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Thread: Demo's necromunda blog!

  1. #281
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    Re: Demo's necromunda blog!

    Well let me put it this way. My opponent is about as gracefull whenever things go his way (and EVERYTHING went his way this game) as a hippo riding a unicycle.... He will rub the most minute thing in your face and when your gangers falls over at the drop of the hat and your "sniper" finaly gets a hit but fails to hit because the dice fail to roll anything higher then a 1.... Out of the 5 shots I hit twice and failed to wound twice. In my first turn two of my gangers (one with 2 wounds and the other with 3 wounds) both got 2 wounds. MY sniper even lost all 3 of his wounds to 1 round of shooting my 1 man (his heavy) because he failed to hit the guy when he was right in the open...

    All of those things add up and start to exceed the word annoying really really soon...

    Fact that ive had to play against excessive odds for 3 games in a row doesent add much fun to these games either. 3 games ive had to play with a handfull of gangers against (2 times) almost full gangs. My gang suffers from "i cant hit the broadside of a hive primus wall" to begin with and I get a handfull of my gangers to start the games off with... I dont mind losing the game because im outplayed or made a tactical blunder then because of horrible dice or terrible 1 sided scenario. Heck I think this is my first loss in a long time. The games just felt like losses though as half my gang was shot down and im only winning because my opponents fail their bottle tests before I do...

    Guess what im saying is that id rather lose a straight up fight badly whilst giving them a run for their money then win a meatgrinder (while beeing on the receiving end) because my opponent manages to roll 2D6 badly at the start of his turn after I manage to make 2 of his gangers stub their toes...
    Last edited by Demoulius; 15-06-2012 at 03:47. Reason: reeranged last sentance
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  2. #282
    Chapter Master Astraeos's Avatar
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    Re: Demo's necromunda blog!

    Ahh, that does sound bad. Scenarios where you don't ave your full gang are always a bit irritating at the best of times.
    Quote Originally Posted by phoenixguard09 View Post
    Anyone else think it odd that I compared religion to fried chicken and softdrink?
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    I think you should take Astraeos advice.
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  3. #283
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    Re: Demo's necromunda blog!

    Wooooo had 2 games this afternoon

    im abit tired after today though (couldnt post right after the games) so il put up a report tomorrow Suffice to say my gangrating increased from 2445 to 2724!! Ive gained an auto repairer, silencer, medi-pack and managed to buy a mung vase for 20 credits which gave me back 90 credits!!

    All in all two enjoyable games but il be shelfing this army for the time beeing... My gangrating is miles above those of the rest of the gangs out there and its starting to get abit tedious. Il be assembling the enforcer gang to play some games where the gangratings are abit more equal

    Il post the batreps up tomorrow!
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  4. #284
    Chapter Master Astraeos's Avatar
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    Re: Demo's necromunda blog!

    Sounds like you got quite the haul!
    Quote Originally Posted by phoenixguard09 View Post
    Anyone else think it odd that I compared religion to fried chicken and softdrink?
    Quote Originally Posted by kublai View Post
    I think you should take Astraeos advice.
    Ostland Empire Army!-http://www.warseer.com/forums/showth...20#post5821020
    Astraeos' Other Stuff!- http://www.warseer.com/forums/showth...72#post6238572 featuring Soda Pop, Bushido, Malifaux and Infinity!

  5. #285
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    Re: Demo's necromunda blog!

    Oh you dont know the half of it!

    Il start with the first battle, this was me against Fawful's Cawdor.

    We did a loot marker mission with 6 loot markers. We started placing them and 4 were ended up beeing very close to Fawful's edge, the others I placed in high up locations. Trying to get the objectives would turn out to be very hard...

    Ive added pictures with our deployments Fawful had 3 models in reserve and so did I. Fawful got first turn. First turn was pretty uneventfull (as it ussually is) as the only shooting done was by his heavy stubber who managed to put a wound on Jose and put him down. The rest of his turn was spend moving his models around. He used his tunnels to bring his 3 models from reserve on the table, eddective flanking me on both sides and generally making it impossible for me to enter the table with my vents.

