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Rules for a Necromunda Campaign

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Re: Rules for a Necromunda Campaign
« Reply #20 on: July 26, 2011, 02:15:41 PM »
 

Dr_Ruminahui

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Depending on how many newcomers you get, I would pile a new map ontop of the old one.  Have a hive quake rip open the cealing, exposing a bunch of new territories, with the new gangs in them.  Have the middle 6 territories (or however many is appropriate for the new map size) of the new map border on the same number of territories in the middle of the old map.

That way you get the same benefit for the new players (and map) as you had for the old - a middle area where the players can engage a varitey of different opponents.... if you just plunk them on the edge, they will have at most 2 enemies to fight.


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Re: Rules for a Necromunda Campaign
« Reply #21 on: July 28, 2011, 08:05:31 AM »
 

Underhand

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This is how my gang ended up after the last fight against the Orlock and Goliath.  I got dinged up pretty bad.

Abraham: Leader:
M   WSBSS   T   W   A   I    LD Skills
44534 21 48Nerves 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.
Jacob: Heavy:
M   WSBSS   T   A   I    LD Skills
43434 11 47
Partially Deafened
+1Initiative.   Woopdeedoo.  On the other hand - the guy will be standing up high most of the time, anything which stops him falling of a ledge after he gets shot is for the greater good.
Isaac: Heavy:
M   WSBSS   T   A   W   I    LD Skills
4433311 37Medic, 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.
Hezron: Ganger:
M   WSBSS   T   A   W   I    LD Skills
4333311 38 -       Dead
Ram: Ganger:
M   WSBSS   T   A   W   I    LD Skills
4333311 37Armourer Impetuous, Arm Wound  - Meh.
Boaz: Ganger:
M   WSBSS   T   A   W   I    LD Skills
4 4 43311 37Specialist, 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.
Uriah: Ganger:
M   WSBSS   T   A   W   I    LD Skills/Injuries
4333311 37Killer Reputation, Arm Wound - Dead 
Abijah:  Ganger:
M   WSBSS   T   A   W   I    LD Skills
43333123 6Nerves of Steel, Impetuous Fixer  - Always good to have a fixer in the gang.
Asa: Ganger
M   WSBSS   T   A   W   I    LD Skills
4333421 46Impetuous Leap, Step Aside  - beslubber yeah - Some pretty nasty upgrades with this guy.
Amon:  Ganger:
M   WSBSS   T   A   W   I    LD Skills
4333311 56True 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 . . . 
Josiah: Ganger:
M   WSBSS   T   A   W   I    LD Skills
4223331 37Parry Sprint, Counter Attack - A WS2 combat monster.  I'm going to give him 2 swords.  This little bastard will kill Gang Leaders.

Two dead - and if it wasn't for Isaac and his Medic skill, my Leader (Abraham) would have ended up with Multiple Injuries.

With my income, I bought an extra 2 Juves, 2 swords and a Lasgun to replace the one lost with Hezron.

The next game will be a tough one.  The last game I played was a three-way, so everyone got a lot of experience.  The problem is that the other side effectively got twice as much experience as Idid, since they are a defacto single enemy. 

I know that the Orlock and Goliath will double team me again next round, so I'm going to stack my guys so that I can bring as many to defend the Gambling Den as possible (I'm sure the Escher won't go after my Old Ruins).

I'm not optimistic about my chances next round.  The enemy gangs (combined) earned more advances and income than me, and I'm pretty sure the players learned more about how to defeat my Gang than I learned about how to defeat theirs.  I had to pull out a lot of tricks to beat them, and I doubt that they'll fall for them twice. 

It's not gonna be an easy third round.
 

Re: Rules for a Necromunda Campaign
« Reply #22 on: July 29, 2011, 04:13:34 AM »
 

Hymirl, Space Machine!

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Attack the Goliath settlement, if you're going to have a fight anyway you might as well give them something to lose. And ideally beat on one gang more than the other, then encourage the orlock to turn on him and side with you... the goliath does have a lot of tasty land.

If the Van Sarr territories get up for grabs, he can't pass up on that can he? Thats a nice looking drinking hole for a start.
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Re: Rules for a Necromunda Campaign
« Reply #23 on: July 29, 2011, 05:10:02 AM »
 

Killing Time

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Agreed.
You went easy on the Goliath for a couple of rounds, as is fair against a newb.
But if you don't smack him around soon and play for his territories then you risk losing the campaign out of misplaced decency.
You're a gang leader not a social worker!

(Great thread by the way. Been reading it with great interest, and it's made me want to finish painting up my Delaques)
 

Re: Rules for a Necromunda Campaign
« Reply #24 on: July 29, 2011, 06:19:33 PM »
 

Underhand

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I spoke to the store manager about letting the Van Saar player back (The Van Saar player looks like Jonah Hill with a blond crew cut, in case you were wondering). 

