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Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/13 18:48:15


Post by: Vitruvian XVII


Hey all,

I've been trying for a while now to get my gaming group into smaller scale games, to give a different spin on the hobby (or something like that!). After doing a lengthy blood-bowl league and half-way through a Warhammer Fantasy Roleplay adventure, i've convinced them to start a Necromunda campaign.

This blog may be a bit stop and start, considering the fact i've got a-levels at the beginning of June, but we'll see how it goes. Maybe i'll even get a bit of scenery building in.


For my gang i've decided to use Van Saar rules to represent an Adeptus Mechanicus Explorator "Maniple" searching for Archeotech/ lost Imperial Technology in the Underhive. I realise now it's not the most original idea out there but hopefully i can put my own original spin on it.

These came through the post today:




They will make up the bulk of my gang, i will add 4 GW servitors to it as well. In that pile of goodness is:

- 1 Ad Mech Tech-Priest (weapon and servo-arms will go to my leader, the body will be converted to a Hypaspist)
- 1 Tech Servitor (will make a Juve)
- 1 Inquisitor Lok and servo-skull (Lok will become the gang-leader, an explorator Tech-Priest)
- 1 Death Korps Quatermaster and retinue (Quatermaster will be converted into a Hypaspist, Medical servitor into a Juve, Servitor w/ board on back will be a Hypaspist)
- GW servitors will make Juves and Heavies

[Not sure what to do with servo-skull, Cherub, DKK equipment carrying servitor and DKK casualty? Ideas?]

Thats all for now,

Thanks for looking!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/13 19:36:22


Post by: CommissarKhaine


Good idea, looking forward to this blog! The casualty could be converted to repsresnet a captured ganger; that tends to happen in Necromunda, so you migth as well have all you need to play the rescue scenario . The servo skull could count as a scope?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/13 21:49:32


Post by: Vitruvian XVII


Hey Khaine, thanks for replying! Good call on the captured ganger, i could model it as a Delaque ganger or something! What would you say to magnetising weapons? I think it would be a good idea but how far should i go? I'm thinking just magnetising weapons at the moment.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/13 22:54:58


Post by: Yggdrasil


Wouldn't magnetizing them all be a bit fragile for hi-action Necro games???

Still, I love the idea of small warbands roaming landscapes outside of the Necromunda system, so I'm eager to see that...

Any plan on what your friends abns will be?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/13 22:57:12


Post by: SilverMK2


I look forward to seeing this develop

Wish there were people near me who wanted to get into 'munda, but ah well


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/13 23:32:48


Post by: Vitruvian XVII


Thanks for the support guys, hopefully flesh out some models tomorrow!

Yggdrasil wrote:Wouldn't magnetizing them all be a bit fragile for hi-action Necro games???

If i'm just magnetising the weapons i shouldn't forsee it being too much of a problem. However i'm a novice at both magnetising and Necromunda, so you couls be right. I think i'll magnteise the heavy servitor first and see how it goes.

Yggdrasil wrote:Any plan on what your friends abns will be?

Do you mean gangs? Just a bit confused as to what "abns" are! I think they'll be an enforcers patrol, maybe another Van Saar gang. Those are definite. Could be up to 7/8 people participating so i'm sure they'll be a mix of gangs.

SilverMK2 wrote:Wish there were people near me who wanted to get into 'munda, but ah well

You'd be surprised how willing people will be if you give it a try. Biggest problem for me is going to be getting the terrain together (although the clubs got two imperial city sets, the £100 ones ). I'd like a full 4'x4' board full of different heigts and sizes all interconnecting by networks of bridges, but that's just a dream!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 05:07:01


Post by: Archibald Jack


Awww, awesome. I found the DKK well after I started convering my Kasrkrins, so alas it was too late for me, but it's good to see someone else dragging those models into the hive.

I vill be vatchink verrrrry closely.

Also, the random left over bit can be turned into "loot" counters for scavenger games. We are playing with the idea of having them worth a little more than D6 x 5, perhaps a basic weapon randomly chosen by a D^ or something similar, as at the moment they tend to sit on the ground whilst we pepper each other with rounds and wait for a victor to claim the non-collected counters. Food for thought.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 05:43:15


Post by: CommissarKhaine


Vitruvian XVII wrote:Hey Khaine, thanks for replying! Good call on the captured ganger, i could model it as a Delaque ganger or something! What would you say to magnetising weapons? I think it would be a good idea but how far should i go? I'm thinking just magnetising weapons at the moment.


