So assuming Gannicus takes the Old Ruins, I'll get to be the one to see him out of the campaign.  That'll be fun.
« Last Edit: December 27, 2012, 08:43:35 AM by Underhand »

Offline SnipingSnowman

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Re: Rules for a Necromunda Campaign
« Reply #264 on: December 27, 2012, 08:57:04 AM »
He also didn't think he had to clean the oven at his last appartment, and that didn't exactly end well either.

Oh Gannicus. :') I know it's completely and utterly off topic, but I kinda want to know what happened there..

Looks like another player is gonna be heading out of the campaign pretty rapidly..  ;D
~Ss

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #265 on: December 27, 2012, 09:52:46 AM »
His oven eventually caught fire, the fire department got called, he had to pay a call out fine, he didn't and it got taken out of his rental bond.  To hear him tell it, it ranks alongside the greatest crimes against humanity of the 21st century.  Him getting fined that is, not him negligently setting fire to his decent, law abiding landlord's property.

The Hand of Redemption -v- House Bloodaxe

I got to pick the scenario and I picked Scavengers, because that's what I pick when I get the choice.  We played in Space Hulk terrain.  We rolled a single loot counter which I placed in the centre of the map because I wanted to tempt Octavian into doing something stupid.

Octavian, as should be clear by now, isn't stupid, but he does have an ego, and that can be exploited.  In this case, it meant that he wouldn't be willing to just let my guys altz off with the loot. 

He got the first turn, and he dropped three guys right on the loot.  And that's what I wanted.

There were three ways out of the room that held the loot, and I made sure that everyone of them had a Cawdor ganger with a flamer sitting in them.  And two of those flamer guys (Jemuel and Esau were backed up by a ganger with a hand flamer.  The flamer guy on his own was Boaz, who is enough of an all round badass to take whatever the Goliath loot runners could throw at him for a turn or two.

Octavian kept his loot runners in the loot room for the second turn, waiting for the bulk of his gang to clear a path of retreat for them.

The last Vent team member was Josiah, and he was out on his own in a small room 13" from the Goliath deployment zone.  The Goliaths ran as far towards Josiah as they could on turn 2, but couldn't quite make it, which allowed him to pop a choke grenade and stop them in their tracks.

The Goliath Vent team managed to wound a couple of my hand flamer guys (Zohar and Abijah), but that just left the way open for Boaz, Jemuel and Esau to close in and flame the room inflicting multiple wounds.

The main Goliath force was held up by Josiah's Choke grenade and couldn't break the cloud.

Only one of the Goliath Vent team was still up on his feet at the end of turn 3, and he got charged by a frenzied Zohar and was taken out of action.  Esau and Jemuel autoremoved the other two Goliath Vent team members.  Josiah threw a second Choke grenade into the cloud left by the previous one.  Goliath overwatch fire missed him and wounded another Goliath ganger.

The Goliaths didn't have any luck getting through the Choke clouds, and were unable to stop Ram running, taking the loot and running out again.  Josiah retreated away from the Choke clouds, out of sight of any Goliath pursuit.  The other members of the Vent team set up in overwatch and awaited the end of the game which came two turns later.

Final score:
Hand of Redemption:  0/0/0
House Bloodaxe:  14/0/3


I took my Vents back.

Offline Guildmage Aech

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Re: Rules for a Necromunda Campaign
« Reply #266 on: December 27, 2012, 03:48:32 PM »
Ah, Flamers and tunnels! A classic combination...

Quote
Not a chance in hell.

Move and fire one in a million heavy Bolter? Look at it, seductively winking at you from the middle of those other skills, a sly smirk on her lips beckoning you to come thither, she knows you know you want it... and this time your odds are better...
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Offline Swamp Rat

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Re: Rules for a Necromunda Campaign
« Reply #267 on: December 29, 2012, 11:14:14 PM »
Gods dammit Hymirl, stop turning me on!
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.

Don't cry for the Happy dead
But weep for those who dread to die.

Space Wolves Win Draw Loss - 5-3-0

Offline Perigrine

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Re: Rules for a Necromunda Campaign
« Reply #268 on: January 12, 2013, 05:58:10 PM »
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?

on a side note need me some more updates

Offline Scorn

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Re: Rules for a Necromunda Campaign
« Reply #269 on: January 28, 2013, 10:53:02 PM »
Getting antsy here UH.
Rejoice.  Despair. 
Fate does not care.
Each knotted mind entwined. 
Each soul another's bind.
And blind though we are led. 
In time we do know when, to cut a thread.
-Erfworld

Offline SnipingSnowman

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Re: Rules for a Necromunda Campaign
« Reply #270 on: January 29, 2013, 03:48:10 AM »
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?