Underhand:  What's the story with Jonah - is he going to be allowed back anytime soon, or what?
Store Manager:  We haven't decided.
UH:  It's not like he was abusing anyone who was actually in the store - he was just letting off some steam about the politics in South Africa.
SM:  Yeah, maybe - but we can't have people coming in here and going on some sort of tirade, swearing about black people.  No one wants to hear that - and if some kid's parents hear about it, then that will be a complaint and I'll be the one that gets beslubbered.
UH:  I understand - but on the other hand, there are a lot of people who want to give him amphetamine parrot about what happened to the Springboks the other night, and if you ban him for too long, the moment will pass.
SM: . . .  [I could see this was a pursuasive argument - Jonah has been going on for ages about the (kind of undeniable) amphetamine parrottiness of the Wallabies scrum.].
UH:  And they're probably going to go down even harder to the All Blacks on the weekend.
SM:  Heh. Probably right.
UH:  He'll be devastated.
SM:  OK - it'll just be a one week ban.  He can come back on Sunday.
UH:  Can he come back tonight?  We had to call off the round last weekend because he got banned - everyone is coming in tonight to make up for it.
SM:  Sorry, No.  Play the round without him.  That's his punishment.  It's his fault he got banned, let him pay the price.
UH:  Come on mate.  If he doesn't come back tonight, then [Orlock player] will get a free run at me, with [Goliath player] and I'm screwed -
SM:  I'm not lifting a ban just because you can't beat a couple of kids at Necromunda.
UH:  - then Joffrey's going to pile amphetamine parrot on me about losing a round because he's a little -
SM:  Mate.  I think you might be making a bit too much out of this.  It's just a game of Necromunda.
UH:  No it's not.

So we played a round without the Van saar.  No one was allowed to attack the Van saar territory.  It was decided that everyone could readjust where they stationed their gangers, since the Delaque and Orlock didn't have the opportunity to go after the Van Saar (which I doubt either of them would have done anyway, since the Delaque wants his vents back, and the Orlock player is going to go for me). 

[The Tri Nations rugby tournament is currently happening (South Africa, Australia and New Zealand).  The Springboks are the South African Rugby team, and they got dusted up pretty badly by the Wallabies (Australia) last weekend.  The Springboks play the All Blacks (New Zealand) next, and should suffer an even worse defeat against them, because the All Blacks are probably the best team in the world.]
 

Re: Rules for a Necromunda Campaign
« Reply #25 on: July 29, 2011, 06:31:05 PM »
 

Darsenko

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This Necromunda campaign sounds like really good fun. I think I'll write a game that gives a similar feel since you have inspired me to want to get in on Necromunda but I can't afford it.

Also, I laugh at you and your Springboks (not to offend you or anything, but being a Kiwi...)
 

Re: Rules for a Necromunda Campaign
« Reply #26 on: July 30, 2011, 03:10:20 AM »
 

Underhand

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Dude, it's wallabies all the way for me.

Anyway - Round 3:



Cawdor
Escher
Delaque
Van Saar
Orlock
Goliath

The Delaque targeted the Vents which it lost to the Escher last turn.
The Escher went for the Delaque Workshop.
The Van Saar obviously did nothing.
The Orlock and the Goliath, as expected, went straight for my Gambling Den.
I elected to attack the Goliath Settlement.

Other Gangs:

The Delaque managed to beat the Escher (Raid Scenario), but not by enough to take the Vents.  The game was actually over really quickly with the Escher player getting unlucky and failing his first bottle roll.  Then pissing and moaning about his bad luck.

The Escher attack on the Delaque Workshop was a much closer contest.

Joffrey's decision to go after the Delaque workshop was an interesting one.  On one hand, he risks spreading himself out in such a way as to not be able to use all of his gangers in a defence, if he gets attacked at either end of his territories.  On the other hand, he knows that I have my hands full with the Orlock and Goliath, and won't be able to commit to a heavy attack on his south eastern territories.  Also, taking the Workshop off the Delaque will really hurt the Delaque.  It also denies the Delaque the opportunity to attack the Orlock, and gives him access to the Van Saar, who is a weak player with a weak gang.  I think that the Orlock are unlikely to attack him.  It could go either way for him.

Anyway, the Joffrey won.  His gang is bigger than the Delaque Gang and he's so cashed up that they are all really nicely equipped.  He had the bodies to absorb the first couple of rounds of shooting from the Delaque, and with the Vents he was able to outflank them and get into melee combat early.  Once his gangers got into close combat, it was all over - most of them have swords, a few have two, and his short ranged firepower is pretty powerful  because he can afford a lot of autopistols.

The Delaque player should have voluntarily bottled out a turn earlier than the game ended.  But voluntarily bottling out between the Escher and Delaque is never going to be an option.  Neither of them would let the other live it down.  The last turn was an extremely one sided round of close combat where the Escher took out 4 Delaque gangers, including the Heavy.  The Delaque did manage to take out the Escher leader though, and partially deafened her. The Delaque only had one guy standing at the end of the fight, and the Escher took the Workshop.

Round 3 - Cawdor vs Orlock & Goliath:

I had some strategic decisions to make coming into this fight.  I obviously had two opponents who were definitely going to come at me together as a tight alliance.  I was outnumbered by a long way, out gunned at long ranged and outmuscled in melee - after the last game, the Orlock player took shooting upgrades and the Goliath player took Combat upgrades.  The only area of obvious advantage that I have is in close range firepower, due to my flamers and hand flamers, but they have a horrible habit of running out early, even with 2 armourers in the Gang

One to one, I could easily beat the Orlock player (as soon as close combat happens it's over - Tau  would be-atchslap his gang), and the Goliath would get burnt to cinders on the turn before getting into close combat with me, which would make them easy pickings for my melee specialists.  Together though . . . gah. 

The Orlock can sit back and shoot - they have lasguns with Rapidfire and Marksmen abilities (though thankfully none with both at the same time).   They have the best long ranged attack out of everyone in the Campaign.   And they don't have to worry about my superior melee, or short ranged firepower until after I've dealt with the Goliath.  By the time I get to them, I'm pretty much going to be out of flamery goodness, and I will have lost half my gang to Orlock shooting or Goliath melee.