You're welcome . Magnetising weapons might help, but you should realize that you will be replacing minis at some point as they gain advances and/or injuries. I wouldn't bother with magnetising the heavy unless it's really easy; being able to afford a new heavy weapon rarely happens...


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 06:02:14


Post by: Yggdrasil


Vitruvian XVII wrote:
Yggdrasil wrote:Any plan on what your friends abns will be?

Do you mean gangs? Just a bit confused as to what "abns" are! I think they'll be an enforcers patrol, maybe another Van Saar gang. Those are definite. Could be up to 7/8 people participating so i'm sure they'll be a mix of gangs.



Sorry I was writing with a new keyboard and am not used to it yet... But yeah, I was meaning "Gangs" uh!!!

Good luck on magnetizing, I agree with CommissarKhaine: weapon changes happen, but so are the gangers characteristics, so sometimes you'll be better considering getting new minis rather than swapping weapons.

Anyway, cheers & enjoy!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 13:01:28


Post by: Vitruvian XVII


Archibald Jack wrote:Awww, awesome. I found the DKK well after I started convering my Kasrkrins, so alas it was too late for me, but it's good to see someone else dragging those models into the hive.

I vill be vatchink verrrrry closely.

Also, the random left over bit can be turned into "loot" counters for scavenger games. We are playing with the idea of having them worth a little more than D6 x 5, perhaps a basic weapon randomly chosen by a D^ or something similar, as at the moment they tend to sit on the ground whilst we pepper each other with rounds and wait for a victor to claim the non-collected counters. Food for thought.

DKK are definitely nice models, i will be chopping them up a bit so they'll look the part.

Perhaps on the counters front you could let people only take the crates they collected, and leave the unclaimed ones, well, unclaimed!

@Yggdrasil and CimmissarKhaine: I think you're right about the magnetising, it would be a pain.


This is the rough roster for my gang:

- Leader w/ meltagun and chainsword
- Heavy w/ Heavy Plasma Gun
- 3 Gangers w/ 2 Lasguns, 1 shotgun (manstoppers)
- 4 Juves w/ 2 Laspistols, 1 Autopistol, 1 Bolt Pistol
[Knives for all!]

As i'm knew to Necromunda, how does that sound? Is the Heavy Plasma Gun actually worth it or should i take a Heavy Stubber?

Also, what would you say to mounting the leader's meltagun onto a servo-skull? Is that acceptable?

Thanks for looking, will have some modelling updates soon!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 14:34:33


Post by: konf


Hi first of all... nice idea of building a AD Mech gang... I'm looking forward to your first minis.

And for the weapon question... Heavy plasmaguns aren't worth the credits for a starting gang. Take a heavy stubber or 2 instead. IMHO it is the best Heavy gun in necromunda. If you want plasmaweapons take a plasmagun for your second heavy and/or the leader and a lasgun for backup so you can fire the gun at high capacity every other turn and the lasgun in between. This worked quite well for me.
And only use autopistols on your juves. If you fire at long range the -1 modifier of the laspistols is a pain in the ass and results in an ammoroll allmost everytime you hit your enemy. Bolt pistols are way to expensive for juves. Juves are cannonfodder to catch bullets and thus should cost as few credits as possible.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 15:54:30


Post by: Vitruvian XVII


Hey konf, thanks for the reply!

I did think the Hvy PG looked a bit expensive, i think a stubber will be the way to go. Nice idea with the plasma gun/ lasgun idea as well. I suppose you're right about the Juves, bolt pistols are cool though I must admit i did overlook the ammo roll problem on the laspistols at long range, thanks for pointing that out!

So, the first 2 minis have been created, first we have a juve with knife and autopistol. The servo-skull is possibly the coolest thing i've ever seen, it comes with the titan tech priest from FW and i only just noticed it!!






This next one is a GW servitor, used as a Juve with club and bolt pistol, although i will switch that to an autopistol now




Hope you like, more tomorrow probably, got Warhammer Fantasy Roleplay session tonight so no modelling till tomorrow!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 16:24:25


Post by: Llamahead


Nifty can't wait to see more!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 16:49:06


Post by: infilTRAITOR


Most definitely keeping an eye on this one, should prove interesting.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 17:16:03


Post by: CommissarKhaine


Minis are looking good! As for the gang

- Leader w/ meltagun and chainsword
- Heavy w/ Heavy Plasma Gun
- 3 Gangers w/ 2 Lasguns, 1 shotgun (manstoppers)
- 4 Juves w/ 2 Laspistols, 1 Autopistol, 1 Bolt Pistol
[Knives for all!]


