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Thread: hard game to start playing?

  1. #41
    Chapter Master Catferret's Avatar
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    Re: hard game to start playing?

    You can print out the PDFs and errata files for less than the cost of buying the book. Even getting a plastic comb binding will still have a lower final cost.

    It's what I've done with my copy of the Community Edition. Regular ruleset should be around the same price.

  2. #42
    Chapter Master MarcoSkoll's Avatar
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    Re: hard game to start playing?

    Quote Originally Posted by Catferret View Post
    You can print out the PDFs and errata files for less than the cost of buying the book.
    Cheap copies pop up on eBay every now and again, which are almost invariably nicer than what you'd get from dumping a couple of hundred sheets into an inkjet (which isn't cheap in its own right). You might find a printshop, but they can be funny about copyrighted material.

    I certainly suggest a hard copy, and personally I'd prefer a decent hard-copy over one that's been done as cheaply as possible. Obviously, my opinion, but my opinion is what I make recommendations based on.
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  3. #43
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    Re: hard game to start playing?

    Quote Originally Posted by MarcoSkoll View Post
    Sleep depravity? What were you doing, molesting people while you were unconscious?


    I'd recommend buying the book if you take to it. A hard copy is easier and quicker to flip through during a game, and less problematic than keeping a laptop on the table.

    You can survive on the PDFs, but they're just less convenient.
    Maaaaayyyyyybe....

    For the rulesbook, we tried them out with printed rules. We like the system enough to want to play it some more. Im not above supporting a company if they produce something that I like (whatever if its music or a game system from GW) so il defenitly be buying the books I also find books easier to read then printed pdf's

    Nice to know I wont be losing my heavy stubber My opponent would have lost an exploding lasgun (yea that happend...) but that would have been a somewhat smaller blow to his gang then losing a heavy weapon in game 1

    Thanks for posting that faq Where is it from though? Is it from GW? Or is it akin to the high admiralty from BFG?

  4. #44
    Chapter Master Catferret's Avatar
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    Re: hard game to start playing?

    Quote Originally Posted by MarcoSkoll View Post
    Cheap copies pop up on eBay every now and again, which are almost invariably nicer than what you'd get from dumping a couple of hundred sheets into an inkjet (which isn't cheap in its own right). You might find a printshop, but they can be funny about copyrighted material.

    I certainly suggest a hard copy, and personally I'd prefer a decent hard-copy over one that's been done as cheaply as possible. Obviously, my opinion, but my opinion is what I make recommendations based on.
    Oh, I agree that a proper hard copy looks better. I just prefer a version which includes the erratas and the like. I hate lack of proofreading in books. I had to return my copy of Underhive as there were so many mistakes. I now either use my original Necromunda hardback (with any erratas printed out and tucked in the back), or the Community Edition (which I have printed and bound). As you said, personal preferences and all that.

    Quote Originally Posted by Demoulius View Post
    Thanks for posting that faq Where is it from though? Is it from GW? Or is it akin to the high admiralty from BFG?
    That FAQ comes from former members of the Necromunda Rules Review Committee. While it has no GW sanctioned stamp, the same people are involved as when the game was supported so it's as close as we can get to an official FAQ file. I originally got it from the Specialist Games forum link I posted earlier but, as has been mentioned, it seems to no longer work properly.

  5. #45
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    Re: hard game to start playing?

    Played my 2nd game today We played the loot counter game rolling a total of 2 loot counters on the table.... My opponent was a Goliath gang with 2 heavies, 3 gangers and 3 juves. Gangers had shotties, juves clubs and pistols. Both heavies had a heavy stubber.

    Sadly we placed the terrain down abit unevenly. We have about 3 pieces of terrain that are 2 floors high (ground floor+ 2 floors I mean) and we had one in each of our deployment zones and one to the side, but it dident block any LOS. Both pieces of terrain overlooked the entire field and any model in them could basicly reach out and touch whoever they wanted....

    He had placed both his heavies on his piece and I placed mine on mine, taking a huge risk as whoever would get first turn would have a huge advantage. Turns out I dident get first turn and my heavy got taken out in the first shot of the game

    Luckily I did used my pipes to my advantage this game (as did he btw) to flank his heavies. He also had pipes but he placed his leader+1 juve+1 ganger in the middle of the board. In my 2nd turn I was thus firing at that group from 3 sides he even shot his juve in the back with a stray shot from his gangleader!!!