The Goliath on the other hand, have specialised in close combat weapons and skills, knowing as they do that the Orlock have their back in the ranged department.  As a result, while I would normally have been able to cut down their numbers just before they get to me, and be in a position to overwhelm them in CC, I knew that wouldn't happen this time - there are just too many of them.  Even after I burnt through half of them, the numbers will still be even, and then they would probably still have the slight edge, man for man, in melee, as I'd initially taken a lot of Ferocity upgrades, and they went mainly for Combat.  Their Leader is now a complete beast in melee too.

My tactic last time was to try to take them one at a time - going for the Goliath first, bottling them out, and then concentrating on the Orlock.  I knew they wouldn't let that happen again though.  I guessed that they would set up a lot closer together, near a tower (we would be using the same board as last time) which would give the Orlock player some nice lines of sight.  The Goliath player would set up nearby and move closer to the Orlock in the first turn, to either intercept me if I decided to go for the Orlock, or which would draw my guys into the shooting lanes of the Orlock if I went for the Goliath.  A long ranged shooting match was simply out of the question as a tactic.

Now you might be thinking - Underhand - dude just wait until you lose two guys, then bottle out voluntarilly, lose the game but keep the territory.  And I would applaud you for your devious strategic thinking.  However, if we allowed people to bottle out as soon as the battle started going against them in order to lose a territory, the map would never change.  Accordingly, we added a campaign rule [also added to the first post in the thread], that if a Defender voluntarily bottles out, they automatically lose the territory.  It's also not referred to as voluntarily bottling out - it's called be-atching out. 

So doing that wouldn't have helped me anyway.  But even so , it could be argued that it would still be better to give up early to avoid having the gang get smashed up too badly - at least try to take down a few of the enemy, get the extra exp, and then be-atch out before taking too many casualties.  And I can see the argument.  Unfortunately, it wouldn't have solved my problem. 

My problem is that those two little brats to the east think that all they've got the upper hand even though I've pasted them every time they've been stupid enough to get in my way.  This is all due to the encouragement they've been getting from Joffrey.

Unfortunately, they might be right.

If I show a single moment's weakness, those two slavering little jackals will think that they've found a soft target and they'll keep coming after me every turn until they finally discover girls.  And while my Gangers have earned more advances than theirs, a turn or two from now, we'll be even, and if I lose another 2d6 income territory, I won't be able to replace my losses.  5 or 6 turns from now, Joffrey might have finished off the Delaque, and then I'll have him on my arse too.  And then I'm truly beslubbered.

So I took the view that I had to smash these guys this turn and let them know that coming after me is the dumbest move that they can make.  If I could kill or do enough injuries to gimp their gangers, and maybe follow up with ripping a territory or two off them, I could probably scare the Orlock player into going after the Van Saar and either cow the Goliath player or make him turn on the Orlock, since there isn't anyone else he can go after.

Having said that, I was still pretty sure that I would lose this round, but I know (because they had told everyone) that if ("when") they beat me, the Goliath player would let the Orlock have the territory as a kiss and make up for taking that Settlement off him last turn.  And therein lies the flaw in their plan.  They can team up every turn, but there will only be one territory for one of them to take. 

They might be buddies now, but how will the Goliath player feel when his heavy and a couple of Gangers  die and his leader ends up with a Chest Wound and a Leg wound and the Orlock remain unscathed and also get the territory?  How is that fair?  How is the Goliath going to feel when I counterattack on my turn and take his settlement? - the Orluck player can't come to his aid and suddenly he's spent an entire turn having the crap beaten out of him by me, and it's the Orlock player who has profited.  He wouldn't like it.

On the other hand, what would happen if the Orlock bottled out, but the Goliath ended up winning the fight and taking the territory? - the Goliath would have to keep the territory - where would that leave their alliance?  These were the thoughts that raced through my head as I sat at my coffee table in my boxer shorts the evening before the game painting up the last of my Redemptionist counts as Cawdor Gangers.

Either way - I have to give them enough of a fight so that next round it will have to seem like any territory on the map will look prettier to them than the purple ones.

So anyway, the actual game: 

The Fight:We rolled another Gang Fight.

The Orlock player set up in the exact same general spot as before, just with a bit more firepower directed at one of the avenues of attack for my Vent attackers.  The Goliath player set up closer to the Olock player than last time, with an obvious mind to keep clear of my Vent attackers.

I did something that I don't usually do, and kept Jacob, my Heavy Stubber off the table to start with.  My plan was to deploythe majority of my gang from Vents, around to the right flank which would make it harder for the Goliath to take cover, and would make the Orlock have to spend a turn redeploying.  Hopefully, that extra turn would be enough for me to tear some big chunks out of the Goliath before suffering the counter attack.  Taking the Orlock out first wasn't really an option.

It was obvious after the first turn that the Goliath were happy to castle up under the overwatch of the Orlock Guns.  Luckily, I was able to set my stubber heavy up in a spot which gave him a clear line of fire and he succeeded in downing 3 Goliath on the second turn. 

After that, the Orlock player concentrated his fire on my ranged guys, and succeeded in taking one of them down and pinning the rest. 

Both my new Juves did their duty and soaked up a couple of bullets each.  Isaac, my flamer heavy got shot by the Goliath before being able to have any impact at all.  Boaz, though managed to take 2 Goliath out of action before his flamer conked out.

I managed to get Asa and Josiah into melee before the second wave of Goliath could turn up to reinforce their guys, and they both took out their targets with Asa successfully following up into a second melee.

The Second wave of Goliaths was much scarier than the first, and the Goliath Gang leader charged in and took out Boaz.  I also lost Abijah.  Abraham, my Leader counter charged and took out a Goliath, which triggered a mini rout of another couple of Goliaths who fled.  The Goliath leader then charged my leader and managed to wound him once(thank god for 2 wounds).   Josiah (the guy with all the attacks and parrys) came to Abraham's aid and charged the Goliath Leader, but got slapped down, but allowed my leader to get a lucky hit in, taking out the Goliath Leader.

