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Thread: Starting up a Gang

  1. #21
    Commander Hrokka `Eadsplitter's Avatar
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    Re: Starting up a Gang

    Quote Originally Posted by Askil the Undecided View Post
    A few question as to roster.

    Why have you given clubs to gangers with basic weapons who are better used beyond pistol range?

    Why have you given expensive frags to a bullet sponge Juve?

    I noticed than every model has a S4 weapon it's just not necessary, a lighter equipped gang with more feet on the ground would probably be better in the long run.
    Firstly, they had clubs if they would run out of ammo or finding themselves cornered at close range - fixed though.
    And the juve with frags was to make sure that the meatshields had some punch - taken away.

    Quote Originally Posted by simonr1978 View Post
    I've honestly never found the ammo roll of an autogun to be that big an issue personally and armour in general is rare in Necromunda so the save modifier is usually a non-issue too. The way I usually see it is that an Autogun is in almost all practical respects the same as a Lasgun but cheaper, so if I'm kitting out a four man fireteam I'll buy them Autoguns and I'll have 20 credits left over for little to no loss in effectiveness compared to a 4 man Lasgun fireteam.

    I'll take the occasional Lasgun for variety though.

    I agree with Askil that the clubs are unnecessary on your basic weapon armed gangers.

    If you lose the clubs and frags for the Juve you'll free enough credits to hire and equip another ganger then you can hopefully work all your territories, as Demoulius said.

    Your gang seems a little light on close combat capability so a CC ganger with a pistol and sword to team up with your Juves would probably be better than another basic gunner. It might be worth re-equipping a basic gunner for close combat too.

    Autopistols are better than Laspistols, especially for Juves where the -1 to hit at long range will really hurt a Juve's chances of hitting and that alone more than offsets the Laspistol's better ammo roll.

    If you can free up the credits, I'd recommend upgrading to Bolt shells for the leader for the increased range to make the most of his BS4 and a backup sidearm, just in case his shotgun jams because you really don't want your BS4 leader stood around with no ranged weapons at all.
    I personally mostly take what I like for fluffy reasons, so autoguns just seem more appropriate - plus, I like 'em better than the lasguns.

    About the lack of CC - I can't find any ruleset except Underhive - and since it's most common I'll stick with it.
    My Orlocks don't have access swords (*********** house weapons..) - so I'm off relying to clubs and chains (my next list..) - also, why aren't shotguns more CC oriented? They should have a template or something.

    The bolt shells ****ed up the ammo rolls pretty good - and my notorious bad luck with dice might just kill my leader for good. I'm staying with the Man Stoppers

    Here's a re-try on the list:

    Regret
    Gang leader
    Chainsword, shotgun with Manstopper Shells, laspistol - 205 credits (A wee bit to pricy, thinking about dropping the shotgun in favour of something else :/)


    Stiglitz
    Heavy
    Heavy stubber, autopistol - 200 credits

    Roast
    Heavy
    Flamer, autopistol - 120 credits

    Max
    Ganger
    Shotgun - 70 credits
    (Max is supposed to move up front with the Juve and Donowitz, covering them if they decide to go into CC)

    Dragunov
    Ganger
    Lasgun, frags - 105 credits
    (Dragunov will work as the gangs sniper or ranged support, staying close to the gang leader)

    Lazarus
    Ganger
    Autogun - 70 credits

    Khan
    Ganger
    Autogun - 70 credits

    Donowitz (AKA Donny)
    Ganger
    Chain, autopistol - 80 credits

    Mohawk Martin
    Juve
    Autopistol, club - 55 credits

    That's the gang, total of 975 credits spent, 25 stashed.
    Any opinions?
    CC is weak, but I'll try to shoot my way out of it^^
    Cheers
    "If we don't end war, war will end us."
    -H.G. Wells

  2. #22
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    Re: Starting up a Gang

    Uhm... What method are you using to determine the price for your models m8? MANY are overpriced in your list....

    Regret
    Gang leader
    Chainsword, shotgun with Manstopper Shells, laspistol - 205 credits
    Should cost 185 cds (difference 20 credits)

    Stiglitz
    Heavy
    Heavy stubber, autopistol - 200 credits
    Should cost 195 cds (saves 5 credits)

    Roast
    Heavy
    Flamer, autopistol - 120 credits
    Should cost 115 cds (saves 5 credits) love the name btw!

    Max
    Ganger
    Shotgun - 70 credits
    This one is actually priced correctly!

