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Hicks
21-03-2007, 17:47
Hi all

I recently started a new campaing and I chose a Spyrer gang. At first I was doing ok, but now my main opponent uses a strategy I can't beat. Basically, he overwatches with most of his gang and I absolutely can't get anywhere near him. He uses his gangers in groups of 2 or 3 to make sure that at least one of them gets to hit my guys. Worst of all, all of his gangers have flamer pistols that renders his guys unchargeable.

Has anyone found a way to get around this? Right now the only way I have to make a kill is to have the first turn and shoot someone with my infiltrating Yeld.

Guilliman
21-03-2007, 20:45
Buy the imperial city box and get more cover. The point with necromunda is to use a lot of terrain. We use this strategy against each other all the time, but thanks to all our terrain we can still get close enough to take each other out.

Either that or buy every blindsnake pouch you get your hands on.

Sylph
21-03-2007, 21:49
Am I right in thinking that the latest version of the rules (free download from specialist games) has *no* gangs (including cawdor) that can start the game with a hand flamer?

This would mean that enemy gangs need to give up their rare trading every time they want to buy one, so you could get a few yelds and try to monopolise on an early window of opportunity in a campaign...

Besides that, just make sure you remember that each ganger can only fire once in overwatch. Try to charge stray gang members with everything you've got, and remember those hand flamers only fire once per game....

Tomothy
21-03-2007, 23:07
I think Cawdor do, the only recent change has been to hand flamers themselves. They fixed the cost on the cawdor list and made them unusable in hth.

Back on topic though, make sure you're picking the scenarios that limit your opponents guys. Raid, Hit and Run and the like. Try not to let him bring his whole gang.

Drawing fire with the jakara works all right, they're really tough so they can take some punishment. Remember the 90 degree fire arc, use your superior movement to get around behind him or flank him. Split up your forces, try to force him to make mistakes. Stay behind cover all the time if you can manage it.

Darkseer
27-03-2007, 06:09
I used to field nothing but Malcadons. Their sheer speed really freaks people out! I'd then use one as a fire magnet in bad situations, then throw the others in. You're bound to take casualties anyway.

Darkhorse
28-03-2007, 15:06
With Spyrers there's probably very little you can do about it, cept spend time trying to outflank the group(s). A Yeld might be able to Charge straight from outside 10" which make them a fast target (-1 to hit).
With other gang's you can use hired guns as fire magnets, beastmaster pets are best for this, Rats/Ripper Jacks count as small, fast moving targets and if they emerge from cover that's -3 to hit. They'll have to shoot the closest target if they aren't marksmen and won't get the option to fire at other targets that may appear if they are charged.

Sylph
10-04-2007, 14:17
I faced a similar opponent this weekend, playing 2 games against her.

I basically crept around in hidden until I was in assault range, and the -2 to hit (charging and emerging from cover) usually did the job. When it didn't (against her BS:6 heavy and flamers) I just grouped up a lot of gangers and charged them all at once.

That being said, I only won one of the games we played.

mjc1000
15-04-2007, 16:13
and remember those hand flamers only fire once per game....

yea but they can easily decimate you i would say gie you infaltrator a heavy weapon peferibly a auto cannon and destroy as many gangers as you can the other gang would have to (unless you ge very crappy rolls or hes plain dumb and dosent care if his gang is geting blown apart) take at least 2-3 gangers off over wacth and handle him sieze that chance charge them or mover around to a beter position

sorry if i havent helped:angel:

Festus
15-04-2007, 18:59
Hi

There is little you can do against OW apart form pinning the other gang. Use Yeld and orrus to shoot, and do not rely on CC in the early stages of the game. Pin him down.

Remember: You do NOT have to shoot the nearest if you cannot see him :)

Festus

Catferret
16-04-2007, 00:38
OK, check out the latest WIP rules review on the Specialist Games site. If you pass an Unmodifiable Save you aren't Pinned. Start running your Orrus up first as even if he fails his Powerfield Save, he still has decrnt armour so shouldn't die to the Handflamer. Next, charge up with everybody else because Handflamers are one shot weapons.

