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Melchiah
08-12-2006, 20:24
Ok, so my younger brother and some of his friends are starting to get in to Nercomonda. even though I work differnat shifts then he does. Me and my friends work more or less the same hours and we visit my Brother and his son and wife enough times after work that we could do a 3 or 4 way gang fight. I heard it was a good game and roughly based on the old 2nd 40k system some what akin to the old gorkamorka.
Also back in the day I vowed that if i ever got in to it I'ld play pit slaves, and thought now if i did that i could order bonics and get a zombie box set, the wife plays Vamp counts so she could use the extra bits.

Thought on either of the 2 ideas?

Cactusman
08-12-2006, 22:36
I've never played Pit Slaves but the rules look pretty cool. A 3 0r four way gang fight works fine but I would suggest playing a few swift games of two sides first just to head off any hiccups that a larger game might throw up (e.g. close combat could get confusing). And by the way it's Necromunda... but i guess you knew that... ;)

Eazy-O
08-12-2006, 22:50
Uh, if the first idea was that it's a great game, imo yes. :) My favorite GW games, but that's a matter of taste. Yes, you could play it after work, sure. :) Takes about an hour and a half to unpack, set up, play and pack it all up again. Could take a bit longer on occasion but still...

As for 3 or 4 way gang fight... Well, i always prefer 2 sides per conflict so the turn sequence and sequence of turns is undisturbed. Also, the close combats don't get all messy this way.

What i really recommend you is to play a small campaign. No need for 3 or 4 ways, you can play 2 simultaneous games and keep the campaign rolling. :)

As for Pit Slaves, they don't play the same as regular gangs, but they're just as fun. Don't know about making them from zombies... I suppose it could be done. The zombies do look kinda scrawny and beat up though. Slaves aren't really that scrawny.

If you need anything else, feel free to ask. :)

Melchiah
09-12-2006, 06:37
Thnx for the feed back guys. Ok so im slightly dyslexic.
My brother was going to mail order some "bulkheads," but the staff gave gime a bag full of all bulkheads for free lol. So, he'll have all terrian I need so all I'll have to do is pack up what? 10-12 guys?


As for Pit Slaves, they don't play the same as regular gangs, but they're just as fun.
How and what do you mean?

Cactusman
09-12-2006, 17:25
http://www.specialist-games.com/assets/PitSlaves2.pdf#

Hopefully this link will take you to the rules for Pit Slaves, it appears they've been updated. If it doesn't work, go to the GW website and look for these rules in the back issues of "Fanatic", the online resource for specialist games.

Melchiah
09-12-2006, 21:06
Thnx for the link I had awhile ago but saddly lost it. What I cant understand is hy arent there rules for "weapon housing" bonics for other weapons, say pistols and knives and make them follow "pit slave weapon rules" just for more varritiy (damn big words) and also why dont buzzsaws and chainsaws follow the "beheading rule" that shears have?:wtf: I mean it a big ass saw blade.

vampking111
09-12-2006, 22:39
and also why dont buzzsaws and chainsaws follow the "beheading rule" that shears have?:wtf: I mean it a big ass saw blade.


Pretty certain that if someone had a buzzsaw/chainsaw for an arm, youd think to your self 'hmmm, keep out of his way'

Melchiah
10-12-2006, 05:11
Same could be said for gaint shears for hands.

Krusk
10-12-2006, 05:41
Because they say so. That, and balance and all.

Melchiah
11-12-2006, 21:12
Anyone tried the ash waste nomads?

Lord Humongous
11-12-2006, 22:24
Necromunda is a great game, but it is a bit complex, especially with the rules for various advanced elements (new gangs, scenarios, etc) scattered out in so many articles.

Its designed for 2 player games in an ongoing campaign setting, and that's by far the best way to play it. If you have 4+ players, that's awesome; play 2 games at a time.

One thing about Necromunda is you need a LOT of terrain. 12 bulkheads won't cut it, not hardly.

I'd suggest against pit-slaves. They require a lot of skill to play well, are hard to advance through a campaign, and do particularly poorly on tables that lack terrain. I'd run a house gang before trying one of the more unusual gangs, just to get a grasp on the game.
[On the "beheading" issue, the saw is str 5, which is unusual for necromunda, especially in close combat. That puts people out of action frequently, which will result in other serious injuries. You might as well ask why a lascannon doesn't have a chance of automatically blowing somebodies head off; the normal rules make it deadly enough. The shear gets a special rule because its otherwise a quite un-remarkable weapon.]

If you wanna use zombie models, a Scavvie gang would be perfect for yah. They are a bit easier to play than pitslaves, though still a real challenge when the terrain is sparse.