    My turn I also moved up my forces and could only fire my sniper Duncan at one of Fawful's juves (at least I think it was a juve...) who was running towards a loot marker. I hit but failed to wound When my reserves came in I essentialy had 2 locations left to place my models. Smart placement by Fawful's tunnelers had ensured that both were right in the open and between his forces and not really good places to be... Fawful beeing a good sport that he is he allowed me to bring some models in from my table edge rather then using the vents. I only placed Leo in a central ruin and let Alex run up the table. I let Jennie run up to Jose to support max and Jose himself if he ever got up from his wound!

    Fawful's second turn he shot his heavy at JJ who was standing in a ruin without cover thanks to some stupid placement on my part. He placed one of his tunnelers Jansen on overwatch and moved around abit. During his movement. He fired at Leo with a 2nd tunneler Ash, but failed to hit. I fired my grenade launcher on overwatch and managed to put a wound on one of his gangers and pin one of his nearby buddies (who I couldnt even see! woot!!!) pretty uneventfull turn for him

    My 2nd turn Bill failed his frenzy test and ran into Jansen's overwatch (as his close proximity meant he HAD to charge) but luckily he missed his shot and Bil charged succesfully! Since Dave was right behind him I couldnt let Bill remain there unsupported so I moved him up as well to lend some aid with that plasmagun of his (he missed all his 3 shots though...) near Ash I moved up Max and fired at him with Leo but he missed. My grenade launcher fired again, this time in my own turn and the shot missed, but still landed on target (2 inch misses rock ) Duncan hit the same target again but did manage to wound this time! During combat Bill managed to put a wound on Ash! That doubling of your attack charactersitics for frenzy really saved the day! Oh almost forget, JJ was down to a flesh wound, so would be able to get up in next turn if he wasent shot at again! I moved max to ensure he could make the initiative test

    3rd turn for Fawful was looking pretty bad but far from salvagable. 2 of his men were down, a few were pinned and one was in combat with only 1 wound remaining! Speaking of that combat however that combat was really close to about 4-5 of his gangers! There was only a wall seperating them and he moved 2 of his gangers up to a nearby window to bring some supportive fire! His shots all missed the mark sadly. On my right flank (near Max) he ran his 3rd tunneler up to grab a loot marker and fired his leader up to lend some fire support towards the left flank (where the majority of my gang was) His heavy shot at JJ again but missed all of his shots this time over. Ash remained down and crawled of 2 inches. Bill took a wound in combat from Jansen but I had forgetten about my double attacks. Learning point for me! Ash managed to pin Leo, but failed to wound. He dident fall down luckily.

    3rd turn for me. Max fired both his autopistols in Ash his flank and put him down (woot). I charged Shorty into Jansen to support Bill. In hindsight I actually forget to move Dave here as his plasmagun needed to recharge, he could easily be targetted! Dont recall why I let him stay there, think I forget about him JJ got up and fired at stuff (think Fawful's gang leader) but he missed. I think Jose finally succumbed to his injuries at this point and he was out of action. Grenade launcher fired again but got a downright miss at this point (10 inch scatter if I recall right) Duncan shuffled abit and fired at Fawful's heavy but missed. In the combat phase Fawful used his leap back skill to move Jansen out of combat. Good move of his as next turn it was his turn!

    4th turn he moved Jansen back 4 inches and moved what forces he had to support him. His gangleader moved to a position where he could fire on them and he had 3 man with loot markers running back to his lines. Heh ad 2 gangers who neede a 2 to hit my gangers and put some serious hurt on them and missed. He only managed to pin Shorty, the rest of my gang was unhurt. Ash was still down and moved 2 inches away from Max.

    4th for me. Taking the oppurunity that had presented itself in hand I took full advantage of it. I managed to restrain Bill's frenzy and moved him up to use his flamer. Dave stayed put but would add his fire as well! Max charged Ash and put him out of action. My grenade launcher fired and missed again (a shame to, he could hit like 3 models this turn!) I finaly understood NOONE was going to move in my heavy stubber's line of fire so I decided to move him up (probably FAR to late at his point but ok...) Duncan managed to hit and wound Fawful's heavy. Bill flamed off Jansen's last wound but Bill missed his shots again (curse you heavy cover!)

    5th turn. Fawful voluntarily bottled out. That last turn had hurt his gang to much and luck wasent much on his side this entire battle.