- The meltagun is very short ranged: after a few advances, the enemey will have gangers that charge 12". Plasma gun is better IMO. After a while, you can buy a second plasma gun so you can always fire on full strength

- Like Konf said, the heavy plasma gun is overkill. Heavy stubber or heavy bolter are usually enough to put most gangers down. The heavy stubber is cheaper, the heavy bolter does d4 wounds so if you hit someone, they're going down!

- You need more gangers, since you need them to work your territories and such. I rarely started without at least 5 gangers. I usualy gave the gangers a backup weapon as soon as creds made it possible.

- autopistols for the juves, as Konf said!

- knives on juves for starters, so they have an additional hand weapon. For gangers, buy swords to keep them alive if you really want them to have cc weapons. Parry is a super ability!



Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 17:29:25


Post by: Vitruvian XVII


Hey thanks for the kind words guys. Will get another roster up later.

On that note, does anyone know of any good roster sheets (not the GW one)?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/14 18:20:17


Post by: Yggdrasil


Well, I think I had some on the computer that blacked out like, two months ago...

Still, I guess I found them while venturing for the Specialist Games website, where a lot of fanwork was regularly published... I haven't checked it for at least a year, so I'm not sure it's still active...

As for the gang project, I agree Plasma guns are the best weapons in the 40k universe, they look waaaaay too cool and are so deadly, but I reluctantly have to admit they're a bit too much for starting gangs... So yes, the heavy stubber's probably the best bet you can make...
Also again, no fancy weapons on the juves, keep that for later!!!

And the money spared on the heavy plasma gun can allow you to make a nasty surprise for a starting gang: a 2nd heavy?!?
Or, wisest choice (but less fun), BUY SOME MORE GANGERS!!!!

MORE GANGERS = MORE LOOT , MORE LOOT = MORE CREDITS, MORE CREDITS = MORE GEAR AND MORE GANGERS!!!

So you can eventually afford those F****** Plasma Guns Of Awesomness!!!!
(and buy your Juve a Bolt Pistol, coz that's what you want!!!)

Cheers,


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/15 20:51:27


Post by: Vitruvian XVII


Ok, re-done the roster so now i can get to some serious converting! (or maybe not, we'll see!! )

Here it is:

- Leader w/ Chainsword, knife, plasma gun
- Heavy w/ knife and Heavy stubber
- 5 Gangers w/ knives, 3 lasguns, 2 shotguns (w/ manstopper shells)
- 5 Juves w/ knives, autopistols

No swords as Van Saar can't have them


I'll get the leader and a hypaspist (ganger) up a bit later. Cheers,

Vitruvian


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/15 21:57:05


Post by: CommissarKhaine


Double post.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/15 22:02:17


Post by: Llamahead


Plenty of Juves is the traditional way to go.


Automatically Appended Next Post:
How are you planning to paint them by the way Scab Red and metal works fairly well for me on my Ad-Mech.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/15 23:42:44


Post by: Vitruvian XVII


Thanks guys Giving me some good motivation here

CommissarKhaine wrote:5 juves is a lot, but since they'll grow into gangers real quick, they should prove a good investment.

Llamahead wrote:Plenty of Juves is the traditional way to go.

That's what i figured, thanks for the input though. Seems to me that after a couple of games the Juves should be good to go! (providing i don't use them as canon-fodder of course )

CommissarKhaine wrote:Looking forward to the hypaspist and your gang leader!

Well, i do so hate to disappoint! [although, i didn't get round to doing the hypaspist, never mind ]

I present to you, the venerated Tech-Magos Amatheus. Praise be to the Omnissiah!



You can't really see anything on this photo, but you get a good idea of the silhouette. He still needs 2 or 3 servo-arms and a cherub fused w/ a plasma gun.



A new servitor, still WIP. Work needs to be done on the servo-arm and an autopistol needs to be attatched to the end.



The Servitor from yesterday, now with autopistol!!