Except, not that lucky - as soon as Abraham took down the Goliath leader, the Orlock leader, who had been sitting on Overwatch, shot him with a melta gun, taking him down, before he could get to cover.

The Goliath bottled out on their turn, and on my turn, all of my guys except Asa were pinned.  As a final act of defiance, I charged Asa into close combat with the Orlock Leader, but he got shot by Overwatch fire and my Gang bottled out, leaving me with my first loss, and the Orlock with the Gambling Den.

Ouch.  By the end of that game, every single one of my Gangers was either out of action, down, or pinned.  I only just managed to defeat the Goliath, and didn't inflict a single wound on the Orlocks.  I made a point of mentioning constantly during the game how easy the Orlocks were getting it.  I also slippd in a couple of times how good it would be to have Tunnels instead of all these vents, since being a close combat oriented gang, it can be really useful to be able to set up on ground level rather than up high (the Orlock player doesn't even really use his at all) - hopefully that will draw the Goliath's attention to them at some stage.

Anyway - here is how the map looked after the fight:


Cawdor
Escher
Delaque
Van Saar
Orlock
Goliath




« Last Edit: July 30, 2011, 03:59:58 AM by Underhand »
 

Re: Rules for a Necromunda Campaign
« Reply #27 on: August 7, 2011, 03:28:07 AM »
 

Underhand

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Turn 3, Game 2:

Isaac got captured by the Goliath.
This was a dream come true for the Goliath player (picture the kid who played Octavian in the first series of HBO's Rome).  Up until now, the ettiquette surrounding captured gangers has been very civilised - if both sides have captives, they get exchanged in order of the preference of the player who wants them back, otherwise they get ransomed for a negotiated fee based on their rating and equipment.  Since we normally fight 2 fights per turn, we let people wait until the end of the turn to pay their ransoms.

Octavian was having none of that though.

From a tactical point of view, I can't blame him.  Isaac (my flamer heavy) and Boaz (my flamer Specialist), are a big part of what makes my gang dangerous.  They are all the more dangerous against close combat gangs like the Goliath, since they can easily cook a bunch of close combat gangers in the turn before they get the charge.  Isaac is also both a Medic and an Armourer.  I need both of those skills in my gang, and I cannot afford to replace a Heavy.  I simply didn't have the cash.

O:    150 creds.
UH:  Obviously I don't have that much.
O:    Then just give me your Spore Cave territory.
UH:  No.  No beslubbering way.
O:    Then give me all your hand-flamers and I'll keep his flamer and you can have him back.
UH:  Why don't you just give him back to me for free, and I promise not to kick your arse quite as hard next time I play you.
O:    How are you going to kick my arse without your precious little little flamer guy?  You know what?  beslubber it, I think I'll just kill him.
UH:  Right then.  Rescue Mission.  Let's go.
O:    Huh?

He didn't know about Rescue missions.  Poor, ignorant little bastard.

Even missing one of my best guys, my gang simply out classes his.  I've played more games, and several have been 3 ways, giving me huge experience bonuses.  Apart from that, the way that my gang is equipped (with handflamers) is like its purpose built to destroy a slow moving close combat oriented gang like his Goliath. 
The flamers just simply let my guys get the first round of hits in on his guys before they can get a charge.  I then have a couple of Gangers with very effective Agility skills which grant me some great range on my counter charge.

The only advantage that the Goliath have is in numbers (4 settlements have helped with recruitment), but that is nullified by my template weapons. The inferiority of the Goliath skill set is already starting to tell.

I took down 10 of his guys and lost 4 in return and failed my second bottle roll.  So while I lost, the only reason that happened was because in Rescue missions, the Defender isn't allowed to bottle out, and doesn't have to take bottle rolls.

Nevertheless, Octavian played it smart.  He placed Isaac up on the third level of a tower which only had one walkway leading too it on the first level, so I wasn't really able to use my Vents to great effect, and it took ages to get to Isaac, and then get him out of there.  If he'd got a bit luckier with his shooting once I got Isaac freed, I could easily have lost. 

So, a comfortable victory (with only one roll on the serious injuries chart, which Isaac managed to take down to a full recovery due to his medic skill - paid for himself already), but I still lost his flamer and autopistol.

Incidentally - for those of you wondering how to successfully defend against a Rescue attempt - the way to do it is to simply  have a ganger with a flamer (grenades work too) hiding and in overwatch close to the captive.  As soon as a rival ganger gets into base to base contact with him, you just flame them both.  While it might lack a certain something in terms of honour and the spirit of friendly competition, it certainly makes up for that in effectiveness.  But that's life in the Underhive.

So - that was the end of campaign turn 3.  We ruled that my Rescue mission took the place of my attack on the Goliath Settlement.  We probably wouldn't have done that, but we were playing on a Friday night, instead of on the weekend in an attempt to not have the campaign held up too much by the Van Saar player's ban. 

If I hadn't rolled badly on my bottle roll, I probably would have won by enough to take the Goliath settlement.  But I did roll badly, so Isaac ended up 5 inches away from the table edge and I didn't get the extra turn to engage in close combat with a couple of pinned, out of ammo Goliaths, one of whom was down to WS1 due to flesh wounds, so I lost.  That's life, and these things even out over the course of a campaign.

A shame.  Taking that Settlement would have really helped slow the Glaith/Orlock advance.  I don't think I did enough to scare them off.  At least I'm pretty sure that from now on, I'll get pretty generous terms in any hostage negotiations.
 