    Dragunov
    Ganger
    Lasgun, frags - 105 credits
    (Dragunov will work as the gangs sniper or ranged support, staying close to the gang leader)

    Lazarus
    Ganger
    Autogun - 70 credits

    Khan
    Ganger
    Autogun - 70 credits
    Ok these are also priced correctly! And dont count on your model that you plan to get the sniper skill actually getting it. The advancement chart is very fickle. If my own gang is anything to go by he will end up with a high WS

    Donowitz (AKA Donny)
    Ganger
    Chain, autopistol - 80 credits
    Should cost 75 cds (saves 5 credits)

    Mohawk Martin
    Juve
    Autopistol, club - 55 credits
    Should cost 50 cds (saves 5 credits) Also love this name!

    You overpriced your own gang with 40 credits You could just add a juve with autopistol and keep the 25 credits stashed or add some more weapons (you seem to like clubs )

    Oh and the shotgun DOES have a sort of template attack, they are called scatter shot they ignore cover bonuses and can blow over to other models if they close enough to your oringal target You get a -1 penaltry for long range (4-18) but if your opponent is behind hard cover your more likely of hitting (and thus pinning) him. S3 isent so good as S4 but its not terrible either! Also, if you can hit several targets at once with 1 shot its most defenitly worth it (as getting pinned is pretty annoying unless you have a very high I...)
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  3. #23

    Re: Starting up a Gang

    Quote Originally Posted by Demoulius View Post
    Oh and the shotgun DOES have a sort of template attack, they are called scatter shot they ignore cover bonuses and can blow over to other models if they close enough to your oringal target You get a -1 penaltry for long range (4-18) but if your opponent is behind hard cover your more likely of hitting (and thus pinning) him. S3 isent so good as S4 but its not terrible either! Also, if you can hit several targets at once with 1 shot its most defenitly worth it (as getting pinned is pretty annoying unless you have a very high I...)
    The shotgun used to have a template, the old tiny 1" template! Ah the good old days.......
    Familiarity, the first myth of reality: What you know the best you observe the least.
    Devotion, the second myth of reality: The faithfull are most hurt by the objects of their faith.
    Conviction, the third myth of reality: Only those who seek the truth can be decieved.
    Fellowship, the fourth myth of reality: As the tides of war shift, so do loyalties.
    Trust, the fifth myth of reality: Every truth holds the seed of betrayal.

  4. #24
    Commander Hrokka `Eadsplitter's Avatar
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    Re: Starting up a Gang

    Quote Originally Posted by Demoulius View Post
    Uhm... What method are you using to determine the price for your models m8? MANY are overpriced in your list....


    Should cost 185 cds (difference 20 credits)


    Should cost 195 cds (saves 5 credits)


    Should cost 115 cds (saves 5 credits) love the name btw!


    This one is actually priced correctly!


    Ok these are also priced correctly! And dont count on your model that you plan to get the sniper skill actually getting it. The advancement chart is very fickle. If my own gang is anything to go by he will end up with a high WS


    Should cost 75 cds (saves 5 credits)


    Should cost 50 cds (saves 5 credits) Also love this name!

    You overpriced your own gang with 40 credits You could just add a juve with autopistol and keep the 25 credits stashed or add some more weapons (you seem to like clubs )

    Oh and the shotgun DOES have a sort of template attack, they are called scatter shot they ignore cover bonuses and can blow over to other models if they close enough to your oringal target You get a -1 penaltry for long range (4-18) but if your opponent is behind hard cover your more likely of hitting (and thus pinning) him. S3 isent so good as S4 but its not terrible either! Also, if you can hit several targets at once with 1 shot its most defenitly worth it (as getting pinned is pretty annoying unless you have a very high I...)
    As said - I used the Underhive book. All these prices are from the Orlock list - however retarded it may be.
    I really got 40 extra credits? ;D
    That means someone is getting a treat!

    Haha, the names are supposed to be hints - their equipment and names are mostly references to characters in book n' movies.
    Regret - this guy is from my anti-nazi politicial fiction, so he ain't too widely recognised xD
    Stiglitz - a Basterd from Quentin Tarantino's Inglourious Basterds (The only one I've seen to carry an MG42 in a sling around his neck) :3
    Roast - I was thinking about Toaster, but that would have been way to cheesy^^
    Max - Mad Max, hence the shotgun ;D
    Lazarus - think he's from the bible - that guy returned from the dead, so he's got some expectations to live up to^^
    Khan - a character in Metro 2033 who helps the protagonist Artiom. The last re-incarnation of Djingis Khan according to himself x)
    Donowitz - another basterd, the one that kills nazis using a baseball bat. Had to go melee with that name.
    And mohawk Martin - me^^ Not to handy with weapons, more handy with my hair (;
    Thanks for the feedback (:
    "If we don't end war, war will end us."
    -H.G. Wells

  5. #25
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    Re: Starting up a Gang

    Odd, im also using the underhive book. And ive got the pdf on my pc and ive corss referenced the weapon costs and theres no mistake there either

    Are you writing your totals down or calculating out of the top of your head?