Llamahead wrote:How are you planning to paint them by the way Scab Red and metal works fairly well for me on my Ad-mech.

Yep, that's the usual way. I'll keep the robes nice and grimdark though! I'll probably muddy up the robes and skin, but the metal will remain lustrous, as you would expect! (probably a wash of badab and a re-highlight). Anyone know of a good way to do withered, sun-deprived skin?
Also, have you got pics of your Ad-mech on Dakka? We could do with a few more disciples of the machine god here!


Thanks for looking, more again tomorrow probably!

Vitruvian


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 00:17:04


Post by: VikingScott


Always start with a 2nd heavy.
hvy stubbers all the way
Always take techno skills for van saar, the possibility of 2+ ammo roll for a plasma gun is there.
I play escher so instead favour combat but shooting has more impact oon the game.
Also realise that all gangers, heavies and the leader get a free upgrade.
Gangers start at 20 +d6 exp (1st upgrade at 21)
Heavies and leaders start at 60 +d6 (1st upgrade at 61)


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 00:19:53


Post by: The Dreadnote


If gangers start with 20 + d6 exp, that doesn't mean you give them 20, then give them 1-6. It means that they start with 21-26 exp. They can't start with 20 or less, and so cannot claim an advance for reaching 21.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 00:28:57


Post by: VikingScott


Ah feth didnt notice that.
Cheers Dreadnote


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 06:36:11


Post by: CommissarKhaine


The Dreadnote wrote:If gangers start with 20 + d6 exp, that doesn't mean you give them 20, then give them 1-6. It means that they start with 21-26 exp. They can't start with 20 or less, and so cannot claim an advance for reaching 21.


True, unfortunately. Vikingscott: starting off with a 2nd heavy is tactic that can work, but it means cutting into your other gangers, since he easily costs as much as 2 or even 3 gangers/juves depending on equipment. I've foudn a 2nd heavy easy to afford mid-game, especially if you start him off with, say, a flamer for al those pesky cc gangs. He can make apretty good deterrent when it comes to defending your firebase or scrap


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 09:06:37


Post by: VikingScott


I started with 5 gangers 2 heavies Leader and 2 juves
1 hvy with flamer 1 with hvy stubber.
Low numbers can be good due to the chart where you cross reference money gained with gang members but then you have to take low casulties or suffer bottle tests


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 17:02:48


Post by: Vitruvian XVII



I think i'm going to stay with the roster as previously stated, it will enable me to have a solid core of gangers after a few matches. Then i can get some of the fun stuff!

Here's a medical servitor, counting as a juve with knife and autopistol:



Sorry this one's sideways Some lovely detail on this model though




And my heavy (with heavy stubber) a bit of greenstuff work needed to merge the gun with the flesh and i need to run tubes into places






Thanks for looking!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 17:11:30


Post by: SilverMK2


Live the heavy - the bullet feed into the gun is a great idea.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 17:18:06


Post by: Vitruvian XVII


Cheers Silver, it's just the Heavy Bolter ammo box slotted into the autocannon, there's a perfect hole!! (both from the Guard Heavy Weapons Team sprue)


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 17:23:53


Post by: SilverMK2


I recognize the parts, I'd just never thought of using them like that.

I might have to start making my own 'munda gang now (been thinking of trying to get started for a while now ) - you've inspired me damn you!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 17:37:44


Post by: The Chaos-Kraut


Well, I'm not sure, but I think the ammo belt of your last gun servitor is the wrong way round in there.
The bullets look backwards from the muzzle, don't they?

However, keep at it!

The C-K


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 17:44:42


Post by: Vitruvian XVII


SilverMK2 wrote:I recognize the parts, I'd just never thought of using them like that.

I might have to start making my own 'munda gang now (been thinking of trying to get started for a while now ) - you've inspired me damn you!

Sorry, misunderstood you! and Bwahahaha , i feel honoured! Seriously though, you should do it, Specialist Games offer so much more than the core games.

The Chaos-Kraut wrote:Well, I'm not sure, but I think the ammo belt of your last gun servitor is the wrong way round in there.
The bullets look backwards from the muzzle, don't they?

However, keep at it!

The C-K

Oh yeah, it certainly does look like that from the angle But, Gw's sculptors declined to put an end on the bullets, so it's the same on the other side!