    The only injury that I had on my part was Jose and he made a full recovery! I got some good XP out of this game! 7 members of my gang were a fart's distance away of an advancement and I got some this game! Bill got +1 wound (would have preffered T4 actually but I digress, not my choice to make is it? ) and Max became a full fledged ganger and got an extra WS to boot!

    The aftergame credits and rare items trade however meant I had some good credits coming my way. I managed to roll 2 6's for my good terretories. Together with my 2 settlements and the loot markers meant I had a generous income of 85 credits! For rare items I got flak armour, photon flash snares and a mung vase. I bought the flak armour and mung vase, which turned out to be 90 credits worth whilst I only paid 20! I invented an auto repairer but dident find any terretories. I also send out some spare gangers to hunt rare items and found a medi-pack which I bought (and instantly got told that member of my gang had became a target )

    All in all a very lucrative battle! Stay tuned for the 2nd battle
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    Last edited by Demoulius; 21-06-2012 at 23:05. Reason: added some random picture instead of a batrep picture. fixed now
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  6. #286
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    Re: Demo's necromunda blog!

    Next up the battle that we kinda all came together to play! A 3 way gang battle with the winner getting a new terretory!!! I setup in the middle of a table edge with the other 2 sitting at the opposite corners of the table. Of my old battle wounds only Meat dident show up! I decided to setup my entire gang right from the get go, as I learned last game that Fawful could pretty much shot down my reserves if he got first turn before I did. Knowing id have a gang left and right I devided my gang up in parts, and kept some in the middle for firesupport. Next up to deploy was Fawful who deployed his gang close togther in the corner with aboutr 2 close to my DZ. Niels spread out his gang like I did. Fawful had an infiltrater (advancement from last game) whom he setup on the building about 2 inches from my DZ but 2 stories tall. He placed them in such a manner that I nor Niels could see them.

    Fawful got first turn, followed by Niels and then me. (so we moved counter clock wise ) First turn fire saw Jose biting the dust and actuallty falling out of action right there. His heavy was out of ammo luckily. Grunt lost his nerve but was already behind cover. He couldnt run away from the source to look for cover but there was nothing there (well a table edge was...) so we played it that he stayed put and hid. His infiltrater had moved in such a way that Bill aws the closest target but he missed his shot. Using his vents and tunnels Fawful moved 3 of his gangers in a building near Niels' deployment zone. It meant Niels would have to devide his gang up if he wanted to deal with me.

    Niels his first turn saw him moving the 3 gangers near my DZ to run towards a barricade . The rest of his gang basicly stayed put to deal with the 3 nearby gangers (who they couldnt see) his heavy stubber heavy went on overwatch.

    My first turn, Leo shot at the infiltrater and downed him. Max and Jennie moved to my right flank to intercept Fawful's gangers. Dave hid, Duncan and JJ moved to the left flank to intercept Niels' gangers. I ran JJ up towards the building Fawful's infiltrater was in. I fired my grenade launcher at Niels' heavy with heavy stubber (only target he could see) and manage to score a wound on a nearby target ( his sniper if im not mistaken) but his heavy wasent hit even whilst I was firing at him (due to heavy cover and long range I needed a 6 to hit) Alex was on overwatch and Grunt regained his nerve in the end phase.

    Fawful's second turn. The ganger on my right flank moved up to the corner of the building and went on overwatch. His heavy moved down from the balcony and since he dident have a backup weapon was basicly out of the game. Rest of his gangers moved around abit, mostly stayed where they were though. The 3 gangers near Niels started moving. One in the upper story of a ruin got into the sight of Niels' heavy and got shot at. Got hit 6 times and wounded 4 times. He was basicly down for the count. His other gangers managed to fire a flamer and (I think) pistol at him and both were instantly out of ammo (really bad ammo rolls there) but he had done some harm against Niels. Took a ganger out of action if im not mistaken. In his end phase his infiltrator went out of action.

    Niels' second turn. He got overconfident on my flank and moved up his gangers. Only 1 was able to shoot though and he only pinned JJ. On the flank against Fawful it wasent going much better either as most of his shots missed. He also managed to hit his plasmagun toting heavy with a stray shot but dident wound him.