Re: Rules for a Necromunda Campaign
« Reply #28 on: August 27, 2011, 07:29:09 PM »
 

Underhand

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A while between updates.  I'll be making several catch up posts shortly.

In the meantime, here's how my Gang ended up at the end of Turn 3:

Abraham:  Leader:
M   WSBSS   T   W   A   I    LD Skills
44534 3   1 5   8Nerves of Steel Old Battle Wound
-  Three wounds, T4 and Nerves of Steel makes Abraham probably the most resilient character in the entire campaign.  I would have preferred something other than a bonus to initiative from my last advance roll, and that Old Battle Wound will cause me to lose battles that I otherwise should win, but that's life.
Jacob: Heavy:
M   WSBSS   T   A   W   I    LD Skills
43434 11 4 8   
Fixer
+1Initiative.  Partially Deafened.  Fixer will come in handy.  I also don't mind the extra bonus to leadership, because my gang is a bit short on that at the moment, which isn't a problem I usually have to deal with.
Isaac: Heavy:
M   WSBSS   T   A   W   I    LD Skills
4433311 37Medic, 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.

Ram: Ganger:
M   WSBSS   T   A   W   I    LD Skills
4333311 37Armourer, 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.
Boaz: Ganger:
M   WSBSS   T   A   W   I    LD Skills
444 4   311 37Specialist - +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.
Abijah:  Ganger:
M   WSBSS   T   A   W   I    LD Skills
433 4   3123 6Nerves of Steel, Impetuous, Fixer, Disarm  - Not bad.  I need to get him an agility upgrade next.
Asa: Ganger
M   WSBSS   T   A   W   I    LD Skills
4 4   33421 46Impetuous, Step Aside, Leap, Feint, Disarm, Horrific Scars  - One of my most dangerous fighters.
Amon:  Ganger:
M   WSBSS   T   A   W   I    LD Skills
43333 2   1 5 7True Grit
Killer Rep, Leg Wound
- Still my least useful ganger.  God knows how he got that Killer Rep - it sure as hell isn't based on anything he's done on the table.  The most disappointing of my original Juve recruits. He'll be my new bodyguard for my Heavy Stubber guy.
Josiah: Ganger:
M   WSBSS   T   A   W   I    LD Skills
42 3   333 2    4   7Parry, Sprint, Counter Attack
- The anti Amon.  As soon as he gets a WS bonus, he'll be a real nightmare for opponents.
Zohar: Juve:
M   WSBSS   T   A   W   I    LD Skills
4 3   2333 2   36
True Grit
- One of the new recruits.  Not bad.
Jemuel: Juve:
M   WSBSS   T   A   W   I    LD Skills
42 1   332136
Specialist, Blinded in One Eye
- Another new guy.  With BS1, he's definitely getting a flamer to go with that specialist skill.  As soon as I can afford one, anyway.


My gang as a whole was noticeably weakened after that round.  Both the new Juves have come on reasonably well, but I lost my second flamer and didn't have the money to replace it. 

Having my leader acquire an Old Battle Wound is also a blow.  He's my most important fighter because I rely on his leadership bubble to keep my low leadership close assault guys in the fight, and if he doesn't manage to turn up to an important fight then it will go badly for me - a lot of the starch will go out of my close assault.

My close assault has also been dealt a particularly nasty blow with the loss of Boaz's flamer.  That flamer was normally good for getting a couple of hits on the enemy in the turn before an assault.  It will take a turn at least to replace it, and that could prove problematic if I have to replace any more fighters.

Those aren't the same problems that my immediate opponents have.  Due to having 4 settlements, the Goliath player has no trouble with recruitment (and he just gained a flamer - although I'm not sure if he has anyone who can use it yet), and the Orlock have both a wealthy selection of territories, and haven't taken too much in the way of casualties lately, so they are gearing up pretty nicely.  The Escher also have a lot of income and it's good that they are concentrating their attention on the Delaque, otherwise I would be in real trouble. 

I think their next target will be my Spore Cave, which the Goliath will take.  I have to come up with some new tactics, maybe target the Orlocks first before the Goliaths.  Not sure. 

A big problem I have at the moment is not having the cash to re-equip my gang.  One of the differences between this campaign and others I have played in is the difficulty with income.  Because there are normally two games per turn, there is effectively only half the income generated.  Replacing gang members who die is proving problematic.   It's even more of a problem in games where there is a high body count, like in the last round. 

Strategy wise, the plan is the same - undermine the confidence that the Goliath and the Orlock have in each other , and continue to target the Goliath.  It's a shame that in the last round my Rescue mission was counted as my attacking turn.  If it had been otherwise, I might have been able to snatch the Settlement as suggested by Killing Time and Hymirl.  As it was, I didn't, and the Goliath player hasn't had to spend a turn stewing over the lopsided nature of his alliance with the Orlocks.
« Last Edit: August 27, 2011, 07:45:04 PM by Underhand »
 

Re: Rules for a Necromunda Campaign
« Reply #29 on: August 28, 2011, 04:17:32 AM »
 

Underhand

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Underhand Tactics:  Part 1:

Take out the enemy Heavy Stubber.

Seriously.  Do it.  The Heavy Stubber is a big gun which can shoot a lot of times with a reasonably high strength (by Underhive standards).  There will usually only be one of them in the other Gang, and a great deal of your opponents tactical planning will probably be based around the firelanes that are open to his Heavy Stubber.

 A well placed Heavy Stubber can shut down a huge area of the board for an opposing gang.  Against a single target, a Heavy Stubber has a good chance of killing even the toughest of gangers.  If given the opportunity to open up on a bunched up group of gangers, a Heavy Stubber can win a fight on its own in a single turn.