Melchiah
11-12-2006, 23:34
The other gangs just dont "speak to me" like the pit slaves, the ash wastes nomads cought my eye but they seem "odd" due to the mounting and viechile rules which i cant seem to find but i know i saw them in the old fanatic mag years back. If I had to settle for a house game "maybe" Van Saar and use like Imp Gaurd models and the Vindicator modle as the leader. Arbites maybe but only becasue of teh "robo pooch"

As some of you have stated, about the lack of terrian. Their will be lots of it.

Edit: I thought that differant houses and clans/houses had differant rules. I have the living rule book, bookmarked if someone could tell which page it is on that would be awesome.
Or is rescurtment and rules all the same just differant models the only thing that differs from them?

Loketh Latheliu
12-12-2006, 03:14
It sounds like the plan of using zombie models for pit slaves would work out nicely, especially because your girlfriend can use the spare bitz so they don't go to waste. Oh, and they're definitely one hell of a lot cheaper;) !

Melchiah
12-12-2006, 04:17
Ya thats what I thought, plus I could use green stuff and make armour platings and bonci plates to cover the "too much zombie parts" like guts and missing arms. I might look at some of the mailorder heads and stuff.

Lord Humongous
12-12-2006, 18:09
Well, if they Pit slaves speak to you, that's cool. It's certainly best to have a gang who's theme you enjoy. I'm just saying, they are a hard gang to run- its easy to fall behind the rest in terms of gang development and advancement. But if you pick the right scenarios, you should do well- be sure to download the various outlaw scenario rules. Keep your gang as big as possible, and go for a "caravan raid" whenever you can. ;)

The "converted zombie as pit slave" idea could work really well. I could see thier flesh withering if they had a really high amount of bionic implants, and the skinny bodies are easier to add things to without getting overly bulky. Plus, (asside from the special pit slave weapons), pit slaves don't need much in the way of fancy guns. Dig up some suitable autopistols (maybe modified bolt pistols?) and you should be good to go.

Melchiah
12-12-2006, 23:52
Fancy pants Space Marine Bonics ae one thing, but i dont think that and house lords or what ever would pay good money on spending hi-end bonics on slaves :confused:. So the Idea of the bonics "rotting" off them and needing the techno is rather fitting, but as why the techno himself cant have pit slave weapons seems odd, but meh thems the rules after all.
The Chief for starters I was thinking off fixing him up with a buzzsaw, shears and a autopistol, maybe use a Imp gaurd model so show him as a guy who was in the wrong place at the wrong time and is now leading a pit slave "espace train"

Lord Humongous
13-12-2006, 00:11
Nice idea for the chief, but his weapon selection isn't that great. The buzzsaw is str 5, but you'll only use it for 1 in 3 hits, same with the shears.

The Chainsaw and the Hammer are the two best pitslave weapons; the both have powerful effects that allow you to win more combats. Its hard to understate the benefit of a parry in Necromunda HtH, or of anything that boosts you WS / reduces your enemies / adds to your combat roll.

One thing you may want to consider is that pit slaves are not (afaik) REQUIRED to have pit slave weapon. Buying a guy a pistol and a sword (or other normal ccw), or even just two pistols, may be better than buying him one of the pistslave weapons. You could still model them with bionic limbs- I'm sure some pitslaves get equipped with normal grippers and manipulators, for jobs that demand near-human dexterity instead of brute power.

nicholas
15-12-2006, 22:01
I never got into this game. It semmed sort of plain. But skirmish isnt my thing.

Mr_Rose
15-12-2006, 23:11
I never got into this game. It semmed sort of plain. But skirmish isnt my thing.
Umm, Okay...

Anyway... Pit Slaves are awesome once they get going, and they get going faster due to their experience bonus, but don't expect to win your first couple of games. Get some experience and skills before you try to take on all comers.

Also, whilst you need a Techno and he is one of the two models that can take a special weapon, don't fall for the trap of giving him the Plasma Gun the official model comes with and whatever you do, don't let him get into close combat. Give him a flamer and let him run up behind your other guys.

If you really must have a Plasma Gun (and you must) give it to your leader; I ran with hammer, chainsword, plasma gun on mine and he got more kills with the gun at first, simply because of range and sustained fire.

Melchiah
16-12-2006, 21:32
Right now im counting my pennies and im thinking of going with Van Saar, and just getting a Cadian box, thats more then enough guys and it comes with 5 spues so I can make some juvies with knives and laspistols and my gangs get lasguns, theres chainswords and I have let over bolt pistols and plasma pistol to throw on him. Or i might just get the Vindacator assassin as my leader.
I have an old heavy bolter from the older SM scouts that I can toss on to my heavy to make a strubber, or i could test out the flamer for awhile till i can afford something from bits order.
Been going throw the weapon lists and skill charts and I like the Van Saar. Maybe one ay I could do Pit slaves but right now i cant afford it.