    My second turn. I put Dave on overwatch, fired Duncan at the ganger who shot at JJ and wounded him. Moved shorty to walk around the building Dave, JJ and Duncan were at. Jennie and Max went on overwatch while Grunt ran up to join them. Leo and Bill were running around in the centre. Leo was hiding behind a corner taking a pod shot at a ganger of Fawful but missed. I moved up Alex around a corner so he could fire at anything that came around the corner near Dave, JJ and Duncan.

    Fawful' s third turn. He charged his flamer toting heavy at Niels' heavy in an attempt to take him out (down to his last wound) he moved up on my 2 gangers on overwatch but only Jennie could see his ganger. With heavy cover and the target appearing from behind cover I needed a 7 to hit with a solid shell so fired a scatter shot needing a 6 to hit. She missed the shot but the return fire missed as well! The target Leo shot at last turn fired back and turned out to be a BS5 ganger luckily he missed though!! In combat, Fawful won by 1 but failed to wound!!

    Niels' third turn. He charged Twitch and another ganger in in Fawful's heavy. Moved his sniper up to fire at an other ganger who was without ammo, he fired and only managed to pin! On my flank his men stayed put. He put one on overwatch and fired the other at Bill, taking 2 of his 3 wounds off! The third ganger was still down and crawled off 2 inches. In combat Twitch beat the heavy handsomely and beat him down with his powerfist.

    My third turn. I moved up Dave, JJ and Duncan carefully and tried to shoot at his gangers (well JJ and Duncan shot, Dave had to recharge his weapon). I found I had moved them to carefully though as they were only able to fire at the one already on the floor. Shorty ran around the corner ant tried to fire his istol at Niels' heavy but due to heavy cover his shot missed. On my right flank I moved Jennie, Max and Grunt up to fire at Fawful' s nearby ganger. Max fired first and hit, but failed to wound. Since the ganger had fallen over however the rest were unable to fire at him Leo, not to keen to get into a firefight with a BS5 ganger moved off and ended his move aside Bill. He fired his gun at Niels' heavy but missed due to heavy cover. Grenade launcher fired at Niels' clustered troops but the shot was a dud.

    Fawful's fourth turn. He voluntarily bottled out.

    Niels' fourth turn. With his left flank now secure he could move his gangers up to help his weak right flank. His heavy had suffered a flesh wound somehow at this point and im pretty sure his heavy stubber was out of ammo so he was down to using his autogun for firesupport. His sniper moved to the side and aqquired a new target, Alex, my heavy stubber heavy. He fired and downed him. Rest of his fire put a wound on Shorty but failed to put the 2nd on him.

    My fourth turn. With my right flank suddenly empty of enemies I ran the trio up towards the centre as fast as their legs could carry them. Bill got up, passed his LD test for stupidity and moved up to fire his autogun. Leo also gave some firesupport. Duncan moved into the overwatch zone of Niels' ganger (BS2) and I gambled that he was outside of the 12 inch mark. Turned out he was inside that with just a few mm's however and that extra +1 to hit from the autogun's short range meant he was hit! He wasent wounded however! Then Dave and JJ moved up. First Dave opend up with his plasmagun which again put the hurt on the same ganger as before. JJ then pinned the 2nd autogun ganger. Fire from Bill and Leo put his heavy down. The grenade launcher could fire at Niels' heavy and the shot hit, but he passed his 6+ armour save from his flak armour Shorty got up from pinning in my end phase and Alex stayed down.

    Niels' fifth turn. He moved his gang up again, but most of his gangers were out of effective range. His sniper fired at Dave but missed.

    My fifth turn. Duncan fired at his sniper and put him down. Dave charged a nearby downed ganger and put him out of action. Jj shot at a nearby ganger and (I think) only pinned him. Shorty charged a nearby ganger and Bill and Leo no longer had a viable toarget to shoot at anymore In combat Shorty lost by 1, but Niels' ganger failed to wound.

    Niels' sixth turn. He failed his bottle test on double 6.

    Win for me! The terretory I got was... an old ruin.... I gave the terretory to Fawful, he needed it more and I already had plenty of useless (credits wise) terretories....

