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Thread: hard game to start playing?

  1. #21
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    Re: hard game to start playing?

    Sorry for the shameless double post () but we should play our first game sometime next week

    So far it seems we have 3 players and I intend to host (at least at the start) a few games where everyone is present. Im not to sure if this game needs a GM or at least a neutral party but it never helps imho

    Terrain is set and ready to go and plenty of drinks in the fridge etc. Only thing still undecided for me is if whatever or not I want to add a ratskin scout or not...

    I can afford him, keeping 5 credits spare. But it would boost my gang over the 12 men bracket and mean id get even less income from my terretories

    I want him for his 1 in 6 chance of getting new terretories but im not sure if I can afford to start the campaign with him

  2. #22
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    Re: hard game to start playing?

    Quote Originally Posted by Demoulius View Post
    Sorry for the shameless double post () but we should play our first game sometime next week

    So far it seems we have 3 players and I intend to host (at least at the start) a few games where everyone is present. Im not to sure if this game needs a GM or at least a neutral party but it never helps imho

    Terrain is set and ready to go and plenty of drinks in the fridge etc. Only thing still undecided for me is if whatever or not I want to add a ratskin scout or not...

    I can afford him, keeping 5 credits spare. But it would boost my gang over the 12 men bracket and mean id get even less income from my terretories

    I want him for his 1 in 6 chance of getting new terretories but im not sure if I can afford to start the campaign with him
    Hired guns don't count as members of the gang for income purposes.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  3. #23
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    Re: hard game to start playing?

    Oh goody! In that case he is in

  4. #24
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    Re: hard game to start playing?

    My Eschers have a Ratskin on more or less permanent hire, he's yet to achieve anything really on the tabletop but has got them two territories so far (in about 6 games, so rolling above average there) so all the while I can afford to I'm going to keep on rehiring him even if in theory the credits might be better spent elsewhere (Plus it seems a bit fluffy, he's been with them so long he's practically part of the gang) and don't forget a Ratty lets you influence the dice rolls for who choses the Scenario too.
    Last edited by simonr1978; 26-12-2011 at 10:02.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  5. #25
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    Re: hard game to start playing?

    I like that hes cheaper then a Juve but has better stats Shame you have to keep paying for him though

  6. #26
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    Re: hard game to start playing?

    Quote Originally Posted by Demoulius View Post
    I like that hes cheaper then a Juve but has better stats Shame you have to keep paying for him though
    That's the trade off, plus whilst he can still accumulate injuries he will never get experience and never improve.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  7. #27

    Re: hard game to start playing?

    But don't they cost 15 pre And also post games, making them more expensive then a juve? I need to look it up..

  8. #28
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    Re: hard game to start playing?

    Post battle to? I thought you paid them once per game?

  9. #29
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    Re: hard game to start playing?

    It costs 15 credits for a Ratty or Scummer, 35 for a Bounty Hunter to hire initially (think of this like a "finder's fee" or a deposit/retainer to guarantee their loyalty), then you pay them their hiring fee for each battle they've just fought in during the post game sequence, including the first one. If you decide not to or you can't spend the fee to rehire, then they wander off to find other work. Of course if they're killed in action, there's no-one to pay.

    Considering you have to pay every game and they don't progress, can't work territories or go hunting for rare trades, can't be given new, exotic kit and infact the only changes are going to be negative adjustments from injuries they sustain Hired Guns are at best questionable value on a long term basis as it is, if you had to pay twice a game they just wouldn't be worth it.

    It'd have to be a pretty wealthy gang that could afford 70 credits a game to keep rehiring a Bounty Hunter!
    Last edited by simonr1978; 28-12-2011 at 11:34.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  10. #30
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    Re: hard game to start playing?

    The thing is, bounty hunters are one of the few that can earn their keep. Captured gangers can be sold to the pits or ransomed and so forth - especially late game. The best use for them is ransoming back for tech.

    If you have a Mine territory then the bounty hunter is *awesome* for chewing through your opponents juves and throwing them into the mine. They probably only have an autopistol and knife (or sometimes just a knife) so you won't get much for selling them and most people would rather just pay the 15 creds than be bothered with a rescue scenario. It can be pretty handy when you end up with a territory that with one ganger will give you, say, (d6+23)*10 creds.

  11. #31
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    Re: hard game to start playing?

