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> Necromunda and Mordheim players, you know you want to :D
Bloodbrotherdave
post Mar 9 2009, 12:34 PM
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well for what my 2c is worth.

heavy bolter are gold. yes its probably over kill on anyone you shot at, and you will never have enough miney to buy one except when you start out, and your heavy (the spec who uses the H.bolter) will probably be reduced to using his side arm after the opening blast. but by gee it has one of the best pokes you could get on a weapon. well apart from lascannons...

you know you want a lascannon. biggrin.gif

I think there is an army builder file somewhere for gang construction.
but I think we just need someone to put the old hand up and say "Hey im running the show and were using X rules. not Y rules *coz they are lame, and such and such." (looks at Hickey armata_PDT_05.gif )

ive got a few gangs i could pull out. will bring along some spare minis that i can part with as well.
ie. a yeld spyrer still in blister i found the other day armata_PDT_11.gif

http://www.games-workshop.com/MEDIA_Custom...nda_Tactics.pdf

this looks to be a usefull little article

This post has been edited by Bloodbrotherdave: Mar 9 2009, 12:48 PM


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I like to tell a little story about the last man who was in a sword fight with Caine. During the fight he was heard commenting on how crappy a blade it was, old and busted, not cared for, and on and on. Finally he asked Caine what its name was. Caine grinned and said "Sword." and then shot the guy 4 times.
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Cancer
post Mar 9 2009, 12:42 PM
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I wouldn't mind running it. Have played a lot, but will be rusty as its been a while.

Would suggest the new rules (as they cleaned up some things from the old rules). I also think that all gangs have access to weapons so as not to limit people with their first gang. Down the track perhaps players would want a more restrictive weapon list to add to difficulty...


Chris, I think you'll like the micro management of the gangs etc.


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Griddon
post Mar 9 2009, 01:08 PM
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We'll i'm up for this for sure.

Thanks Mat, Cam and Dave for the tips.

Got plenty of spares going round to equip a started gang given a decent leg and torso combo. So, probably catachans. I'm heading home in 2 weeks so practically can't get anything going right now. But given a start date some time in autumn or winter I think we could all prepare a nicely hobbied gang and spent the due care required to equip them.

Gives time for a bit more scenery building. Cam's effort looks truely awesome.

Tomsey is also quite the scenery builder and I reckon he'd had no worries making some necromunda stuff. He's already got some very 'The Running Man' esque scenery. Why do i think of this film when I consider Necromunda? (Also demolition man when he buys a rat burger in the sewers...)

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Bloodbrotherdave
post Mar 9 2009, 01:24 PM
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just did up what would be a fairly balanced Orlock gang.

Leader - Chainsword,laspistol, boltgun
good balance of combat and ranged weapons, makes good use of your leaders better BS + WS

Heavy - Heavy Bolter, lasgun
gets the heavvy bolter you want in there, and lasgun is a reliable backup

heavy- flamer, stubgun
getting a flamer on your 2nd heavy is a good option. as he is up close a pistol makes a good side arm

Gangers x5
-shotgun
-lasgun
-lasgun
-autopisol + knife
-knife + chain
a few to lay down covering fire, and a couple to get up close and smash heads

juves x2
-laspistol
-knifex2
juves are only good as meat shields and combat early on, BS is too low to hit anyone at range. so they basicly fill the combat and crazy charge in the open to milk out overwatch shots

thats 1000credits starting gang.
bionics and sights and weapon reloads and such you pick up after the campaign gets started. you get money in from your randomly generated territories with whatever gangers are fit and able to, as Matt said above. and you get offered a d3 items from the blackmarket. they are random items. if you have the cash you grab them. if not hopefully they come up again and you have the cash.

p 74-80 in the rule book cover making your gang. at the start it doesnt really matter what your playing (slightly different equipment lists) but the gang house you chose will dictate what sorts of skills you can get your gangers.
Orlocks are mainly combat, ferocity and shooting skills. its not a bad balance. give shooting skills to the guys that get BS increases, and combat to those with WS/A increases. ferocity is mainly close comabt as well but a few Ld based skills as well.