    We rolled to see if our downed gangers got injuries. Alex got an injury as did one of Niels' . I rolled ofr injuries and got capturefd for Alex. Deciding to use my medic I got a chest wound instead... Er... Right. At least he isent dead For Jose I rolled however and he WAS captured... By Fawful no less! Jose had a pretty decent statline and no (hurtfull) injuries (yet) so I wanted him back. Fawful wanted at least 40 credits so I threw him a little bone and gave him 50. He had some terrible terretories so could use some credits, and I sure as hell dident want to lose him or worse yet, have Niels buy him off (which they were considering *shudders*)

    For my income I got 85 credits. 15 of those went to Jennie and 50 went to Fawful to keep my gang intact. I only got 1 rare trade which was a silencer, which I decided to buy for 19 credits.

    All in all a very enjoyable game! At the start I feared I might end up in a pincer move as I figured they would work together to take me out. Turned out it was a real free for all just as the game was intended

    I think both Niels and Fawful lost 1 or more gangers in this game. Niels had 3 medics and a captured result turned into a deaht result when he decided to reroll the result The one on Fawful' s side was his infiltrator losing his 2nd eye. He also got a headwound on his flamer heavy. On the upside his BS5 ganger is now BS6

    Since it was getting late Niels took his sheet with him and would update his yakromunda sheet at hiome. He hasent done that yet though so im abit unsure how his gang is faring now... Do know which of his gangers died but dont know who ultimatly killed him.

    Speaking of it getting late im going to hit the sack enjoy the batreps guys!!
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  7. #287
    Librarian Deffgob's Avatar
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    Re: Demo's necromunda blog!

    I love reading the battle reports man. And the scenery pieces are stunning! Who made them? So are u gonna retire the gang or just have them on hold untill a catch up by the others. Making a new one?

  8. #288
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    Re: Demo's necromunda blog!

    Cheers man I made the scenery pieces myself. Still have to pa int like half of them though and the ones I made last keep falling apart thanks to GW' s faulty plastic glue quality

    Im not going to retire them but like you said, have them on hold for abit whilst the rest catch up on some 1000 points of gangrating. The closest one still has 600 gangrating less then I do Half of my gangrating is XP, the other half the fact that I have a fairly big gang at 12 man strong and ive got some good gear in there like the grenade launcher, flamer, plasmagun. Mind, the others have some good gear in their gangs as well! But since they only play me (like I said like 10 times in this log ) I tend to get a huge XP advantage over the others.

    Some other things include:
    quirky advances.
    Advances wise my gang is pretty mediocre. My gang leader to name just 1 example has 7 skills, but only 1 wound. Whilst WS/BS4 is quite nice id much rather have had some mroe stat advances! At least 2 wounds to start with because hes so.... Squishy at the moment! Im afraid that if someone targets him he goes down far to easily! Ive got a heavy whos got almost solely combat orientated advancements! WS4 and 3 attacks on a heavy.... Er....right! The highest BS (and WS) in my gang is 4... Whilst that is far from bad it isent exactly stellar either... I think all the other gangs got at least 1 member with BS5. Fawful now has one with BS6...

    Injuries
    We played the injuries wrong the first couple of games. The first injuries my gang got were like 3 old battle wounds. I think 2 of those were undeserved... That aside ive got 3 people who lost eyes, 2 leg injuries, 1 hand injury, 1 chest wound and no less then FIVE old battle wounds! Ive also got impressive and horrible scars but those are beneficial

    Where im going with all this is that my gang is pretty mediocre (statline wise mostly) but because I play the most my gangrating is through the roof... Its time to give that enforcer gang that ive been thinking about finally a try

    Link to my gang sheet: http://www.yakromunda.com/gang/3719/...7+skullbashers
    And heres the link to the enforcer gang that I was considering http://www.yakromunda.com/gang/4282/...%27s-hiveguard

    Il do a quij runthrough, can you guys tell me what you think about it?

    Leader with plasmapistol and powermaul
    Enforcer with heavy stubber
    Enforcer with grenade launcher
    Handler with power maul and supression field
    Cyber Mastiff
    2 bolter enforcers
    1 demoman (grenades)
    3 with shotgun

    I did consider giving the handler a ranged weapon but I think they would work well together as a pair ive tried having some variety amongst the enforcers. Not to sure if the demoman enforcer is a good addition but its a great opportunity for conversions

    Teams would be roughly (subject to change on the battlefield offcourse)
    Team 1: leader, stubber, 2 shotguns, bolter.
    Team2: grenade launcher, handler and mastiff, 1 bolter, demoman, shotgun.