    Played our first game(s) today. I was up against an escher gang (mutant and traitor guard models though) with plasma and flamer heavies. Several lasgun gangers, and some pistol juves (3 IIRC) he also had some grenades thrown in there, plasmapistol/chainsword leader.

    2 Other buddies of ours played an Goliath and Cawdor gang. The Cawdor player looked like he was holding his own until in a turn he lost 4 of his models who simply couldnt get back up anymore....And when they did they were shot in the face again and downed again....

    Simply wasent an enjoyable game anymore so we told the Cawdor gang to just pull out.... He was very grumpy as you can inmagine, but did like how the game played. My opponent the escher ganger is probably restarting his gang as he wants to include shotguns and include some other changes to his gang for his next game.

    Ive got lots of advancements and some injuries on my crew. I actually captured his leader but he captured one of my juves so we traded them off (we were under the understanding that this was required? (Also not to ruin his campaign right after 1 go!))

    There were a few things we did wrong. My opponent should have had to check his bottle check a few turns before he did (we dident know downed but not out characters also counted for the bottle check), we forget to pass LD tests when someone got shot within 2 inches and we dident make players pass an INI test when they hit and within a small distance of a edge of a building. (which in hindsight meant our game ended very differently from what it most likely should have...) Maybe some other things we missed but dident found other mistakes...yet.

    After failling to er....fail his bottle test 4 or 5 times in a row I failed my 2nd one, effectivly making me lose the game dang LD tests. My buddy kept rolling 3's and 4' s on his tests!! Even when he only had juves left

    It was a fun game and were defenitly interested in doing this again soon (should play a game against another opponent tommorow!!) but some things were abit unclear.

    for example 2nd turn I decided to shoot my heavy stubber which then blew up (dident wound my heavy though) and this gave us the following question. Is my weapon destroyed for the game or for the entire campaign? Is it struck from the roster?

    The way I look into the whole income mechanics is that after each battles new ammo is bought, food for the gang arranged and weapons are fixed and such. So my understanding is that the weapon will be fully functional again next battle, correct? We cant find a clear anwser in the wording as no mention is made what the concequences are aside beeing out of ammo and getting hit by your own weapon

    Next, ive bought a power swords on my run in with the merchant (cost me 49 of my 50 credits but I got one! ) does the cost of my models go up when I change their gear?

    Also juves who become gangers, how do you determine their cost? Keep their starting cost or do they cost 50+gear after that phase?

    Also how long does a game normally take? We were playing it pretty safe until turn 6 and my opponent was on the losing side and he broke cover, gunning down 4 men in that turn (and losing about 3 in the next turn but I digress) whats the normal time/turns that a game lasts? With hard cover your troops are REALLY hard to hit

    For my terretories(sp) ive got 2 settlements, 2 vents and 1 set of tunnels. Can I use all 3 pieces of terrain that give a game advantage (pipes and vents) to place (if I wanted to) in this case, 9 models in a special way? We have some terrain pieces that are REALLY hard to get up on but IF I could use my vents to set up my gangers on those it would break the game...

    The player im playing tommorow relies pretty heavily on melee characters who then couldnt reach me.... Nor could my models get off the building, aside from jumping down (and since theyre about 6 inches tall this isent such a good idea )

    It seems somewhat gamebreaking...

    And lastly you have to roll an ammo roll when you roll a 6 to hit. But when you need a 7+ or worse to hit you need to roll a 6 first.... Do you roll an ammo roll for that (and if unlucky enough, another one if you then get ANOTHER 6?) roll or if the 2nd roll turns up a 6? We figured the 2nd one but were not sure...

    Also (and this is more a silly comment im making ) I love these serious wounds! Ive got:
    *a heavy with heavy stubber (modelled like an old man) whos got a old battle wound
    *a lasgun ganger with a blinded right eye and combat master special skill (one who will most likely get a proper close combat weapon and pistol soon!)
    * a juve who became a specialist with an old battle wound
    *2 shell shocked juves

    Love how my gang is already getting character and lots of scarred (and jumpy) characters

    -edit-
    oh, I nearly forget: Another question!
    If you arm a model with say a pistol and close combat weapon (or 2 close combat weapons) but also arm him with a shotgun or lasgun (for example) cant you just use your 2 hand to hand weapons or hand to hand weapon and pistol in combat? Seems abit silly that you cant use a strap to keep your weapon out of the way or something...
    Last edited by Demoulius; 29-12-2011 at 01:42. Reason: added a question

  12. #32
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    Re: hard game to start playing?