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I like to tell a little story about the last man who was in a sword fight with Caine. During the fight he was heard commenting on how crappy a blade it was, old and busted, not cared for, and on and on. Finally he asked Caine what its name was. Caine grinned and said "Sword." and then shot the guy 4 times.
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Diesel
post Mar 9 2009, 02:19 PM
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Ahh good ole Necromunda..what a cool game...

Geez seems all the old Specialist games are making a comeback smile.gif

I usually play Delaque...think i've still got some figures somewhere...sneaky sneaky...

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Griddon
post Mar 9 2009, 03:31 PM
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Hmm. Had a dry run creating a list too. So, 75 credits spare and I'm musing grenades. What's the range? Just says that they are used in the shooting phase? Thinking about sticking some on the hand to hand gangers.

I reckon 2 heavies would be a bit much. Especially considering Cam's scenery. Line of sight could be the issue wink.gif

Gang Leader – 120 credits
Lasgun – 25
Flamer – 40
Chainsword – 25

Heavy – 60 credits
Heavy Bolter – 180 credits

Ganger – 50 Credits
Lasgun – 25 Credits

Ganger – 50 Credits
Lasgun – 25 Credits

Ganger – 50 Credits
Shotgun – 20 Credits
Man Stopper Shells – 5 Credits

Ganger – 50 Credits
Laspistol – 15 Credits
Club – 10 Credits

Ganger – 50 Credits
Laspistol – 15 Credits
Flail – 10 Credits

Juve – 25 Credits
Laspistol – 15 Credits

Juve – 25 Credits
Extra Knife – 5 Credits

Juve – 25 Credits
Extra Knife – 5 Credits

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blackwolf
post Mar 9 2009, 04:28 PM
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Pistols! you need pistols on your heavy and gangers with basic weapons. When they fail their ammo roll (and they will at some point, especially your heavy) you'll want a secondary weapon for them for use, pistols fit the bill nicely. You could risk it and not give em to your lasgun weilding guys (as they are more reliable), but the others need em. Maybe even give your heavy a lasgun instead of pistil, as his heavy bolter will fail an ammo roll quickly, then he'll still have something with good range biggrin.gif


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Wyrm
post Mar 9 2009, 05:04 PM
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QUOTE(blackwolf @ Mar 9 2009, 05:28 PM) *

Pistols! you need pistols on your heavy and gangers with basic weapons. When they fail their ammo roll (and they will at some point, especially your heavy) you'll want a secondary weapon for them for use, pistols fit the bill nicely. You could risk it and not give em to your lasgun weilding guys (as they are more reliable), but the others need em. Maybe even give your heavy a lasgun instead of pistil, as his heavy bolter will fail an ammo roll quickly, then he'll still have something with good range biggrin.gif




good call matt, i think pistols would be fairly vital. i will post a list as soon as a get an updated rulebook. also becuse ppl seem to have a few gangs a i will go ratskins instead of the van saar just to spice it up. here come the rubber bows and one shot muskets


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Golden
post Mar 9 2009, 05:23 PM
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Yeah, after consulting a couple of people, I've decided to do Escher.

armata_PDT_36.gif


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The_Red_Thirst
post Mar 9 2009, 05:40 PM
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QUOTE(Wyrm @ Mar 9 2009, 06:04 PM) *

also becuse ppl seem to have a few gangs a i will go ratskins instead of the van saar

trust mr wyrm to kick up a fuss over nothing. tongue.gif
also imho i think we should only take weapons from the lists were using or else theres really no difference between one gang and the next, i guess i like the backstory side of it though, i mean something about van saar gangers running around with clubs and stuff rubbs me the wrong way.
also is there anyone else interested in mordheim? i would really like to do a skaven warband but there aint no point if noone else wants to. does anyone know if theres a dark elf mordheim warband?


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QUOTE(The Riddler @ Feb 26 2009, 10:15 PM) *

To be honest, he tried hard but couldn't have disgraced himself any more at my table even if he'd defecated in his pants

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Golden
post Mar 9 2009, 06:20 PM
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I'm with you here Brod. We should definitely use the House Weapons List for each of our gangs. It makes the gangs less vanilla and adds versatility. There will also be fewer complications and confusions if people decide to take the alternate lists, such as ratskins or redemptionists.