    Both teams got a "heavy" weapon. Both got melee and both have supportive fire in the bolters and shotguns. The only off element is the demoman but I think il keep him for flavour

    What do you guys think?
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  9. #289
    Chapter Master Catferret's Avatar
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    Re: Demo's necromunda blog!

    I'd say get a shield guy into the first group. With only 5 models available in most games, a bit of solid armour may help. Swap out a shotgun for a shield and bolt pistol. Still gives him some shooting ability, plus a decent armour save. Could look very cool on the model as well.

  10. #290
    Chapter Master Astraeos's Avatar
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    Re: Demo's necromunda blog!

    Stick with the demo man for adding some personality to the group. Catferret's probably right as I haven't played Enforcer's myself.

    Whoever got that power fist is frikkin' lucky! I remember being offered one once but not even having enough credits for the base price let alone the extra dice you have to roll for it's cost. Looking at your captured results and rolling to try and get better, maybe next time reconsider doing that. At least with captured they're unharmed and that's better than -1 toughness!
    Quote Originally Posted by phoenixguard09 View Post
    Anyone else think it odd that I compared religion to fried chicken and softdrink?
    Quote Originally Posted by kublai View Post
    I think you should take Astraeos advice.
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  11. #291
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    Re: Demo's necromunda blog!

    Yea the addition of the shield does sound like a good idea Il make the changes

    Niels got that powerfist! He got it from an inventor roll I got one my powersword from the big zombie bash we did (well the zombies bashed us...) and bought the other one after my first game (old gang leader died though) and Dennis got his from his inventor as well!

    About the rerolling of the injury dice. Well yea in this case it got me a nasty injury but getting the heavy back from Niels would either cost me an arm and a leg or force me to bust him out in a rescue mission. The latter could result in a failure and mean id lose him. I figured id reroll it and hope for a 4 or a 5 for a full recovery

    How did you get rid of chest wounds btw? Or cant you get rid of them? Most other injuries have bionics or chips that can solve the injuries in one way or another
    Last edited by Demoulius; 23-06-2012 at 18:21. Reason: made a typo. flesh wound instead of chest wound
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  12. #292
    Chapter Master Astraeos's Avatar
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    Re: Demo's necromunda blog!

    An inventor roll for a power fist? Damn he IS lucky! All my inventor came up with was a Ratskin map, where's her imagination!?

    You can get rid of chest wounds but there's no bionic for it. You simply have to hope for a Toughness boost next time you advance. a lot of injuries can be bypassed through advancements.
    Quote Originally Posted by phoenixguard09 View Post
    Anyone else think it odd that I compared religion to fried chicken and softdrink?
    Quote Originally Posted by kublai View Post
    I think you should take Astraeos advice.
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  13. #293
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    Re: Demo's necromunda blog!

    Ah... I was kinda hoping you had a "chest wound b-gone" chip or something theres goes that dream.

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  14. #294
    Chapter Master Catferret's Avatar
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    Re: Demo's necromunda blog!

    There's a "bionic chest" in Community Edition for 50+3D6cr that you could maybe add in to your group's house rules. It removes effects of chest wounds, plus it adds a 6+ save to shooting attacks from the front 90 degree arc and against all close combat hits.

    There's also a "bionic implant" for 35+3D6cr that simply cancels one serious injury. No additional benefits.

    Might be something to discuss at least.

    On another note; my very first game, back in 1995, my Heavy got a skill after the first game and got Inventor. He rolled a 6 then generated a powerfist. Lots of fun. Since then, I've only been able to buy one once and never invented one. Fun toys but I'd rather have a powersword to be honest. S5 is plenty good enough.
    Last edited by Catferret; 24-06-2012 at 01:16.

  15. #295
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    Re: Demo's necromunda blog!