    Quote Originally Posted by Demoulius View Post
    oh, I nearly forget: Another question!
    If you arm a model with say a pistol and close combat weapon (or 2 close combat weapons) but also arm him with a shotgun or lasgun (for example) cant you just use your 2 hand to hand weapons or hand to hand weapon and pistol in combat? Seems abit silly that you cant use a strap to keep your weapon out of the way or something...
    I've just got back from work so I'll give the rest of your post a look over later after I've had some sleep.

    I already mentioned this in one of my earlier posts, infact post 9 from the first page of this thread. You only get the bonus in hand to hand combat for carrying two weapons if that is all your model is armed with (With the exception that you may carry grenades, they're assumed to be in a pocket or pouch somewhere).

    If your fighter is carrying a Basic, Special or Heavy weapon you gain no benefit in close combat from carrying two close combat or pistol weapons. None.

    Yes it does seem daft, but I guess one way to see it is that even a slung rifle or shotgun will encumber you to a certain degree, more than someone just carrying a revolver and a knife at any rate. The rationale that a fighter must have one hand on the rifle/shotgun at all times is a poor one IMO. It is a game balance mechanism so that close combat equipped gangers actually have a place in a gang otherwise they'd be broadly fighting on equally terms against every basic weapon armed ganger given an extra knife for a cheap +1A in Hand to Hand whilst being generally outshot by them and outranged by them too.

    That said this is partly why the group I originally played with when Necromunda first came out allowed our fighters to abandon weapons. I can't remember the exact way we played it and in any case I don't think it was ever really written down. Broadly what happened was that any model could abandon a weapon at any point, an appropriate marker was placed by the model's base (A gun if one was available, a loot counter if not). The model could then fight as if it weren't carrying that weapon. If a fighter got into base to base contact with the marker they could pick up the weapon, if they ended the game carrying it the weapon was added to that gang's stash. A weapon which was abandoned automatically counted as having failed its ammo roll.

    The last one was a necessary game mechanic to prevent fighters from dropping then picking up weapons as and when they felt like and to prevent situations where a Juve might be running around firing a Heavy Stubber or Heavy Bolter that they'd just picked up.

    Lastly, if no-one picked up the marker, the weapon was lost on a D6 roll of a 6 (I think, not too certain on that), if not lost then it was picked up by the winning gang.

    That pretty much was the houserule we used, it was never even so much as semi-official and as I said I don't think we ever even wrote it down originally. It kept things reasonably balanced IMO as abandoning weapons was not risk free and could end up being a costly decision, but at the same time it made sense that a ganger might throw down a jammed or empty weapon for example if it might end up saving their life.
    Last edited by simonr1978; 29-12-2011 at 07:26.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  13. #33

    Re: hard game to start playing?

    Use your vents and tunnels to your advantage! All is fair in love and war after all But seriously you have them, make use of them. They don't bring in alot of income and the trade off is you get to infiltrate to the battle field. I'd be sticking my sniper up on that tall building, its still only one shot a turn and a long long way to fall if he takes return fire (I suggest a clip harness!).
    Familiarity, the first myth of reality: What you know the best you observe the least.
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  14. #34
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    Re: hard game to start playing?

    Quote Originally Posted by Demoulius View Post
    for example 2nd turn I decided to shoot my heavy stubber which then blew up (dident wound my heavy though) and this gave us the following question. Is my weapon destroyed for the game or for the entire campaign? Is it struck from the roster?

    The way I look into the whole income mechanics is that after each battles new ammo is bought, food for the gang arranged and weapons are fixed and such. So my understanding is that the weapon will be fully functional again next battle, correct? We cant find a clear anwser in the wording as no mention is made what the concequences are aside beeing out of ammo and getting hit by your own weapon
    I couldn't find anything to cover this in the FAQ on Yakromunda and the Rulebook seems a bit ambiguous on this. My take on it would be that the weapon is gone, anything weaponswise that blows up enough to cause injury to its owner has in all likelihood done even more critical damage to itself.