Just wrote up an Escher list:

Leader, Sword, Plasma Pistol, Laspistol - 165
Heavy, Plasma Gun, Lasgun - 155
Heavy, Plasma Gun, Lasgun - 155
Ganger, Lasgun - 75
Ganger, Lasgun - 75
Ganger, Laspistol, Sword - 75
Ganger, Laspistol, Sword - 75
Ganger, Laspistol, Sword - 75
Juve, Laspistol - 40
Juve, Laspistol - 40
Juve, Laspistol - 40
Juve, Add. Knife - 35

TOTAL - 1000


It's very cookie cutter, is this good or bad?
Also, i think there are too many juves, what do you think?

Cheers,
-Golden


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Griddon
post Mar 9 2009, 06:23 PM
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I think Cam's suggestion was to make it easy for folk picking a gang and getting started. I'm a bit of a fluff hound too and my list was written with only stuff from the Orlock's list. I'd be happy to run like that.

I'm sure Cam's going to lay down the law soon enough. Looks like a bag of fun this.

Any chance we can have a peer painting aspect to this Necromunda Cam? I wager all of our regular WSWA bunch have got the painting skills now. Could invite the non 40k crowd at the club to vote and the top 3 get some bonus credits? Trying to promote a bit of hobby here. Not much to paint here. Depends how desperate people are for a game.

In other news;

Just got spanked by Becci during 1 half of Blood Bowl. She asked / pleaded to have a go at this new 'board' game sitting under the coffee table. Hehe. Don't think she'll play it again. Not quite the 'board' game she was after. Mouse trap it isn't!

Chris
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Griddon
post Mar 9 2009, 06:24 PM
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QUOTE(Adam Trpcevski @ Mar 9 2009, 07:20 PM) *

I'm with you here Brod. We should definitely use the House Weapons List for each of our gangs. It makes the gangs less vanilla and adds versatility. There will also be fewer complications and confusions if people decide to take the alternate lists, such as ratskins or redemptionists.

Just wrote up an Escher list:

Leader, Sword, Plasma Pistol, Laspistol - 165
Heavy, Plasma Gun, Lasgun - 155
Heavy, Plasma Gun, Lasgun - 155
Ganger, Lasgun - 75
Ganger, Lasgun - 75
Ganger, Laspistol, Sword - 75
Ganger, Laspistol, Sword - 75
Ganger, Laspistol, Sword - 75
Juve, Laspistol - 40
Juve, Laspistol - 40
Juve, Laspistol - 40
Juve, Add. Knife - 35

TOTAL - 1000


It's very cookie cutter, is this good or bad?
Also, i think there are too many juves, what do you think?

Cheers,
-Golden


How you planning to model them Adam? If like bloodbowl, you start to feel some connection to the individual characters I reckon you'd be happier with a bit more individuality? If these guys are coming straight from a box already modelled I could understand it.
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Golden
post Mar 9 2009, 06:47 PM
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QUOTE(Griddon @ Mar 9 2009, 07:24 PM) *

How you planning to model them Adam? If like bloodbowl, you start to feel some connection to the individual characters I reckon you'd be happier with a bit more individuality? If these guys are coming straight from a box already modelled I could understand it.


Will be using daemonettes as a basis for em. Though there will be variety in the conversions. Also, once the campaign has taken off, and skills are aquired, the list won't seem as copy/paste as it is now.


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The_Red_Thirst
post Mar 9 2009, 07:10 PM
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ill be going with the good old van saar, i used this list last time i played necro and it went well, so here we go again!

Leader 120
Chainsword 25
Plasma pistol 25
170
Heavy 60
Stubber 120
180
2 gangers 100
2 lasguns 50
150
2 gangers 100
2 Autoguns 40
2 laspistols 30
170
Ganger 50
Shotgun 20
70
Ganger 50
Autogun 20
70
2 juves 50
Stub guns 20
Auto pistols 30
100
2 juves 50
Auto pistols 30
80

the best part is no converting required!