    Sadly my gangers (and juves) couldnt hit anything to save their lives and so at the end of the game I had lost 5 models, he had lost 3. He failed his bottle test though granting me a win by the skin of my teeth!

    Fun game Tunnels and vents are DEFENITLY going to be used. My opponent has an insane amount of income (55 per game so far) opposed to my own (30 per game) and the flank move gave me just the edge I needed to pin his own flanking unit from 3 sides, and attack his heavies from the side as well

    A fun game, cant wait for the next one bought a sword to add some punch to my close combat troops and am saving up for that flamer. Should have one by next game

    OH! and ive got some advancements!

    *My leader got an extra attack (which together with his powersword is REALLY nice!)
    *a ganger that I actually forget to roll an advancement for last game (did it this time, got Marksmen) got a further advancement to his WS. (would have preffered an increase to BS but cant have it all...)
    *ganger who dident have any previous advancement got +1T
    *my ganger who was blinded on his right eye got the armourer skill
    *My ganger who dident have any advancements yet got +I.

    And some injuries:
    *My heavy got partially deafened...
    *My shotgun ganger got impressive scars (+1 LD so very good actually )
    *My ganger that advanced twice last game (and got a chainsword for kicks) got blinded to his left eye. Reducing his BS to 1.... so giving him grenades at some point should prove hilarious
    *got a juve who made a full recovery (so uh...not really an injury I guess...)
    *and a juve who was already shell shocked got impressive scars and old battle wound....

    So now a 1/3 of my gang has an old battle wound Am I supposed to be getting injuries so fast?

  6. #46
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    Re: hard game to start playing?

    Remember you can bottle voluntarily, as long as you have two men (I use the term loosely, for those who play Escher) down or out of action. If you need to retreat to avoid taking a ton of injuries in the next turn, don't hesitate to do so. It's helpful in the long run, and you still get paid for losing.
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  7. #47
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    Re: hard game to start playing?

    Oh I know, but I was in posistion to take out a few of his gangers including his gang leader. If I had bottled out I wouldnt have been able to give him an old battle wound (huzzah! payback )

    I also charged one of his ganger and won combat, but failed to wound him! DOH! Dang 1' s to wound..... How they haunt me

    Also forget to sell my loot counter and we were under the impression that models taken out dident get D6 experience so will have to do those things before my next game....

    Love this game xD im already pestering them when I can have our next game

  8. #48
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    Re: hard game to start playing?

    Seems 2 of the players who tried the game earlier are restarting (is it restarting after your first game? you havent really started yet I guess )

    They want to start with a van Saar gang both because they read that end game with shooting and techno skills the gang is super powerfull...

    Oh my...

    Cant blame them for picking a strong gang/bang ofcourse and im not sure if thats the full reasoning they took to pick that particular gang (one just likes the models I think) but I forsee interesting times ahead

    Small aside, after re-re-rereading the rules ive come across some small things. We were under the assumption that downed models instantly rolled on the serious injury table (while its only on a 4+) and that we completly disregarded the scenario picking part of the game. We have no attackers or defenders this way and we are skipping the posibility of cave ins and double xp this way.

    You guys think we should give it a go? Sounds interesting to say the least. Adds a danger element to some of your games to fire heavy weapons/throw grenades.

    Have to admit that at this time I would be hindered the least at this point (only 1 heavy and no grenades. the others carry more) but at the same time the posibility of double XP and having an narrative attacker and defender seem to add to the scenario' s! We only played gang fight and loot markers so far so it hasent mattered yet but il ask the guys if they would likee to give it a go

    Another small issue that I personally have, at a maximum of 90 income per game (2 settlements, 1 tunnel and 2 vents) how would be the best way for me to handle my gang's finances? I get a tops of 30 credits each game if I can work at least 4 of my terretories and it isent much.