    Hmmm im not to sure if I want to add another set of rules in the group. Theyre an erratic bunch of lads and it sometimes seems noone has a complete grasp of the rules we all seem to know parts and that together is enough to get games going

    I have heard some complaints about not every injury beeing treatable though. When next we meet up il propose the implants and bionic chest to the guys

    What did the community edition all change btw? We seem to be house ruling a lot of things as is the case now. Perhaps a ruleset put together by the community would solve that?
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  16. #296
    Chapter Master Astraeos's Avatar
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    Re: Demo's necromunda blog!

    Yakromunda might have a copy of the community rules. I haven't looked at that site in ages but I do know I've seen the community ruleset somewhere.
    Quote Originally Posted by phoenixguard09 View Post
    Anyone else think it odd that I compared religion to fried chicken and softdrink?
    Quote Originally Posted by kublai View Post
    I think you should take Astraeos advice.
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  17. #297
    Chapter Master Catferret's Avatar
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    Re: Demo's necromunda blog!

    Community Edition is free to download from Anthony Case's site. It's the last link on that page, although some of the other stuff may be of use to you as well.

    As your group isn't totally experienced, I wouldn't worry about switching rulesets completely, just steal bits and pieces that you like. Like the bionics and stuff like that.

  18. #298
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    Re: Demo's necromunda blog!

    Looking at another campaign log found here: http://www.40konline.com/index.php?topic=215599.0 I cant help but wonder if the other guys should increase the size of their gangs! Specialy Niels and Dennis have very good incomes so they can easily afford to do so! Fawful is having abit of a harder with it due to his bad terretories but he still can manage a good 40-55 credits if he doesent roll 1 or 2 on his water still.

    He needs gangers to use his terretoires though and at the moment those are going down abit to much. He needs a scenario where his gangers arent in to much danger of getting hit. Say a shoot out or a raid. If he manages to take out a gateway without tripping an alarm and get out ASAP it can be a very good scenario for him. He only has a few gangers with S4 weapons though so cracking that 3 "wound" T6 gateway might prove tricky. Hit and run has some interesting options for him with blitz beeing better then a raid as in hit and run you only need to damage it once. He runs the risk of getting in a fight against a full gang with only a few members though...

    He seems to favor scavengers though due to the extra income, which I can understand. Its also by far my most favorite scenario actually. *shrugs* anyway... Ive also taken a good look at my gang again and there are some points that I think I should adress. Kinda want to hear your input on this guys

    First off il keep playing with the gang until the enforcers are fully painted. Unless the new gamer wants to play a game il use the enforcers due to the gangrating otherwise beeing twice as high as the new starting gang's. Anyway I think that with some changes to the guys gangs their ratings should rise again pretty quikly anyway so eh... *shrugs*

    anyway on to the points:

    1) should I suggest the guys take more juves? Dennis doesent need to be told this, he already bought 3 new ones after our last game (so he has 4 juves in total now). Juves dont cost much so dont jack up your gangrating early on but have the potential to easily surpass gangers. Adding numbers to your gang also jacks up the bottle threshold. And failing a bottle test is the #1 way the guys lose games!

    2) Lobo chip Bill? Allthough very succesfull the last 2 games the head wound on Bill worries me. Id hate to see that Initiative of 5 going the way of the dodo but as it stands right now I cant honestly use him to full effect.

    3) weapon selections for my specialists/heavies. Like I said in 2) im unsure on Bill's flamer. His BS of 4 isent seeing much use as I want to get him close asap to use that flamer! Alex however has BS3 so cant make good use of the heavy stubber. Fred can however (with the small gamble beeing if he shows up or not...) With the grenade launcher though its generally not to bad if you miss so Alex can take that one. Where would I put the flamer though you might ask? Well that one is actually fairly easy when I look at my specialists! Leo! His BS of 3 isent stellar but he has hip shooting, meaning he can RUN AND FIRE! Which with a flamer is a HUGE advantage! When he gets that close and/or if his flamer is out of ammo he can then use a pistol to hit things with that 2+ short range modifier (or charge stuff thats down...)

    So to summarize: Bill stripped down to a autogun. Fred gets the heavy stubber again (he started out with it), Alex gets the grenade launcher and Leo gets the flamer. Only a waste of Fred's combat advances but what can I do? I have to outweight the pros to the cons and I already have 2 VERY good combat monsters in my gang! I dont need more tbh... Bill wont have a special weapon in this setting though which with his BS of 4 is a shame. Perhaps save up for a plasmagun?