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QUOTE(The Riddler @ Feb 26 2009, 10:15 PM) *

To be honest, he tried hard but couldn't have disgraced himself any more at my table even if he'd defecated in his pants

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Griddon
post Mar 9 2009, 07:53 PM
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Hmm. Looking at it, catachans look totally too buff to be orlocks imo.

goliaths maybe.

Who's bagged what btw?

Brodders - Van Saar
Wyrm - Ratskins
Adam - Escher
Diesel - Delaque

Anyone has a spare new edition Goliath or Orlock in their cupboard. Might help me with a decision.

C
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StrikeOut
post Mar 9 2009, 08:06 PM
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good to see people are diving straight in. Im going with an Orlock gang as well took me a while still not 100% happy with it might change a few small things.

also what rules are we using? i noticed some of you guys had war gear that wasn't on your respective gangs lists? also i read something the other day which i thought was a good point, that giving a heavy a heavy bolter to start is overkill when for the same price as a heavy bolter by itself you can buy a whole extra heavy with heavy stubber. two heavies with stubbers> one heavy with bolter in my opinion.

all have knives

Leader - chain sword/auto pistol/shotgun w/manstopper shells

Heavy- heavy stubber/lasgun

ganger- club/autopistol

ganger- club/laspistol

ganger- shotgun w/manstopper shells

ganger- lasgun

ganger- lasgun

Juve- las pistol

Juve- auto pistol


was going to go with another member but if i keep it at 9 for the time being i earn a little extra cash ie (more members means less cash you get from territories)

have given the heavy a backup just incase of failed ammo roll. the gangers are a mix of ranged and melee. clubs are a awesome choice at 10 credits it gives +1 strength in combat also combining that with a pistol gives them the extra attack in hand to hand.
las guns have all the benefits of auto guns except better ammo roll and save modifier. i like shotguns because they have a higher strength also combined with manstopper shells(only 5 credits!) they have no modifiers even at long rage.
depending on the situation leader will be effective at medium and close range maight change his gear though. juves can be either close or ranged as well but will more likely end up been meat shields distracting rivals long enough for the other gangers to deal out the pain

that also leaves me with 155 credits could easily get an extra ganger not sure yet what i will do


QUOTE(The_Red_Thirst @ Mar 9 2009, 06:40 PM) *
also is there anyone else interested in mordheim? i would really like to do a skaven warband but there aint no point if noone else wants to. does anyone know if theres a dark elf mordheim warband?



yeah man im up for mordheim have a reikland war band. im a sad panda though because i had my models laid out and after tripping over i came down like a clumsy giant and crushed 3 of them into oblivion. including my awesome captain.sad.gif

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Griddon
post Mar 9 2009, 08:21 PM
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OK. Ignore my list then. Goliaths it is. Not much difference to my lists really. Will go Shotguns more and probably put in some nade launchers instead of the heavy bolter etc.

Easy.

Brodders - Van Saar
Wyrm - Ratskins
Adam - Escher
Diesel - Delaque
Strikeout - Orlock
Chris - Goliath
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Golden
post Mar 9 2009, 08:26 PM
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QUOTE(Griddon @ Mar 9 2009, 09:21 PM) *

Brodders - Van Saar
Wyrm - Ratskins
Adam - Escher
Diesel - Delaque
Strikeout - Orlock
Chris - Goliath


Seems like a nice variety to me.


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Cancer
post Mar 9 2009, 08:56 PM
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Grenades are pretty random. Distance is based on strength. Can be just as dangerous to you as the enemy.

Heavy Bolter wounds on 2+
Hvy Stubber on 3+
Solution, use the hvy stubber to just shoot the enemy lots of times to kill them

stotgun.
Major advantage is that it has a "knock back" rule. Use it to shoot someone near a ledge and watch them fall to their death.

Given the post about list with weapon combo's that they can't have, my preference is that all gangs use the old rules and access to all weapons. At least in the first campaign so that people can get a feel for weapons.


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