I never got into this game. It semmed sort of plain. But skirmish isnt my thing.
So umm...why did you post here then?

Lord Humongous
16-12-2006, 23:13
Van Saar are a very popular gang, and a good choice for somebody new to the game. With any house gang, sticking with the main rules helps avoid information overload. Van Saar gangs are also pretty easy to do well with, allowing you to actually use interesting new equipment and skills as the campaign progresses, rather than focusing on how to keep your head above water.

Melchiah
17-12-2006, 04:35
Flamer weapons? yes/no? cuz i'ld like to use as much of the cadian box as i can.

Eazy-O
17-12-2006, 12:54
Whether to use flamers or not depends on your playing style and gang. If you're opting for a long range Van Saar gang i'd steer clear of them. You could use them to protect your Heavies i suppose...

I'm guessing you're making an Orlock gang out of Cadians? They can use a flamer effectively if you're going for a close range firefight with some close combat support. :)

Also, the Cadian flamer is quite big and with a bit of converting could be adapted to a Heavy stubber. Just get some bullets and make them hang from an appropriate opening. Try the Orky, Chaos, IG bitsboxes for sources. Alternatively you could go for an ammo clip or something similar. Oh, and for the barrel you can use some of the tiniest drinking straws or some plastic tubing for modelling. :)

Good luck,
Oskar

Melchiah
17-12-2006, 19:41
How is the flamer any differant for orlocks then Van Saar? :confused: Flamers only have one set of rules dont they?

thunderwolf
18-12-2006, 00:54
Yeah, but Orlocks are sneaky and better able to ge it into a good position.

Lord Humongous
18-12-2006, 01:15
Orlocks, sneaky?

Really, the only difference (besides house weapon lists) between Orlock and VanSaar in play terms is Van Saar get techno skills, and Orlock get Ferocity.

You need to be a specialist to use a flamer (though not a hand flamer), so Van Saar are more likely to be ABLE to use many flamers. But whether its a good idea for anybody to do so is doubtful. They are expensive, and you rarely need (or could get use from) more than one.

I'd hold of on building flamer equipped fighters for now. If you see a need in the future, you could build a couple then.

Melchiah
18-12-2006, 04:40
errrr...maybe I'll just convert up the old heavy bolter from the scouts in to the stubber.

thunderwolf
18-12-2006, 09:22
Damn, keep getting mixed up between orlocks and Delaque. My bad!

Jo Bennett
18-12-2006, 19:33
just shell out the extra 60 creds for the heavy bolter, it's a much better weapon, especially if you want to make sure people you hit stay down.

Melchiah
18-12-2006, 20:23
just shell out the extra 60 creds for the heavy bolter, it's a much better weapon, especially if you want to make sure people you hit stay down.

Well just checked the living rule book and Van Saar can only start with Heavy subbers or heavy plasma gun.

Warsmith Strader
18-12-2006, 21:03
Necromunda isn't a bad game, though its dated rules wise(2nd edition 40k), and at least gorkamorka paved the way for 3rd edition( vehicle damage wise)

Goliath rules u all!

gjnoronh
18-12-2006, 21:07
Yeah I think Necromunda is by far my favorite of the GW campaign style gaming systems. I think the built up hive experience really brought out some of the best parts of second edition 40K's rules. Mordheim on the other hand never seemed to be as tactically interesting for me. (for all that I'm far more a WFB player than 40k.)

Melchiah
18-12-2006, 21:11
Does anyone know where i can find the viechile rules? its about the only thing I cant find.
And does anyone know how maruader bits fit to cadain models, might want to give some juves ccw and theres only so many in the box, might also mail order some shot guns.

Lord Humongous
19-12-2006, 00:00
Well just checked the living rule book and Van Saar can only start with Heavy subbers or heavy plasma gun.

You can buy a heavy bolter after your first game. Just leave the cash in your stash, then buy it after game one and give it to your heavy. Its not like you normally have cash for good rare items after game one anyhow, so that's a good time to pick up non-house weapons.

As to the marauder arms- they are beefy, and may not fit so well, especially to portray juves. The work well with catachans and space marines.

Melchiah
19-12-2006, 00:20
I quess I cold just stash the money and fi my heavy with a lasgun gun or something

As to the marauder arms- they are beefy, and may not fit so well, especially to portray juves. The work well with catachans and space marines.
oh well i'll have to think of something else then

EDIT: New idea. What if I mail order the Eldar Storm Squad arms? they look "frail enough" to not be human arms, i know their metal but it might just work.