    Well not that it matters much but you would have made it extra easy for your opponent and extra hard for yourself

    @BigRob: No way thats.....AWESOME! So sad I discovered this game a few years to late
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  6. #26

    Re: Starting up a Gang

    Quote Originally Posted by BigRob View Post
    The shotgun used to have a template, the old tiny 1" template! Ah the good old days.......
    In practice, the 1" template doesn't really make much difference from the current rule of hitting the target and any models in base contact. It only made a difference if you missed and the template scattered between two models.

  7. #27
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    Re: Starting up a Gang

    Use Yakromunda, specify the Ruleset you wish to use, create your gang and don't worry about things like making sure costs are correct.
    Yakromunda - A Necromunda Gang & Campaign Management Site

  8. #28
    Commander Hrokka `Eadsplitter's Avatar
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    Re: Starting up a Gang

    Quote Originally Posted by Malo View Post
    Use Yakromunda, specify the Ruleset you wish to use, create your gang and don't worry about things like making sure costs are correct.
    Still, correct costs are kinda important^^

    I'm having trouble finding a suitable head for my juve Martin, anyone know where I can finda mohawked head?
    Cheers.
    "If we don't end war, war will end us."
    -H.G. Wells

  9. #29

    Re: Starting up a Gang

    I would definitely recommend giving your heavies longer-ranged backup weapons. If the stubber runs out of ammo, an autogun is much more useful for him than an autopistol, and only costs 5 more credits. Likewise, with the flamer heavy, he'll be able to fire his autogun if needed more frequently than the autopistol he has now.

    Also, shotguns pretty much require manstoppers. They hit just as hard as solid slug and are more accurate (no -1 at long range). For 5 credits, you have a S4 shot up to 18" at people in the open or in partial cover, you use your S3 scatter shot for people in heavy cover. For me, shotguns cost 25 credits and come with manstoppers.

    Just some thoughts.

  10. #30
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    Re: Starting up a Gang

    Firstly, they had clubs if they would run out of ammo or finding themselves cornered at close range - fixed though.
    And the juve with frags was to make sure that the meatshields had some punch - taken away.
    Everybody has one free knife so they're never completely defenceless.

    I personally mostly take what I like for fluffy reasons, so autoguns just seem more appropriate - plus, I like 'em better than the lasguns.
    Me too, that's why you'll usually see at least some stub guns in my gangs, they may be crap but I like the look of them.

    About the lack of CC - I can't find any ruleset except Underhive - and since it's most common I'll stick with it.
    My Orlocks don't have access swords (*********** house weapons..) - so I'm off relying to clubs and chains (my next list..) - also, why aren't shotguns more CC oriented? They should have a template or something.
    A lot of people disregard the House Weapons lists, precisely because of stuff like this. It makes no real sense that something like a plain ordinary sword should be effectively a rare trade for Orlocks.

    Shotguns are not close combat orientated at all, they are a basic weapon. Pistols and Close Combat weapons are close combat orientated, by which I mean that in Hand to Hand combat you gain a +1 attack dice for having more than 1 CCW/Pistol (So any Juve with a Stub Gun (Plus their free knife) will gain this advantage). You don't get this if you're carrying a Shotgun, or any basic/special weapon for that matter. In Close Combat your gangers will be fighting at a distinct disadvantage and you have no effective counter charge unit. Relying on ranged gunfire is likely to lead to you either being butchered in HtH, or bunkering down on overwatch since if you move you're likely to risk being charged and OOA'd

    I would still recommend rearming a couple of gangers with a CCW and/or a pistol or two, if that's still an option.

    Edit: Just re-read and realised I'd missed what you were saying about Shotguns. It's for the broadly the same reason that Autoguns (Roughly analagous to Assault Rifles) aren't, it's a game balance issue as much as anything, if you let people use Shotguns in Close Combat or have Autoguns count as improvised clubs then there isn't much reason to take pistols, swords or clubs.

    The bolt shells ****ed up the ammo rolls pretty good - and my notorious bad luck with dice might just kill my leader for good. I'm staying with the Man Stoppers
    You only suffer the bad ammo roll when firing the Bolt Shells, any other ammunition you use its respective ammo roll. Don't forget you only have to make ammo rolls if you roll a 6 to hit.

    Here's a re-try on the list:

    ...