    4) Recruit more juves? Kinda the same point as 1) but for my own gang! Ive gotten a chance to increase my gang size a few times. Im stuck at the 12 gangers mark though and while ive got some gangers with really high end XP im also lacking dispoable bodies for lack of a better term. Gangers who are proving to be very good are generally shot at alot and are slowly getting injuries. Il need bodies to cover potential casualties sooner or later.... Should I start rolling for my settlements again? I think ive stopped about 3 games ago but having read that log really see the point in increasing the size of my gang. Also sometimes your least experienced gangers end up performing really well, as JJ did a few games ago when he took out an enemy in hard cover (needing a 7 to hit) and putting him down with 1 shot, that 3 other gangers with better BS dident manage to do! So..... Should I start increasing my gang size again?

    5) Jennie. Yes im bringing up the point of her again. Shes a great addition to my gang, make no mistake! However since we want to game for new terretories every now and again (like last 3 way FFA) I can quite easily let her go. Also IF I choose to increase my gang size her shotgun (at bs3) wont be missed to badly....

    So guys.... Thoughts?

    -edit-

    thanks for the link btw catferret read through the whole thing, lots of things that are changed! Some thing I like, some things I dont. Think we will just end up the things we like we might give those scenarios in the end of the book a try soon-ish.
    Last edited by Demoulius; 24-06-2012 at 23:57.
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  19. #299
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    Re: Demo's necromunda blog!

    Shameless double post!

    Since half of my room is either filled with miniature models or terrein, books etc. Im kinda strapped for space in my room... Even more so when you realize a quarter is filled with materials to make more terrein and the other quarter is filled with my bed and desk

    Ive been meaning to make some terrein for a while now and I finaly decided to get off my lazy bum and start putting things together Today I spend abit making an iventory of the terrein pieces I want and got the materials for. I was previously against making the terrein now as like I just said, im kinda strapped for space BUT I hadent considered that if the space thats holding the hobby materials now is gone then ive got space again!!

    So thus operation "Industrial revolution" has started! Tommorow my dad is going to help me cut out the bases out of a hardboard sheet ive had lying around for ages, im going to get a tub of wood glue and this party is ON!

    Ive added a small teaser, see if you guys can figure out what kind of things il be making
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    Last edited by Demoulius; 25-06-2012 at 22:18. Reason: D'oh! stupid typo...
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  20. #300
    Chapter Master Astraeos's Avatar
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    Re: Demo's necromunda blog!

    1. More juves isn't a bad idea I suppose. They gain advances really quickly and if you're worried for their survival just leave them hiding behind a wall for a couple of games. I ended up with a really good markswoman from hiring a juve. Sadly she died in the campaign finale. Filling out the numbers will be in your favour but get too many mouths to feed and you'll be getting less income.

    2. The lobo chip. This is entirely your call. The guy might get a LD boost and/or impressive scars someday meaning stupidity will be less of a worry. Frenzy is great and not too hard to control really. One of my favourite gangers, Lotus, got a head wound early on and went on to be one of my more entertaining gangers. I still remember her running down that hallway in a frenzied state and beating an Enforcer in hand to hand combat! She'd have taken him out too if it weren't for that damn carapace armour! Depends on how many laughs you want I guess.

    3. Plasmagun definitely. The matter is not up for discussion.

    4. You weren't rolling for settlements? Damn. Most of the time you don't roll a 6, and even if you don't need any juves more meat shields isn't a bad idea. And those meant to be bullet catchers in Necromunda usually end up being awesome! Get more if you feel you need them.

    5. You spent time making a model when you could've got one from eBay for a couple of bucks, I think on principle she should stay. And horrible scars too, best hold onto your fear causers!
    Quote Originally Posted by phoenixguard09 View Post
    Anyone else think it odd that I compared religion to fried chicken and softdrink?
    Quote Originally Posted by kublai View Post
    I think you should take Astraeos advice.
    Ostland Empire Army!-http://www.warseer.com/forums/showth...20#post5821020
    Astraeos' Other Stuff!- http://www.warseer.com/forums/showth...72#post6238572 featuring Soda Pop, Bushido, Malifaux and Infinity!

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