Catferret
20-12-2006, 08:37
Eldar arms kinda fit with cadian bodies. A friend of mine tried it. I would recommend addind a little bulk at the shoulder join with green stuff. Add sleeves or something. Apart from that the length isn't too bad and the hands are a reasonable size.

Melchiah
21-12-2006, 04:42
The only thing else I can think of is using SM plastic scouts as gangers and cadians as juvies. But lasguns on sqouts might looks odd. Other then that I would use the hemlet headed ones as juvies and bare heads as gangers.
You know for tring to do this the cheap way this is taking alot of work and thinking.

Catferret
21-12-2006, 05:50
OK, use cadians or catachans as gangers and empire militia for juves. Bit o green stuff on the militia to modernize the clothing a little but they are less bulky than Guard models so should be sufficiently juvey looking.

nightgant98c
21-12-2006, 05:57
Although the original models had a size difference between juves and gangers, they don't have look different. The juves are simply less experienced. Although the helmet/no helmet idea is pretty good.

Catferret
21-12-2006, 06:25
Another thought occurs. Place a mail order for just a couple of Guard sprues and a couple of actual Juves. Less spare plastic but it should work out as an ok price. Well for a GW product anyway... We now pay about the same for one Ganger as we used to pay for a pack of 3 when Necromunda started... God, I feel old. But back to topic, 2 sprues of Guard plus 2 Juves gives you a 12 strong starting gang. Dunno how many spare weapons you have in your bits box for variety tho.

Melchiah
21-12-2006, 06:30
Think I'll just stick with the helmet idea. Though I still looking at the Imperial assassins as my leader.just with a head swap, if maybe that doesnt look too wierd.

Catferret
21-12-2006, 06:38
Vindicare right? Big rifle counting as a bolter? Be careful with some plastic heads coz they're way too big. I'd recommend one from either the Cadian or Catachan sentinels or a Forgeworld one if your budget could stretch that far. They are a far better size.

Melchiah
21-12-2006, 06:48
Vindicare right? Big rifle counting as a bolter? Be careful with some plastic heads coz they're way too big. I'd recommend one from either the Cadian or Catachan sentinels or a Forgeworld one if your budget could stretch that far. They are a far better size.

I was thinking any of the male bodies, and i could just mail order the cadian head.

Catferret
21-12-2006, 06:52
Yeah, that'd work. Just for the record, I'm a big fan of people making gangs out of leftovers or random plastics. The metal models are getting kinda boring now. 11 years of Necromunda and the newer models look awful... Oh well.

EVIL INC
24-12-2006, 17:44
Too bad there arent any groups that play the game near where I live. :(
I am kinda keen on the idea of buying 2 boxes of the fantasy chaos beastmen and using spare guns and bits to convert them to 40k and use the orlock rules for them as though they are beasties working WAY deep down in the crust to overthrow the world from below. Use gors as gangers and the ungors as juves.
Same could be said of other races and I would personally love to join a group that used ALL fantasy races converted in this way into the 40k universe.
Yes I know I could just play mordhiem but that would leave out the guns and 40k atmosphere.

Mephistofeles
24-12-2006, 21:37
Too bad there arent any groups that play the game near where I live. :(
I am kinda keen on the idea of buying 2 boxes of the fantasy chaos beastmen and using spare guns and bits to convert them to 40k and use the orlock rules for them as though they are beasties working WAY deep down in the crust to overthrow the world from below. Use gors as gangers and the ungors as juves.
Same could be said of other races and I would personally love to join a group that used ALL fantasy races converted in this way into the 40k universe.
Yes I know I could just play mordhiem but that would leave out the guns and 40k atmosphere.

Would not the Goliath rules be more fitting?

EVIL INC
24-12-2006, 22:11
Depends upon what kind of beastman you have in mind. My image of them in this view is of them being reasonably stable and being the mechanical workhorses rather then the bullheaded (figuratively speaking of course) kind who just likes to fight.
Of course, there would also be sneaky git type ones for delauqes (spelling I know:p ) or female groups that have broken off that could represent escher and of course the combat oriented brutes for goloath.
It is like humans, they can be just as diverse and different warbands have entirely different outlooks on life and goals.
Of course, the same could be done for all of the fantasy races.

Catferret
25-12-2006, 22:37
Convert up your gang and be enthusiastic about playing and I'm sure a bunch of people in your area will wanna start playing Necro. It's a great system for fun games and cool modelling opportunities!