    Lazarus
    Ganger
    Autogun - 70 credits
    Lazarus should be your Lasgunner IMO

    I would agree with upping the backups for the Heavies to Autoguns, especially for the Flamer where you'll be having to take ammo rolls every turn with a 50/50 chance of failing. Use your Flamer Heavy's Autogun most of the time, turn to the Flamer when you can cover multiple targets with it.
    Last edited by simonr1978; 20-01-2012 at 20:09.
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  11. #31
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    Re: Starting up a Gang

    Catachans have some good mohawked heads - I used Catachan heads for my Juves.
    SG

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  12. #32
    Chapter Master Askil the Undecided's Avatar
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    Re: Starting up a Gang

    Also Goliath juves have a pretty good scabby punk thing going on if you can find one cheap, they have mohawks.
    Quote Originally Posted by Spider-pope View Post
    Also, i think Askil should be hired by GW immediately and take over all future fluff development for 40k.
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    I think this [...] goes to prove that if nothing else, Askil really should be in charge of the background for Chaos. He clearly gets just gets it.

  13. #33
    Commander Hrokka `Eadsplitter's Avatar
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    Re: Starting up a Gang

    Should one just combine all house weapons to one list?
    Is there any differences in points cost between gangs?

    Thanks for the mohawk tips, some Catachan heads should arrive this week
    Also - fluffwise, how is the access to pure water beneath the Wall?
    Cheers
    "If we don't end war, war will end us."
    -H.G. Wells

  14. #34
    Chapter Master Catferret's Avatar
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    Re: Starting up a Gang

    Quote Originally Posted by Hrokka `Eadsplitter View Post
    Also - fluffwise, how is the access to pure water beneath the Wall?
    Cheers
    Waterstills mean water can be gathered from the air. I also assume the equivalent of a desalination plant is available to purify sump water or the like. Pure water will be a rationed commodity and will likely be the source of power for gangs in various areas. Hence the decent income from that territory.

  15. #35

    Re: Starting up a Gang

    Quote Originally Posted by Hrokka `Eadsplitter View Post
    Should one just combine all house weapons to one list?
    Is there any differences in points cost between gangs?
    We've done this before, allowing all gangs to purchase any common item at any time, including the initial gang build. It made sense before when we were playing with the living edition rules, but makes slightly less sense with the community edition rules, which address much of the absurdity of the original house weapons lists. We have never made any checks on it though, I think I have purchased a few items not on my house weapons list without using rare trades to get them, as have my buddies, but we don't care at all.

    There is no difference in point cost for any equipment except for rare items, which have the extra modifier to represent their rarity.

  16. #36
    Commander Hrokka `Eadsplitter's Avatar
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    Re: Starting up a Gang

    Quote Originally Posted by Catferret View Post
    Waterstills mean water can be gathered from the air. I also assume the equivalent of a desalination plant is available to purify sump water or the like. Pure water will be a rationed commodity and will likely be the source of power for gangs in various areas. Hence the decent income from that territory.
    Now that's a piece o' fluff.
    Purified water in the Fallout games is a very valuable resource - it's nice to find the same in Necromunda.
    Water Caravans is really a tempting target...

    Quote Originally Posted by dealmaster View Post
    We've done this before, allowing all gangs to purchase any common item at any time, including the initial gang build. It made sense before when we were playing with the living edition rules, but makes slightly less sense with the community edition rules, which address much of the absurdity of the original house weapons lists. We have never made any checks on it though, I think I have purchased a few items not on my house weapons list without using rare trades to get them, as have my buddies, but we don't care at all.

    There is no difference in point cost for any equipment except for rare items, which have the extra modifier to represent their rarity.
    Thanks for the answer
    My Orlocks are defenitively getting some swords^^
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  17. #37
    Chapter Master Catferret's Avatar
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    Re: Starting up a Gang

    Oh, forgot to mention that you should read "Junktion" by Matthew Farrer if you get a chance. It has some good water-related stuff in it. It's a great book anyway and is full of info on Underhive life.

  18. #38
    Commander Hrokka `Eadsplitter's Avatar
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    Re: Starting up a Gang

    If I considered making a caravan ambush - what would be the targets?
    Most likely the means of transporting it.
    So, if a gang decides to run guns, forbidden chems or purified water - what would they use to transport it?
    Jetbikes, Mc's, horses(?), carriers, robots etc?

    Cheers
    "If we don't end war, war will end us."
    -H.G. Wells

  19. #39
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    Re: Starting up a Gang

    Could be any number of things. Giant ratlike beasts of burden, old PDF vehicles like Trojans or Centaurs, Ash waste buggies (think ork buggies or trukks), or even slave ganges carrying supplies on sledges.
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  20. #40
    Commander Hrokka `Eadsplitter's Avatar
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    Re: Starting up a Gang

    Quote Originally Posted by Spectrar Ghost View Post
    Could be any number of things. Giant ratlike beasts of burden, old PDF vehicles like Trojans or Centaurs, Ash waste buggies (think ork buggies or trukks), or even slave ganges carrying supplies on sledges.
    Brahmins?
    Seriously though, thinking of some Fallout 1 style caravan wagons - cars sawed off behind the driver's seat, pulled by either humans or cattle^^
    Ideas?
    "If we don't end war, war will end us."
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