Pretty sure it's not a mistake. I know I've been following this for a long time but I can't remember when exactly it was I discovered it.


~Ss

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #271 on: January 29, 2013, 05:17:13 AM »
Sorry for the delay in an update, holidays and floods have slowed me down a bit. 

And also Xcom: Enemy Unknown.  Holy amphetamine parrot, it's good.  It's basically Necromunda the computer game.

Incidently, if anyone in the Brisbane area sees someone turn up with a new Cadian Imperial Guard army with a catachan green and codex grey colour scheme,  let me know.

If I find the rather unsavoury chap, what-ho old bean? who stole it out of the boot of my car, or the person he sells it too, I promise I won't even call the police.

Because that wouldn't be enough fun.

I'll sue the stupid prick.  And in doing so, regardless of whether I get them back, I'm going to make damn sure that I'll get a costs order just above the statutory minimum amount necessary to bankrupt the little amphetamine parrot.

I'm actually looking forward to it.

But I digress.

The Black Coats -v- Gothika

Joffrey started out the campaign in arguably the strongest position.  He had the best starting territories and arguably the best gang.  He was able to leverage that to squeeze Gannicus while I was on the run from the Gorlock Alliance.  For a while he had more territory than both me and Gannicus combined.  But then he had that shootout with my guys, and Shamora was deafened by Amon and the campaign turned.  Gannicus and I started attacking him, and he has been in retreat ever since.  His territories have fallen like dominoes, his gang members have died, and the ones that remain are riddled with injuries.

Due to Shamora's crappy leadership, he's been forced to resort to playing the scenarios where attacking gangs get to resist bottling out until taking 50% casualties.  In that regard, he's played mainly Hit & Run scenarios which Escher gangs are well suited to.  He is able to pick the scenario each time, because his leader, Shamora holds the strongest type of Ratskin Map, which allows him to modify the scenario by +/-3 per roll.

So that is what he did again.  Joffrey rolled a 6 on the Hit & Run table meaning that he could pick the specific type of Hit & Run scenario.  He picked Blitz, which requires the attacker to run a model from his deployment zone to the table edge of the opponent. 

Blitz can be a hard Hit & Run to defend against during the mid to late stages of a campaign.  TO conduct a Blitz, you want a gang that can run fast and either avoid getting shot or absorb enemy shooting.  The three gangs that are best at Blitzing are the Agility gangs, Escher, Cawdor and Delaque. 

In my view, Escher are probably the best at Blitzing, because the Stealth skills suplement their Agility skills by allowing them to avoid enemy fire.  Cawdor are not quite as good, because although they are fast and  their Ferocity skills help absorb incoming enemy fire, it still tends to slow them down, so they are a little bit slower which allows more reinforcements to show up.  Delaque are third.  Although their Stealth skills supplement their Agility nicely, they lack Combat skills, and gangers at the forefront of a Blitz have a very good chance of ending up in close combat.

The difficulty for a defender in a Blitz is that you only start out with D6 gang members, and reinforcements come on at random table edges.  If you start out with only 1 or 2 gangers and are up against a fast moving attacker, then if reinforcements come onto the table on the wrong table edge, you're pretty much beslubbered.  Ganicus wasn't going to let that happen to him.  He hired 5 Ratskin Scouts at a cost of 75 creds, assuring him of starting with at least 6 Defenders.

Given all the be-atching I've done about other players using mercenaries to gain an advantage over me back when I had no money, I guess it would be totally hypocritical and obnoxious for me to laugh, and laugh and laaaaaaaugh about such a tactic being used against one of my principal opponents, so I won't. 

Anyway, Joffrey rolled 5 attackers, and Gannicus rolled 4 Defenders (including both Heavies), so it was 5 on 9, and Joffrey was beslubbered from the word go.  4 of his girls were pinned on the first turn, and one of them was down.  Gannics had 2 Defenders come on behind the Escher on the second turn, and from there, it was just a matter of keeping the Escher pinned and concentrating fire to take down 3 gang members to allow the flanking reinforecements to remove them from play.

There was one tense moment for Gannicus when it looked like Shamora might make it to the end, but she beslubbered up her Leap roll and came up short by 2", and Joffrey failed his bottle roll on the following turn.