More than any other Ganger in the opposing gang, the Heavy Stubber is the guy that is likely to do the most damage to you.  Make him your first priority.  If you get lucky and actually kill an opponent's Heavy Stubber, then you are well on the way to wiping them out of the campaign.  Even the richest gangs will have a tough time coming up with 180 creds to recruit a new Heavy with a Heavy Stubber.
 

Re: Rules for a Necromunda Campaign
« Reply #30 on: September 4, 2011, 05:07:48 PM »
 

crew4man

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Definitely one of the most interesting threads I've read. You had me on the edge of my seat a few time, I have no idea why, but this stuff is interesting.

The dialog sections, especially. "Its not just a game"

"Rescue Mission, lets go"
"Wait, what, oh s-"

Highly Amusing.

A great part of me wishes he could offer some sort of advice, but I've been blunddering though this, enjoying it without really understanding alot of whats going on. Maybe you could set up terrain to deny a long-ranged opponent some LOS? Not sure.

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

Re: Rules for a Necromunda Campaign
« Reply #31 on: September 5, 2011, 03:52:06 PM »
 

Chie Satonaka

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Kinda in the same boat as the above poster. Never played Necromunda before, although I've read the rules on the GW site. So I wish I could help you out, but I can't.  In any case, it's a very interesting thread that I've enjoyed following more than any other in a long time. Good luck and keep it up!
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Re: Rules for a Necromunda Campaign
« Reply #32 on: September 15, 2011, 06:33:01 AM »
 

Underhand

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Thank you gentlemen.

Quote
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). 

But I digress - it's not the terrain on the tables which is killing me, it's that the Orlock and Goliath have got into a groove on the tables we are using (we are largely keeping the terrain the same on the tables to better simulate Gangs fighting over the same territory each turn).  They know where they can sit and pick me off, and where they can run at me without getting counter attacked.  I need to do something to shake things up a bit and knock them out of that groove.

Anyway - game time:
 
Campaign Turn 4:  Game 1:

I elected to go after the Goliath Settlement again.
 
Since our last game, Octavian had managed to get a couple of Agility increases on some of his close combat guys, and this time, was able to get them into CC before I could flame them down.  My heavy took out 1 of his Juves on the third turn from Overwatch, my leader took out another Juve with his bolt pistol (I swear, Abraham manages at least 1 wound every game with his bolt pistol), and Isaac took down a third  Juve with his flamer.  The Goliath Leader ('Akilar Bloodaxe' - Goliaths always have the best names) took out Zohar and gave Jemuel a flesh wound. 

On the next turn, Abraham entered the fight between Jemuel and Bloodaxe, and hit, but failed to wound Bloodaxe (I really need some combat upgrades for Abraham).  The Goliath leader then took out Jemuel and on the following turn, wailed on Abraham for 4 hits, but only succeeding in wounding once. Since it looked like aAbraham was probably about to get beslubbered by Bloodaxe in the next combat phase, Isaac (my flamer heavy) then fired into the close combat between Abraham and Bloodaxe, wounding both, but sending Bloodaxe out of action, while Abraham stuck it out due to his third wound.

 All the other shooting was ineffective (we are the two least shooty gangs in the campaign) The Goliath then failed their bottle roll, giving me the win, which was a shame, because I think I was well placed to do some damage on the next turn (I still had 3 hand flamers and a special flamer in action - it could have been 7 casualties), which would have resulted in enough Goliath casualties to win me the territory.

Long story short - I won, but not by enough to take the territory.  I took out 4 of his guys, he took out 2 of mine.  If I had lost one fewer man, I would have done enough to win, but alas not. 

Deep, important thoughts:

The fight between Bloodaxe and Abraham was unusual for me.  Normally (freak injuries aside), my gang leaders are combat monsters - I always give them combat upgrades, and use them in my second wave, keeping them close to the rest of my close assault teams to make maximum use of their leadership bubble.  They also tend to be pretty solid leadership wise too - I go out of my way to get Iron Will, if possible. 

Things haven't panned out that way this time though.  I got that BS upgrade early, which is definitely nice, and has helped out a bit, but every other upgrade has been a resilience upgrade - something that helps Abraham shrug off the effects of damage.   I'm not sure how to look at that.

On one hand, it's obviously a bit of a pain that I'm missing out on a fair chunk of offensive capability, and it's a big problem that I haven't gotten either Iron Will, or at least a bonus to Leadership yet.  There is a lot to be said for having a gang that just will not bottle out regardless of how badly they are getting mauled (ask any Imperial Guard player who uses combined squads) - all the more so considering the current situation I'm facing of having to deal with being double teamed for at least the immediate future.  But, I'm just not getting the body count out of him that I'm used to.  Normally my Leader is a total combat monster that other players go out of their way to avoid - like an Avatar or a Mephiston.  It's not like that this time.  Abraham isn't dangerous.

On the other hand, that resilience is quite handy.  Abraham  is T4 W3.  That can be a daunting prospect for an opponent who only has one or two guns to bring to bear on him on a given turn.  A lot of opponents would be tempted to just shoot another ganger which they have a chance of taking out of the fight with one hit.  He would be odds on to survive a concentrated blast from a heavy stubber.He'd be great in a shooting gang. 

The extra wounds also definitely helped in the fight against Bloodaxe.  Abraham was getting slapped around in that fight .  It was the extra wound (and the high toughness) which made me risk shooting into the close combat with a flamer in order to get a guaranteed hit on Bloodaxe.  Thankfully it paid off.

Octavian was more than a little pissed at the outcome of that fight.  That's the third close combat fight Bloodaxe has lost to Abraham, and he really thought that he had it in the bag that time.   He actually stooped to complaining about the mechanics of Necromunda Close Combat. 