    Currently im saving for a flamer to give my juve specialist and id personally like another sword so all my models are WYSIWYG. After that though I havent got a particular goal yet but im not equipped to deal with emergencies either. If I lose a ganger or have to pay a ransom to someone I know that im in trouble. Risking a rescue mission might be an option but id still prefer to have a stash of cash ready. Both for potential rare items, ransoms and just upgrading my juves when they reach ganger status...

    Small example is a rival gang who has 9 members and whos terretories net him 55 creds each game so far hes buying stuff like crazy!

    One option I see for myself is taking a ratskin scout. With a 1/6 chance of getting an extra terretory (IF I win...) doesent sound bad for 15 credits but would cost me half my income each game for the odds not GOOD either....

    Thoughts?

  9. #49
    Commander Lord 0's Avatar
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    Re: hard game to start playing?

    Just out of curiosity, do they still have that table that cross-references how much you earn as a gross from all your territories with how many gangers you have to find what your profit is?

    The ratskin is not likely to get you a territory, but aside from certain scenarios there isn't really any other way of getting territories and you will *need* more territories in order to expand.

    Bountyhunters let you get loot off the opponent by capturing their guys and you can then sell them or ransom them back.

    Do they still have the rule that only gangers that didn't go out of action can work territories and that only gangers can work them? I.e. not leaders, heavies, or juves? In my circle we pretty much only play with the old-school hard-copy rules.

  10. #50
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    Re: hard game to start playing?

    Yes to all of your return questions

    Our income is deppendant on how many members our gang is made up off, and how many credits we get from our terretories. Hence im stuck with a max income of 30 creds per game atm

    Only gangers can work terretories and while im the one with the most gangers atm (5 actually) my income is still the lowest...

    A bounty hunter does seem appealing like the rat skin but hes even MORE expensive I cant afford him... unless I get lucky and manage to capture some of his gangers (like his leader for example) find a bounty on him and get full credits for it.

    Theres only a 1 in 6 chance of that happening though (getting a bounty and earning a ton of cash) and theres a 1/6 chance for your opponent to then lose your gang leader as well! He disappears in some slave pit never to return and your stuck with a huge power gap to fill... Id like to keep the hardcore things like "oh yea I just captured your gang leader...im selling him for hard cash, later man!" and prefer to allow people an escape mission instead

    Gang leaders, alongside our heavies are our biggest assest right now and the loss of one would cripple a gang I feel. If it happens when we have 10 or maybe more games under our belt the loss will be less felt; but equally destructive. But the gang could probably recover from that...

    We have a pretty small group right now, were all just starting and 2 already decided to restart after their first game. I dont want to risk them doing so after 1 or 2 games again...

    Since most of us (read: most...) have jobs or school at the moment time is a premium. It means a limit to our time for games and id also personally be pretty destroyed if my heavy or leader would bite the bucket, as they have the best weapons, stats and im very attached to them I inmagine the same holds true for the rest of the guys.

    That said we also dont have a GM... The more I read the rules the more references to one I come across... Is the lack of one a bad thing? Personally I love this game and if a GM is needed im not sure if having one that also runs a gang is a good thing

  11. #51

    Re: hard game to start playing?

    Ah yes the infamous Van Saar Techno spam.

    Basically you end up with a gang where every ganger has a plasma gun and every heavy as a heavy plasma gun, where everyone is an inventor and armourer and you castle up and melt anything in range, laughing off return fire with all your medics.

    It's not as bad as it sounds provided your using terrain properly!

    Alot of people restart after a couple of games when they first start, you learn the rules, realise what works and what doesnt and so on.

    IIRC without checking the book, don't you get a territory from winning games?

    Always!! use the scenario table, never just play gangfight. Consider the random events it can be fun (not always for you ) but it shakes things up a bit.

    Don't worry bout a hired gun if your money is so tight.
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  12. #52

    Re: hard game to start playing?

    Only some scenarios garner the winner a territory (and even then, you need to take three enemy models out of action for each one of yours); Gang Fight is one, Ambush is another. Raid can cause the defender to lose a territory.

    Isotropic fuel rods can help bump up your crappy slag heaps into Settlements, if you can get them.

    As for the wrath of the Van Saar gang o' doom, Medic doesn't do a thing to keep models on the table - it only makes them less likely to die afterwards. Also, make sure you use the Treacherous Conditions. It's no fun if his guys in cover keep igniting pockets of gas every time they shoot, or they can't see past 12" because it's dark.