Gannicus ended up taking the Old Ruins 3:1.  Gannicus expressed his joy at securing the last Escher territory by going on a circuit around the entire store, one arm, fist clenched in victory, the other pointing at Joffrey and all the while humming the tune to Land of Hope and Glory. 

Land of Hope and Glory (GREAT VERSION)
« Last Edit: January 29, 2013, 07:38:18 AM by Underhand »

Offline Guildmage Aech

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Re: Rules for a Necromunda Campaign
« Reply #272 on: January 30, 2013, 05:28:04 PM »
100% class.

So now it's a fight for supremacy between 4 survivors? Or is there politics afoot to put the shoe in on one more public enemy?
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Offline Mr Joe Moose

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Re: Rules for a Necromunda Campaign
« Reply #273 on: January 30, 2013, 05:53:02 PM »
Thanks again for writing all this out Underhand.  You always have me on the edge of my seat.

Also, your stories have helped me talk a few members of the crew into playing!  Tonight's project is to start building taller terrain.  My normal 40k ruins will never cut it.  Any suggestions on types of terrain to avoid?  or is there anything especially awesome that we should gravitate towards?  From reading the rules, it seems like more levels = more fun.  Is this true?

As for the rules set, should we be playing the PDFs from GW, or is there a better community version?  At least one of our members has never gotten in to miniatures game, so easier to digest is probably better.



Glad to see that you guys finally thinned out the opposition.  That only took what, 18 months? 

Offline Underhand

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Re: Rules for a Necromunda Campaign
« Reply #274 on: January 31, 2013, 05:14:58 AM »
You should use the community edition rules by Anthony Case:

  anthony-case.me.uk

(they are down the bottom).

They are a modified version of the standard rules that make for a much more balanced game.  They are very well known among Necromunda players, and are probably more widely used than the official rules.

In general, if you are looking to learn more about the game generally, I recommend the Yakromunda website and forums.  They have pretty much every extra rules supplement that was ever published in PDF format.   It contains a number of threads dealing with ideas for terrain and alternate miniatures.

As regards terrain, you are correct, a lot of the time regular 40k terrain won't cut it in Necromunda.  Necromunda requires terrain to be a bit more interactiveYou are correct in thinking that more levels equals more fun.

In general, a Necromunda table should be a lot more cluttered than a 40k table with lots of cover for the gang members to run between.  Base movement is only 4" and running is 8", so clusters of cover need to be pretty close to encourage movement.

With regard to buildings with extra levels, I recommend having lots of walkways connecting them all together.  They provide more tactical challenges, and look awesome.


Offline bsucbe

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Re: Rules for a Necromunda Campaign
« Reply #275 on: February 3, 2013, 11:30:14 AM »
Thank you once again underhand, yuor reports are great, and tbh pretty much recommended reading for your tacical insights on unit loadout and how to handle situations!

Offline skoops6

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Re: Rules for a Necromunda Campaign
« Reply #276 on: February 13, 2013, 01:16:56 AM »
come on UH, getting those withdrawal symptoms again. also, to prevent this post from being completely pointless, what is your opinion on goliaths in the NCE, are they viable? I'm looking to start playing necro, and found some cool goliath conversions that filled me with inspiration. here is the link for those interested:
A Modern Take on Necromunda
You mean a gaming and miniatures company has devised a way to encourage you to buy more of their product? The FIENDS!

Offline MingVas

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Re: Rules for a Necromunda Campaign
« Reply #277 on: February 17, 2013, 05:53:34 PM »
I Registered to this site just to comment on this thread.  You are a skilled writer, and reading through 18 months of your posts has kept me quite entertained over the last few weeks.  I have been trying to get some of my friends to start a Necromunda Campaign, and reading your exploits has gotten me quite eager! 

I suspect that this one thread has scored you a fanbase Underhand!

Offline bsucbe

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Re: Rules for a Necromunda Campaign
« Reply #278 on: March 5, 2013, 12:21:02 PM »
Really hope this hasn't died out when it was so close to completion!

Offline Killing Time

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Re: Rules for a Necromunda Campaign
« Reply #279 on: March 5, 2013, 01:00:05 PM »
Patience.
Underhand has a real job which I suspect takes priority over our Necromunda voyeurism.
And as much as we'd all like him to jack in the court case to play wargames, I suspect we'll have to hang on for the next installment.




 


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