And I don't give a single beslubber.
 

Re: Rules for a Necromunda Campaign
« Reply #33 on: September 15, 2011, 10:57:32 AM »
 

Swamp Rat

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AY-BRA-HAM! AY-BRA-HAM! AY-BRA-HAM!

Tis a pity you've not been able to snot joffrey yet, though hammering Goliaths in combat must be on hell of a moral boost.
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.

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Re: Rules for a Necromunda Campaign
« Reply #34 on: September 15, 2011, 02:05:24 PM »
 

crew4man

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Yes, yes, excellent.

Well, if Your Leader could, odds on, take on Rounds from the Heavy Stubber, could you like hide him behind a juve, who takes the first shot, then go straight for the Stubber? I know gang members cost money, but getting that heavy stubber might be worth the risk.

I think this win vs. Golaith was important, as you seem like you're in a bit better spirits.

Personally, I feel the flamer gambit was pretty BA. A good risk.

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

Re: Rules for a Necromunda Campaign
« Reply #35 on: September 18, 2011, 03:10:14 AM »
 

Underhand

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Within the playing group, opinion is very much divided on the virtues of that move.  The opinions vary between the (correct) view of the Delaque player and myself that it was a display of such tactical mastery that even Napoleon himself would applaud it, and that of Octavian who likened the entire series of events to being force fed an entire wheel of parmesan that I had just shat out of my ass onto his face.

Like I said - he was more than a little pissed.

Here's a reminder of how things were placed at the start of Turn 4:


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


Campaign Turn 4

Following my attack on the Goliath Settlement, everyone else had their turns.

Joffrey went after the Delaque Old Ruins.  He knows he has a slight edge over the Delaque due to his ar superior territories, and he doesn't want to repeat the mistake I made of spreading himself to wide.  By attacking the Old Ruins, he gets to use more of his gangers, and prevents the Delaque from using one of theirs.  If he takes the Old Ruins, it also means that he will protect his Spore Cave and Holestead from attack.  As it turned out, he was unsuccessful, but it was a close game, and he only lost as a result of an unlucky bottle roll.

THe Delaque counter attacked by targeting Joffrey's Vents and got cleaned up pretty badly.  The Delaque had 6 guys down to the Escher's 3 when they failed their bottle roll, and they were lucky they bottled out when they did - another turn and they would have been looking at probably losing another 3 guys and losing the territory. 

Joffrey has a very well structured gang.  He has 4 long ranged Gangers, a couple of which have shooting skills, a few midranged shotgunners, and the rest are all close combat specialists.  His leader (Shamora)  is particularly nasty - fast, and deadly in CC and armed with a powersword.   And what few injuries she's picked up don't hinder her close combat ability in any way.  The Delaque might have held out this turn, but they picked up more injuries.  Their fate is inevitable.

The Van Saar came back from their one week suspension and attempted to take back the settleent they lost to the Orlocks.  The game was a somewhat dreary affair, which can happen when two shooting oriented gangs fight each other.  They both set up in heavy cover and plugged away at each other for what must have been 30 turns, each taking out about 4 of the enemy each before one of them finally bottled.  Who won was unimportant, since neither did enough damage to the other to take the territory, and neither player showed any sense of tactical flair what soever in any aspect of their play.  It was like if the Springboks played the Springboks.

The main amusement coming from the game was the all the amphetamine parrot that Jonah got given about the Springboks losing even worse to the All Blacks than they had to the Wallabies.  Even people who don't follow Rugby were lining up to taunt him.  His gang is now known as 'the Second Stringers'.

Turn Four, Game 2:  Orlock & Goliath versus Cawdor

The Orlock and Goliath came straight at my Spore Cave.  I had a plan this time.  The Orlock always set up the same way, behind the same pieces of terrain.  I know where their models will go.  Accordingly, it's easy to build a plan around them.  This time, I would keep the Goliath pinned with my Heavy and other long ranged guys for the first couple of turns, and let the rest of my guys smash the Orlock in CC and with Issac's flamer (acquired from Boaz).  I would probably lose a few guys, but by the time the Goliath could readjust, the Orlock would probably be gone, and I could turn my hand flamers onto the Goliath.  I was ready for them.

Unfortunately they were ready for me too.  I set up two of my close combat squads within close range of the Orlocks, in heavy cover ready to charge/incinerate on the next turn.  Three Orlocks moved forwards a few inches, stepping out of cover, slung their lasguns, and tossed their frag grenades (which I didn't realise they had).

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.

Here's the map after that debacle:

 

Re: Rules for a Necromunda Campaign
« Reply #36 on: September 18, 2011, 05:30:02 AM »
 

Toad_Raider

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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.

Oh no! I remember being on the end of a few well-thrown grenades back in second edition 40K, it's fun for nobody.

I am continuing to enjoy reading of your tales of valour (and sadly, woe). Excellent work. I hope that next time you have some more luck! Surely their nefarious partnership will fall over soon... I hope!?
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Well played, TW.  By well played, I of course mean god damn your traitorous ways.

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Re: Rules for a Necromunda Campaign
« Reply #37 on: September 24, 2011, 12:50:52 AM »
 

Underhand

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Girl Friend:  Oh, hi! You're back early - did your game get cancelled?
Underhand:  No.
GF:  Is something wrong?
UH:  I don't want to talk about it.
GF:  What happened?
UH:  I said - I don't want  to talk about it.
GF:  Did you lose or something?
UH:  I. Don't. Want. To. Talk. About. It.
GF:  Was it to that guy who looks like the kid from Game of Thrones?
UH: I said don't want to beslubbering talk about it!
GF:  You don't have to raise your voice.  I don't know why you even play those games if it makes you get like this.
UH:  Because it's fun.
 

