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worldshatterer
18-06-2005, 09:19
One of my buddies is starting up a Necromunda campaign, and i haven't played since they first released the boxset . I've read the living rulebook,and am glad that i've got a good collection of imperial guard stuff as its gona make modelling gangs so much easier and cheaper .

So what do people think of necromunda at the moment?any recomendations for house rules? general player experience, gang choices, tactics,etc . help me get back into the necromunda mood .

Jo Bennett
18-06-2005, 09:24
If you have the stuff for the original rules, use those. The 2nd edition isn't quite as good.

TheHood
18-06-2005, 11:08
I'm just getting back into it again after a hiatus of about 5 years.

I'm still using the original books, as we have never had any trouble with the rules, so we went with the "if it ain't broken, don't fix it" mentality.

Apparently the new gang specific weapon lists are very unpopular - depending on which house you use, and I have also heard rumblings against the new flamer rules.

I personally feel that the older miniatures are far superior to the new, and I am going to great lengths at great expense to pick up some of the Escher miniatures.

However, there is nothing wrong with using other miniatures, and your point about ease of modeling is one well worth considering - especially if you are planning a long campaign.

I feel it is one of GW's best games.
Good luck with it.

athamas
18-06-2005, 11:39
the rules arnt that bad, though as noted the weaopon selection is a pain!

a heavy stubber is almost mandatory, unless you have lots and lots of terain, as its range and killing power is unparraled this early in the game, if you are feeling mad, get 2, though you will be out numbered, and out monuvered!

plasma guns are fun... i was playing as a vansaar gang, and had much fun melting ppl to slag, if you hit, high power is a must (as is a shot gun for the guy) as it lets you have D3 shots, and is high impact!

shotguns must have manstoppers, else you will never hit,

if you have played the origional you should know the basics, but remember after ~ 3-4 games, swap all your equipment around, to better fit with your gang! (the guy with the lasgun has ws5, whilst the BP and CCW had BS5.... something is not right!)

also, always take lasguns if able, they are far superior to auto guns!

Rathgar
18-06-2005, 11:57
also, always take lasguns if able, they are far superior to auto guns!

Yer, thatís a bit of a problem. Some weapons are just redundant. I tend to take Autoguns not because of the rules for them but because they just feel more right in this kinda of gang warfare.

Brimstone
18-06-2005, 12:01
I've just finished my first Necromunda campaign playing as Escher and had great fun culminating in a five way battle on Wednesday to decide the winner (A Ratskin gang thanks to his dangerous terrain roll) :eyebrows:

I didn't play the original so the house weapon rules while a pain were not a big a issue as they could have been.

The printed rulebook is very very crappy though, missing bits like the flamer rules amongst other things. The overuse of lasguns is annoying though, I'd agre that autoguns are much more suitable.

I'm just looking forward to the next one though as I'm going to use a Redemptionist gang.

worldshatterer
18-06-2005, 15:03
I was talking with my mate whose organising the necromunda campaign i shall probably be in. hes very keen on the old rules, but as hes the only person with the original book, we're using the living rule book as the only standard we all have access to . Just from looking at it though, we've already agreed to skip on the house weapons restrictions, and will probably use the old rules for flamers .

athamas
18-06-2005, 15:11
the old book is excelent, we used it as reference for our battles, as it was so much easier!

Tulkas
19-06-2005, 09:23
Apart from the Cathing Fire rule being dropped, the flamer hasn't changed, has it? Except that it's template changed along with the new templates.

NetDiver
20-06-2005, 11:00
Apart from the Cathing Fire rule being dropped, the flamer hasn't changed, has it? Except that it's template changed along with the new templates.

Those are the only changes. BTW, the new plastic flamer templates are the same size as the old cardboard flamer templates.

TheHood
20-06-2005, 11:42
I'm not overly sure on the new flamer rules, like I mentioned, I'm still working with the original rules.

However, looking at other forums which deal with Necromunda, people were complaining about flamers and the loss of character and effectiveness. How true people find this I am unsure of.

i'm just going with what I have been able to research ;) :)

Cheers

MidnightResistance
20-06-2005, 12:16
flamers used to set people alight...then if they didn't go down, they'd run around 2d6 n a random direction screaming, burning and igniting people they came into contact with -frickin' hilarious :D

Pez
20-06-2005, 21:24
We still use the old flamer rules, it's just so much fun! Also, I use Redemptionists so it was always fun flaming everything in sight, then blowing up when your exterminator was used.

I like the new rules for Redemptionists, but they do take time to get used to - they're so different to every other gang out there.

We also changed the BS/WS roll on experience advances to a choice, like in Mordheim - seemed more appropriate, particularly for heavies - the amount of gangs with WS6 and BS2 heavies in our campaigns was getting ridiculous.

It might seem like we're fiddling with game balance, but it felt weird to have a guy spend all game shooting from the rooftops, not getting within ten yards of the enemy, then get a WS bonus.

Captain Brown
20-06-2005, 22:10
My group only used the old rules. Never had any problem with them...well I did not as I played the Ratskins and my gangers tended to survive to become experienced where other players tended to drop gangers the moment they suffered a permanent injury.