    The most important thing, though is this:

    "They want to start with a van Saar gang both because they read that end game with shooting and techno skills the gang is super powerfull..."

    Sounds like Necromunda might not be the gang for them. Seriously, if there's a couple of people who are making the game less fun for everyone else, you need to decide if they're worth including.

  13. #53
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    Re: hard game to start playing?

    Well like I said im not SURE thats their reason for picking the gang. One just stated he likes the models whilst the other told me he read that van Saar is really powerfull and therefor wants to give them a try.... I only spoke to the 2nd one for about a minute or so, so there might be other reasons behind it...

    Even then, advancements may go the exact opposite way as they plan so im not at all worried... Ive got a model with the sniper shooting skill (cant recall the exact name) and he got +1 WS in my last game as a good example of one not getting what they want

    Im not against them picking a good gang, far from it. It will mean we have some challenging games ahead of us and I want every player to have as much fun as possible playing this game! The players arent cheesmongers at all and im not overly worried that the all plasma gang will be running around any time soon when you look at how much the weapons cost

    If they use their starting 1000 credit stash to buy them in advance they will seriously hamper their starting strength as well so uh... who cares? I love wargaming in the sense that I have to adapt to my opponents tactics and unit choices.

    IF they take a 100% shooting gang il look into getting combat with them (tunnels help alot with this ) I already have a juve who is well on his way to becoming a stronger fighter then my gang leader is so uh.... I cant wait I guess

    But id like to ask the same question again guys: Is a GM really NEEDED for necromunda? So far weve solved disputes with a D6 quite easily...

  14. #54
    Commander Lord 0's Avatar
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    Re: hard game to start playing?

    I don't think so. I have played a few campaigns that went for multiple years and never had one. I *ran* a campaign as a GM once, but in that case my biggest job was to manage advancement of the plot rather than sort out disputes.

  15. #55
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    Re: hard game to start playing?

    Huh? years? How does that work

    We started playing but dident really agree to a campaign goal or a set duration... Should we?

  16. #56
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    Re: hard game to start playing?

    As a small side note can you guys tell me if scatter shells work well enough for the shotty? Im just re-reading the shells because I dident understand whats so good about them and I just noticed they ignore cover bonuses

    Also anything within 0.5 inch or in base to base gets hit on a 4+.... Something I could have used last game when my opponent had gang leader and 2 of his gangers stuck in the middle of the board and I was firing 2 shotguns at him but couldnt hit him for a good 2-3 turns due to the heavy cover modifier

    Id still suffer the long range modifier but in the case of heavy cover your still hitting at -1 instead of -2!

    Is sacrificing S4 for S3 for increased chance to hit worth it?

  17. #57
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    Re: hard game to start playing?

    Under some cirumstances it will be worth it, other times not, so you chose whichever ammo type is best at the time. That's the good thing with Shotguns, you get a very versatile weapon. In general in Necromunda (Beause of the effects of Pinning) it is better to go with a greater chance of hitting a target even if it means you're less likely to cause a wound, especially if there's not another ganger in 2".
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  18. #58
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    Re: hard game to start playing?

    Quote Originally Posted by Demoulius View Post
    Huh? years? How does that work

    We started playing but dident really agree to a campaign goal or a set duration... Should we?
    No, not really needed. We certainly didn't except for that one time I ran one, and the ran one only went for a few months.

    Mostly we just started playing and people would drift in and out or start new gangs when they got too powerful or obliterated or something. That being said, when to powerful what would mostly happen is that they would shelve it until somone else got that powerful and start another gang to use until then.

  19. #59
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    Re: hard game to start playing?

    So basicly a 'campaign' is just people playing eachother with their gangs for an extended period of time

  20. #60
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    Re: hard game to start playing?

    Just as described in the rulebook, yes. Of curiostity, what did you think it was?

    There are other *types* of campaigns that add other stuff such as map-based campaigns and story-based campaigns and so forth, but a vanilla campaign is just a bunch of gangs playing against each other over time as opposed to a series of one-off games. I vaguely remember rules for making one-off gangs to fight each other, but I don't know anyone that actually did that.

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