Re: Rules for a Necromunda Campaign
« Reply #38 on: September 24, 2011, 11:01:11 AM »
 

Underhand

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Obviously, I was less than pleased by the outcome of the last game.  Totally my fault, of course.  The Orlock player had swapped around the grenades he'd bought to some different fighters.  He'd recorded it on his gang roster prior to the game.  He didn't cheat.  I just failed to check his roster before we started.  Rookie error.

The loss of that spore cave was a big blow.  Spore caves are highly profitable.  While it might look like I'm still in a comfortable position with 6 territories, that really isn't the case - the Delaque are doing a lot better than me, and they only have 4 territories.  My home territories - Vents x3, Slag and Old Ruins, make only 55 creds income between them each turn, which translates down to a measly 15 creds for an 11 man gang each turn when upkeep is taken into account - enough to buy a single auto pistol per turn.  A Spore Cave makes an average of 70 per turn on its own.

I knew if I lost that workshop, my gang would slip into a death spiral that I wouldn't be able to recover from.  Once I slip to 15 creds income per turn, I won't be able to replace my losses - I would have to save up for 2 turns just to purchase a single juve, and I wouldn't even be able to buy him a gun. 

After  turn 4, I knew that I might only have one turn left with a decent income, so I knew I had to spend it wisely.  I bought an extra Juve and an autopistol, which left me with a spare 5 creds.

Now, you might be asking why I spent money on the juve and the autopistol, when I could have bought a flamers instead for Jemuel (it turns out, that Boaz didn't lose his weapons after getting captured - the Delaque player found an official FAQ which says that if a ganger gets rescued, then he gets to keep his weapons, so that's a huge bonus for me), given how awesome flamers are, and that is a reasonable question.  The reason is because, in Necromuda, extra numbers give more than just the obvious tactical advantage of having more guns to shoot at the other side - they also determine how many guys you have to lose before you have to start taking leadership checks to see if your gang runs off.  The rule is that as soon as 25% of your guys are down, you have to start taking bottle checks at the end of every turn.  I have 11 guys at the moment, so I have to start taking bottle checks after I lose 3 of them.  If I can get my numbers up to 13, then I have to lose 4 guys before I start having to take bottle rolls. 

At the moment, I have to take out 4 of Octavian's goliaths before he has to worry about bottling.  In another two turns, he will probably have 17 guys in his gang, and will only have to start bottle checking after he has lost 5 guys.  Taking down 5 enemy gangers isn't something that can always be done quickly, and it's likely that I will have to start taking bottle rolls a turn or two before he has to, which will lose me a game sooner or later.  If I can hold onto the workshop for another turn, then I can probably recruit an extra Juve and bring my total numbers up to 13, which is the cutoff point for bottle checking at 4 casualties instead of 3.

Anyway - here's where my gang is at for turn 5.

Abraham:  Leader:
M   WSBSS   T   W   A   I    LD Skills & Weapons
455343158
Old Battle Wound, Nerves of Steel, True Grit, Iron Will.
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.
Jacob: Heavy:
M   WSBSS   T   A   W   I    LD Skills Injuries & Weapons
43434 1 248
Partially Deafened.  Fixer. 
Heavy Stubber. 
An extra wound is always handy.
Isaac: Heavy:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
443331237
Medic, Armourer, Weaponsmith, Inventor.  Arm Wound . 
Flamer, Autopistol, Sword. 
Again - an extra wound is always nice.
Ram: Ganger:
 
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
43 4   3311 37
Armourer, Impetuous, Arm Wound.  Berserk Charge, Nerves o Steel. 
Lasgun. 
+1BS is just what the doctor ordered.
Boaz: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4 5   44311 37
Specialist. 
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.
Abijah:  Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
433 43123 6Nerves of Steel, Impetuous, Fixer, DisarmCombat Master.
Handflamer, Stubber. 
Eh, can't complain - it will come in handy against the superior numbers of the Goliath.
Asa: Ganger
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4443421 46
Impetuous, Step Aside, Leap,Feint, Disarm. 
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.
Amon:  Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries and Weapons
4333221 5 7
Gun Fighter, True Grit, Killer Rep.  Leg Wound.
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.
Josiah: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4233332 5   7
Parry, Sprint, Counter Attack].
Stubber,  Sword x2. 
Still waiting for that +1WS bonus.

Zohar: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
4323312 4   6
Hand flamer, Stubber. 
Meh.

Jemuel: Ganger:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
42 2    432136
Specialst, Blinded in One Eye.
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.
Ephraim: Juve:
M   WSBSS   T   A   W   I    LD Skills, Injuries & Weapons
422331136
Hand Flamer, Stubber.
He's the new kid.

« Last Edit: September 24, 2011, 11:07:29 AM by Underhand »
 

Re: Rules for a Necromunda Campaign
« Reply #39 on: September 27, 2011, 02:20:06 PM »
 

crew4man

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As much as painting is tedious, you better paint that dual pistol guy, because right now you need all the fighting power and damage you can wring out of your guys. You don't have the luxery to hate any of them...

...or you could use him as some type of human shield?


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.

Throwing more random things from the top of my head.

>Shoot to kill
Go after his guys with a vengence. Don't go after specific people, just try to kill as many of his guys as humanely possiable. Shoot them when they're down, just end up murdering as many as you can.

>Don't die!
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.

Hang in there man-I like stories.
Victory- a delicious recipe of timing, confidence, audacity, intelligence... and having more warm bodies than the other guy.
 

 


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