As for the skills sometimes not working out perfectly...just ask our Orlock player. I finally jumped his heavy bolter carrying tough with a couple of Braves, giving my war whoops and fully expecting to drop him quickly and move on. Unfortunately he had WS5 and quickly did in my little Ratskin warriors. This brought him much joy and a play on our wall of fame. (wall of fame: Corkboard where we left challenges, pictures, grudges, news, etc)

worldshatterer
21-06-2005, 17:01
Just thought i'd put WIP shots of my first couple of gangmembers up, to show what necromunda based fun can be had with modern plastics and a good bits box.

Heavy with heavy stubber-
http://i16.photobucket.com/albums/b5/worldshatterer/hohohoigotamachinegun.jpg
http://i16.photobucket.com/albums/b5/worldshatterer/oldskoolfool.jpg

Juve with stubgun-
http://i16.photobucket.com/albums/b5/worldshatterer/cockthehammer.jpg
http://i16.photobucket.com/albums/b5/worldshatterer/itstimeforaction.jpg

Ganger with shotgun-
http://i16.photobucket.com/albums/b5/worldshatterer/booyah.jpg

Strangelove
22-06-2005, 23:55
I can't stand the new Necromunda rules.

I still have my old Ashwaste Nomads, and my friends and I play using the old rulebook (with crazy flamers!).

worldshatterer
08-07-2005, 19:52
did they get round to making official models for the ashwastes nomads?

Grimlaw
21-07-2005, 08:47
Yer, thatís a bit of a problem. Some weapons are just redundant. I tend to take Autoguns not because of the rules for them but because they just feel more right in this kinda of gang warfare.

Just like my Goliath gang, I arm them all with axes.

Not as functional as swords or chainswords, but, a gang of Goliaths, all armed with axes and side weapon (autopistols or boltpistol), or with axes and autoguns or boltguns, looks apropriate.

Ophidian
21-07-2005, 10:53
@Worldshatterer: Like your guys - what house are you going to play as? The beefy muscle-y look makes me guess Goliath, but then the helmets make me think maybe Cawdor... you''re going to tell me it's neither, aren't you...

My personal fave are the Delaques (love those long coats) although it does mean I'm stumped as far as converting from the ground up is concerned - I'm kinda limited to weapon swaps and adding the occasional fitting mini ('The Colonel', my leader, is the Steel Legion Commissar + plasma gun).

Flippin' great game.

thenorm42
21-07-2005, 11:23
If you're going to use the Outlander gangs or outlaws in general, use the updated rules - I can't stress that enough. Frankly, that supplement, while cool, was not the best balanced thing I've ever seen. Unkillable Ratskins (only 1 in 36 chance of death after being taken out...), who can totally ignore even the really nasty environmental effects? Scavvy gangs that can become heinously rich through cannibalism? Outlaws generally having better kit and being richer than non-outlaw gangs? Redemptionists with hordes of one-shot flamers?

Partly it's just me being bitter that my Van Saars always used to get thrashed by my friends' Ratskins and Redemptionists, mind. :D

Norm

worldshatterer
21-07-2005, 15:51
I was thinking of my guys of being a chaotic stealth cult, so was going to be basing them on the delaque skill set[however i am now being asked to run it as an arbitrator , so won't get ot run them, but my imperial guard armys gonna come in handy!].

Phyros
21-07-2005, 20:48
I remember lots of fun under the old rules. I ran a Van Saar gang a few years ago that ended up having the highest gang rating of our group. Then i would go and bulk up on stuff and then raid a Guilder caravan, making sure I got as much cash as possible. Go outlaw and then buy all the cool suff, like drugs. The league season ended in a huge purge where 3 or 4 other gangs banded together to try to take out my guys. They failed.

dugaal
22-07-2005, 17:50
Me and my friends used to find ourselves restarting gangs all too often, as a few bad turnouts for a player could drastically unbalance them against other gangs, but some of us had so many conversions with expensive weapons (bolters, powerfists) that restarting meant creating a small, inflexible gang.
One thing i highly recommend is the addition of vehicle rules (http://www.specialist-games.com/necromunda/assets/article/ashwastever.pdf) into our 2nd edition games, with some house rules to level them out.

AcolyteLouxman
26-07-2005, 22:26
hi. sorry if this is a bit off topic but does anyone have a copy of the pit slaves gang rules they could send me? all the links i can find on the web just link back to the one that is no longer on the fanatic site.
cheers.

AL

Bad Mr morTant Returns
27-07-2005, 02:12
flamers used to set people alight...then if they didn't go down, they'd run around 2d6 n a random direction screaming, burning and igniting people they came into contact with -frickin' hilarious :D

That doesn't happen anymore??? :( Are you serious? :cries: I haven't played much Necromunda, but I've played a motherload of Gorkamorka and that was the single funnest thing in the game (except for when we added rules for less than sane vehicle upgrades which resulted in two of my bikes getting twin multi-meltas).

*loading flamer* so who do I see to sort this out? :mad:

Tulkas
29-07-2005, 17:37
I thougt this would be the ideal spot to show off my latest conversion. It's a Delaque Heavy which I converted to sport a heavy Bolter, instead of the Stubber he came with. It took a bit of tinkering and fidd'ling, but I think I pulled it off nicely though. I used a SM Heavy bolter which was lying about, the ammo chain from the Chaos Marines HB and the hands from Skaven Nightrunners to fit it all together.


All in all I'm quite satisfied with it.


edit: Can't upload the attachement. I'll get a line running from Pbucket asap.
edit 2: Linkage!http://img.photobucket.com/albums/v197/Trollslayer/Necromunda/HeavyDelaque.jpg