    Next, ive bought a power swords on my run in with the merchant (cost me 49 of my 50 credits but I got one! ) does the cost of my models go up when I change their gear?
    Yes. The cost of a fighter is their initial recruitment cost plus the cost of their equipment, adding extra equipment adds to their cost. The Gang rating of a fighter is their cost plus their experience. You can always add unwanted or redundant equipment to the Stash or sell it at the trading post to keep the Cost/Gang Rating down.

    Also juves who become gangers, how do you determine their cost? Keep their starting cost or do they cost 50+gear after that phase?
    It's their base cost, so Cost = 25+ Cost of Equipment, Gang Rating = 25+Cost of Equipmeny+XP. I'll admit I had to check the Necromunda FAQ on Yakromunda for that, but that was the way I'd played it myself.

    Also how long does a game normally take? We were playing it pretty safe until turn 6 and my opponent was on the losing side and he broke cover, gunning down 4 men in that turn (and losing about 3 in the next turn but I digress) whats the normal time/turns that a game lasts? With hard cover your troops are REALLY hard to hit
    There is no "normal" game time in my experience. It depends on the scenario being play, even if you're just playing a Gang Fight, That can drag out to 10 or 12 turns easily, especially if one or other gang bunkers down in cover. It can end in turn 1, if a lucky volley of fire takes out enough enemy gangers and the other guy bottles straight away.

    For my terretories(sp) ive got 2 settlements, 2 vents and 1 set of tunnels. Can I use all 3 pieces of terrain that give a game advantage (pipes and vents) to place (if I wanted to) in this case, 9 models in a special way? We have some terrain pieces that are REALLY hard to get up on but IF I could use my vents to set up my gangers on those it would break the game...

    The player im playing tommorow relies pretty heavily on melee characters who then couldnt reach me.... Nor could my models get off the building, aside from jumping down (and since theyre about 6 inches tall this isent such a good idea )

    It seems somewhat gamebreaking...
    Use your territories to your advantage, expect your opponent to do the same. To paraphrase what Big Rob said all's fair in love, war and the Underhive...

    And lastly you have to roll an ammo roll when you roll a 6 to hit. But when you need a 7+ or worse to hit you need to roll a 6 first.... Do you roll an ammo roll for that (and if unlucky enough, another one if you then get ANOTHER 6?) roll or if the 2nd roll turns up a 6? We figured the 2nd one but were not sure...
    My personal interpretation would be that it's if you roll a 6 on your initial "To Hit" roll. I wouldn't roll a second Ammo roll for a subsequent 6 myself, but equally I wouldn't expect to get away without rolling an Ammo roll if the second dice came up with anything other than a 6.

    * a juve who became a specialist with an old battle wound
    Give him a Flamer next chance you get, nothing counters BS2 quite as well as that big teardrop shaped template.

    Quote Originally Posted by Lord 0 View Post
    The thing is, bounty hunters are one of the few that can earn their keep. Captured gangers can be sold to the pits or ransomed and so forth - especially late game. The best use for them is ransoming back for tech.
    Whilst I agree that Bounty Hunters can be very useful as it stands, if it actually was 70 credits a game you'd still have to be pretty lucky to be earning that back on a regular basis.
    Last edited by simonr1978; 29-12-2011 at 14:30.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  15. #35
    Chapter Master Catferret's Avatar
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    Re: hard game to start playing?

    P47 of the FAQ states that weapons that fail an ammo check and explode are NOT permanently destroyed.

    The FAQ is in post 2 of this thread.

  16. #36
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    Re: hard game to start playing?

    I've tried opening and saving that, neither works and it seems from the last post on there which was back in August that I'm not the only one. Fair enough then, if that's the official ruling.
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  17. #37
    Chapter Master Catferret's Avatar
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    Re: hard game to start playing?

    I've attached the pdf from my PC to this post. Hopefully you can access that.
    Attached Files Attached Files

  18. #38
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    Re: hard game to start playing?

    Thanks Catferret
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  19. #39
    Chapter Master Catferret's Avatar
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    Re: hard game to start playing?

    No worries. Didn't know there was an issue with accessing the old files. At least it's attached here for everybody to use now.

  20. #40
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    Re: hard game to start playing?

    Quote Originally Posted by Demoulius View Post
    I've had a night of sleep depravity
    Sleep depravity? What were you doing, molesting people while you were unconscious?

    Would I NEED the book or is having the PDFs around enough?
    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.
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