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Made in us
Brigadier General






Chicago

Finally getting around to assembling, basing and (hopefully) painting my Van Saar figs. I recently stripped the 8 boxed set figs I painted back in the 90's and have acquired quite a few more in the intervening years.

Here's how the already assembled or 1-piece figures are armed:

Leader: Chainsword and Plasma Pistol
Heavy: Heavy Stubber

Juves:
-Las Pistol and knife
-Stub gun and Autopistol

Gangers:
-Shotgun
-Autogun, Laspistol
-Lasgun
-Autogun
-Autopistol, Lasgun
-Bolter

Gangers/Scum
- 2 Bolt PIstols (This guy I'll probably paint up as scum)
- Hand Flamer and Bolt Pistol (This guy's already half in Van Saar gear already, so I'll proably paint him up as such)

Now here's the 6 decisions I have to make regarding the rest of the figs that are unarmed or that I'm willing to convert.
I've got plenty of bits for bolters, bolt pistols, plasma, swords, chainswords, clubs, lasguns, laspistols, shotguns, autoguns autopistols, stub guns, etc.

1) I have a second leader/Ganger with Chainsword and Plasma Pistol. I was considering exchanging his plasma pistol for something else. What should it be?

2) I have a second Heavy. He was intended to hold a Heavy Stubber, but I can easily put a flamer or grenade launcher (maybe even a plasma gun). What should I give him?

3) Juve with no weapons. Would work best with CCW's. How should I arm him?

4) I've got two gangers in need of a basic ranged weapons.

Two general questions.
5) Is there any point in putting power weapons (fists or swords) on any of them?

6) Is there any point for going for Stub guns with specialty ammo instead of a bolt pistol?

Thanks for any advice you can offer. Clearly I'm not intending to totally power-game this group as I'm keeping some stock figures with less-than-optimal configurations, but for the ones that aren't armed yet, I'd like to outfit them with the best choices.

Lastly, if anyone has the Juve with stub gun and club , I've got a selection of other Van Saar figs I'd be willing to trade for it.

This message was edited 1 time. Last update was at 2014/08/10 21:30:26


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Made in fi
Space Marine Scout with Sniper Rifle





1) I'd go with a special weapon since gang leadrs can use one and have good BS to back it up. Plasma gun or greande launcher would work the best.

2) Flamer is good to have, as it doesnt care about cover and is handy for keeping the more close combat oriented opponents at bay.

3) Keep it cheap for meatshield purposes, so either a club/chain or laspistol/autopistol.

4) Lasguns and shotguns are always good choises for basic weapons. As you already have some 24" range weapons in the gang, maybe a shotgun for either of them.
EDIT: Actully, since Van Saars have access to Techno Skills and Specialist, you might want to give one of them a special weapon in case one of your gangers get the skill in the future.

5) Power weapons are really hard to find from the trading post and even then it's a random one and costs an arm and leg, so I'd say don't put.

6) Well, stubs are cheaper, even with the spaecial ammo, but getting that +2 to hit in short range with bolt pistols is way worth the points diffrence, even tho the ammo roll is 6+, but at least it doesnt explode to your face like stub with dum-dums.

This message was edited 1 time. Last update was at 2014/08/14 04:05:45


 
   
Made in us
Longtime Dakkanaut






1) If you've got another Leader model, give him a Grenade Launcher. The thing is really just a barrel of fething laughs especially when you get yourself Hallucinogen grenades.

2) Usually I try to keep the Heavies armed with Heavy Weapons since you can give other guys (Specialists, and Gang Leaders) the special weapons like Grenade Launchers. I'd give the second Heavy a Heavy Stubber. The Heavy Bolter can be really good but only when you get a reload for it because the ammo roll sucks.

3) Give the unarmed Juve a Laspistol or Autopistol. Let him keep his CCW. Necromunda (community ed) requires that you shoot at the closest targets so he'll be a fantastic meat shield until he gains some experiences...or dies...whichever comes first.

4) Generally, lasguns are the best basic weapons due to their ammo roll, so the two Gangers you've got floating around should be armed with these if you've got a choice.

5) Not yet...probably not ever.

6) Bolt pistols have pretty crummy ammo rolls. I'd avoid the bolt weapons entirely until you start finding Reloads.

RE: minis, I know Elysians aren't cheap, but Elysians with bare Guardsmen heads are probably the closest thing you can find to Van Saar guys.






Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in us
Brigadier General






Chicago

The figs are all done. Here's what I decided to go with:

I posted this already at yakromumda, but I'll repost it here

They're based on Champ Industries plastic bases. Probably the best deal in scenic bases I've ever seen. http://www.champindustries.net/bases.html. All the slotta tabs have been filed down to pegs and the minis plugged and glued into holes cut in the bases.

The Darker colored figs are originals that I bought back in the 90's and painted poorly, but stripped recently.

Here's what I went with:

Stock figs





Multipart and Conversions. In the end I chose some of the conversions simply because I liked the concept or because they will be useful in games other than Necromunda.

Shiper rifle that could easily serve as a lasgun or Autogun. Gun from Heresy, hands from GW Cadians. Flamer heavy with IG flamer bits and guitar string. Still have to fill the join between the flamer and the shoulder strap.



Close Combat Gager has a sword from a WHFB kit. The female head is from the Alpha Forge Salvage crew line of figs, formerly sold by Megaminis. The fist is not as big as the angle of the pic makes it out to be. The Plasma gun is an RT era ork piece, one of my favorite bits, and possibly my last.


Simple bolt pistol swap on the second leader fig (now a CC ganger) and another Salvage Crew head on the juve.


Not a conversion, but I bought these new back with my original gang in the mid 90's and never painted them. Really looking forward to taking getting these painted up. The scum with bandana will be painted up as Van Saar since he's already wearing half Van Saar gear anyway.


Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
http://chicagoskirmishwargames.com/blog/


My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

Visit the Chicago Valley Railroad!
https://chicagovalleyrailroad.blogspot.com 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

Yeah, I've always used the flamer scum as one of my Van Saars. Another fun model to get would be the Heavy with a Heavy Plasma Gun. Definitely something different to face than a heavy stubber!



"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Brigadier General






Chicago

I'll be keeping an eye out for him, but I haven't found one yet at a price I'm willing to play. It's kind of overkill for the cost, but it'd be darn cool to be able to put one on the table and see my opponent's reaction. Certainly more useful than a lascannon. At least I've got the regular plasma in the meantime.

Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
http://chicagoskirmishwargames.com/blog/


My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

Visit the Chicago Valley Railroad!
https://chicagovalleyrailroad.blogspot.com 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

I really do like your Plasma Gun conversion. I hope you have fun. One of these days I should play a game or two of Necromunda, though it's one of the many games that makes me lament that I have no good gaming groups in my area, so will never get to have awesome campaigns like you post about in your blog.



"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
 
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