Tomothy
16-04-2007, 01:10
Jakara is the better choice, as long as the shots come from the forward 90 degrees she gets a 4+ unmodified save, plus she has more movement. If she gets the mv increase she has a -1 mod for moving 10" or more.

Catferret
16-04-2007, 01:25
I thought the Jakara shield only stopped damage from Energy Weapons until it received an upgrade. Or is it only able to REFLECT Energy Weapons but gets a save against everything? i have never used or played against Jakara so am a little rusty on their rules.

Also the -1 to hit won't matter at all vs Handflamers. Although the higher move would be useful for getting into combat quickly.

Tomothy
16-04-2007, 05:35
I thought the Jakara shield only stopped damage from Energy Weapons until it received an upgrade. Or is it only able to REFLECT Energy Weapons but gets a save against everything? i have never used or played against Jakara so am a little rusty on their rules.
Its a 4+ save against anything. It can only reflect energy weapons.


Also the -1 to hit won't matter at all vs Handflamers. Although the higher move would be useful for getting into combat quickly.
True. But he won't always be expecting a 16" charge range.

Weregerbil
22-04-2007, 12:42
Malcadon with MV increase and sprint, 21" charge up the side of a building and come out beind them.

Dread Archon - Angry Pete
23-04-2007, 19:39
tell your mate to stop being so lame and play some god damn necromunda...failing that, play em at their own game. YOU go on overwatch every turn, see how bored they get.

Hicks
24-04-2007, 00:31
tell your mate to stop being so lame and play some god damn necromunda...failing that, play em at their own game. YOU go on overwatch every turn, see how bored they get.

I would, but with spyrers it doesnt really pose a threat. Also, I now have a Malcadon who can charge 24" mouhahahaha!

Catferret
24-04-2007, 00:44
Forget the topic.

Hicks, your sig just had me crying with laughter.

Back on topic, yeah, Malcadons are mean when they get movement upgrades. Few folk are prepared for an early charge.

Lord Humongous
19-05-2007, 01:21
Don't forget that in many scenarios, both sides get a limited number of fighters. The number is often something like d3+3- which for Spyrers, is often the whole gang, but leaves a normal gang with to few guys to set up an reliable over watch defense.

Make careful choices in the scenarios you choose (if you can); don't play Gang Fight or (even worse) Scavengers, for example, if you can somehow avoid it.

If you do ge stuck in such a game and he goes on over watch, hunker behind cover and go on over watch yourself. Necromunda has no turn limit, and that is exactly what Spyrers would actually do. Spyre hunting rigs "take care of all the users needs"- normal gangers still need to eat. Who's gonna win that waiting game? If he's smart, he can still flank you, but you'll have a chance to catch and capitalize on his mistakes.

Charax
19-05-2007, 16:54
Overwatch doesn't override the 90-degree LoS, does it?

If not then just go behind them, if his whole gang's on overwatch they're not moving (they can't even turn) and you can just climb a ladder behind them and charge.

otherwise you could try the distraction method - either run a Jakara in front of the overwatcher (preferably emerging from or going into cover for a -1 to hit) - they're unlikely to hit and it'll break Overwatch. Alternatively have one of your Spyrers shoot at the gangers - hopefully you'll outrange them, and a hit will cancel the overwatch, letting your Malcadon charge in unhurt.

KaldCB
19-05-2007, 21:01
You can turn and overwatch, same as you can turn and fire heavy weapons.

Tomothy
20-05-2007, 00:59
No you can't. It doesn't say you can anywhere in the rules.

Major_Gilbear
20-05-2007, 01:53
IIRC, this was covered in one of the orginal FAQs that was in one of the old WDs.
Basically, turning doesn't constitute moving for the purposes of firing a move-or-fire weapon in your turn or for going into Overwatch. However, in Overwatch, you cannot turn; you may only fire at what is in your field of vision.

I'll see if I can dig that FAQ out, it might have other useful clarifications.

Festus
20-05-2007, 14:36
Hi

IIRC, it was that you could turn/pivot with move-and-fire weapons in Overwatch, and could turn with move-or-fire weapons durng your turn and still shoot.

Festus