Thanks for the kind words, guys!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/16 18:17:16


Post by: CommissarKhaine


Looking good; I like the med-ganger, especially since you can roll the 'medic' skill on the techno skill table IIRC. Oh, and my IG bullets do have fronts, check out the ammo box to make sure


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/17 03:28:42


Post by: Frodo


This thread is definitely made of win! A brilliant idea very well executed, with some excellent conversions, I just cant wait until you hit these guys with the paint. Keep them coming!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/18 23:05:25


Post by: Archibald Jack


One is hard pressed to find words to express my feelings towards the work you've completed so far, the best I can manage is "Pimpnickle"

I am really looking forward to more updates. Forgeworld make some delicious schtuff, eh?

Always take techno skills for van saar, the possibility of 2+ ammo roll for a plasma gun is there.

I don't think this is so true anymore, the updated skills tree moved the armourer skills into a heavy only skillset. Also, Techno is important, but don't overdo it, all you really need is a fixer and medic (and maybe a chemist) then go shooting skill for shizzle, hipshooters in close proxim are kickass, and additionally 6 out of my 12 man squad have "rapid fire" so when those lads dig in they can offer firing solutions of a 12 man squad, it' pretty devastating to go against.



Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/19 16:42:13


Post by: ubbeknubbe


That is a really good looking gang!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/20 20:24:31


Post by: Vitruvian XVII


Hey thanks for all the great comments guys, you're really motivating me!!

I've just gone back to college so i haven't had much time to do modelling, but i've made some (non-update worthy) progress. Also started painting the servitor juve and made the base.

Heres the base, just to whet your appetites (hope this shows a good sign of things to come Frodo!):






@CommissarKhaine: i suppose you're right, i'll have to square off the ends of them with greenstuff. I thought the med-ganger was particularly apt as well, although it was a happy coincidence!

@Frodo: Thanks mate!

@Archibald Jack: "Pimpnickle" and (as much as it pains me to be wiring this! ) lmao! Forgeworld do indeedy have a damn fine thang going on!

@ubbeknubbe: Why thankyou sir!


Hopefully i'll get more paint on the servitor tonight, enough to update you with anyway!

Thanks for looking.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/21 18:40:02


Post by: Vitruvian XVII


Hey, just a quick update for ya!

Pip on the servitor juve, nearly done with this one:





Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/21 18:43:46


Post by: SilverMK2


Looking good


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/21 20:38:26


Post by: CommissarKhaine


SilverMK2 wrote:Looking good


+1

Very crisp, and I love the deep red. keep it up!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/22 03:10:38


Post by: Archibald Jack


Wicked. The detail in the bases really sets that fig' off...perhaps it's time I forked out for some mahself. Did you make those? or source them?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/22 19:03:19


Post by: Vitruvian XVII


SilverMK2 wrote:Looking good

Thanks!!

CommissarKhaine wrote:
SilverMK2 wrote:Looking good


+1

Very crisp, and I love the deep red. keep it up!

Thankyou, very much! I was going for a deep red, i thought if it was too bright it wouldn't be GRIMDARK enough!

Archibald Jack wrote:Wicked. The detail in the bases really sets that fig' off...perhaps it's time I forked out for some mahself. Did you make those? or source them?

Thanks Archibald Jack. I really like that particular base as well. I actually made it myself. Covered half the base in .5mm plasticard and then put a strip of .5mm on top of that so there is a 1mm ledge. I painted the step w/ iyanden stripes, then 50:50 iyanden:bleached bone highlights. The 2 flat metal bits were painted boltgun, the lower one was then washed 3 or 4 times w/ devlan and the upper one once w/ badab. Then I did small stripes of mithril silver in one direction and then mithril/boltgun mix in the other direction. then washed it lightly w/ devlan to tie it all together. Then i cut a small piece of wire from the inside of an iPod headphone and stuck it on! (a lot of steps but i think its worth it! ) However, there are some good base sites out there with equal, if not better bases. Your choice really!

Thankyou for looking, finished servitor will be up a bit later and maybe pip on the 1st model i made.


Automatically Appended Next Post:
Okay, here's the first finished model of Explorator Maniple 111010!! Yay!



Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/22 20:21:42


Post by: Llamahead


Thats great looks both Ad-Mech but also appropriate for the Underhive the bases are nifty to. My Ad-mech and stuff are on Dakka its a blog called the Conclave of Hrin although I'm mainly using Witch Hunter rules for them!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/22 20:27:35


Post by: Vitruvian XVII


Thanks Llama, i'll take a look at your AdMech now! I was kinda' hoping this small gang might make me get my ass into gear and start an AdMech army, so then i could use some of the models. But, we'll see!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/22 20:38:50


Post by: The Good Green


Wow. That guy looks great.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/22 20:47:56


Post by: CommissarKhaine


Love the servitor! Personally I'd consider adding some deeper shadows in the face and maybe a bit of pruple wash around the eyes to bring some more life into him; the face is the only part that looks a tad less striking to me.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/22 20:54:18


Post by: inquisitorlewis


Looks great. I look forward to seeing the rest of the gang painted up.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/04/23 16:04:13


Post by: Archibald Jack


Zing. That fig looks wicked, and I will be taking the comprehensive instructions on board to make my own quasi industrial bases - t'ankin you kindly guv'


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/30 00:20:48


Post by: Vitruvian XVII


Thanks for all the kind comments, I can't beleive i've left this thread for such a long time. But hey, whatcha gonna do!

Just finished college, but still got a few exams so progress is still relatively slow. However, during the month or so gap i've finished 3 models and started some terrain! Talk about hard graft!

Also, we're starting our campaign properly on Friday so is hould be able to get a running campaign log going. We rolled territories and i got Old Ruins (suck-ass), settlement, friendly doc, drinking hole and tunnels (score!). I'm happy with that, i think its a good spread of creds and cool rules, and considering how it could've gone...

Tunnels is great, would've been awesome if 1 player didn't get 2 vents, and another vents and tunnels (the other 2 players are going to feel horribly out manouvered!)

First up is the med-servitor, just a juve for now:





Cant really make out much in that one but hey!

Tech-Adept Qus (u should have an umlaut):







Tech-Adept Vespasian (serious props if you can guess the reference there):








And some scenery i've been working on, needs more work but starting to shape up. Also got some canals in progress, should get them finished tomorrow and then i'll put them up.






Thankyou all for looking and hopefully i'll be able to update this more regularly!!

Cheers,

Vitruvian XVII


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/30 06:17:14


Post by: CommissarKhaine


Ah, the good old tin can Necromunda terrain . I still have a few of those lying around from ages ago, when Necromunda was just out.

I think you rolled OK for your territories, a settlement and a friendly doc rule. I don't know how much the rules have changed, but in the orginal Necromunda you could by an isotropic fuel rod, allowing you to upgrade one piece of terrain to a settlement. if it still exists, it would allow you two settlements or: a 1in3 chance of gaining a juve. Combine that with a friendly doc who gives money for body parts (or cogs ands gears in this case ), and you don't have to feel sorry if a juve takes one for the team .

The paintjobs look like a good start (hard to tell with the lighting). Vespasian's name might come from a Vespa, those little scooters they use in Rome?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/30 06:49:28


Post by: The Good Green


It's not a reference to Titus Flavius Vespasianus, known in English as Vespasian, is it? Cause Wikipedia says he was a roman emperor ;P

My first guess was Vespero, from Vespero's Vendetta of WHFB fame.

I like the gang so far. Better pics would be appreciated

I'll have to read up on the Necro rules before I can comment on the terrain rolls. Alls I know is there is a fun sounding game with the Spyrer gang that happens in old ruins. *shrug*


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/30 08:26:16


Post by: SilverMK2


Looking good


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/30 09:40:02


Post by: Bash the Bosh


Awesome job so far, I'm liking the tin can city terrain.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/30 10:35:45


Post by: Scrazza


nice paintjobs, big up.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/30 11:32:12


Post by: Vitruvian XVII


Thanks for all the comments guys.

Vespasian is actually a charcter (legate) from a series of books about Romans by Simon Scarrow. Well worth a read! Pretty close Good Green, though is suspect wikipedia might have had a hand in that!

I know sorry about the pics, it was late and the daylight bulb didnt work too well. I'll try and get more pics today.

Cheers,

Vitruvian


Automatically Appended Next Post:
more pics


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/31 14:12:50


Post by: Vitruvian XVII


Right, got some better pics today, here they are:

Med-servitor, Juve with knife and autopistol-





Tech-Adept Vespasian, Ganger with lasgun [i know thats not what he's got but its too cool a model to leave out ] (damn, just realised i didn't do the Mechanicus symbol, i'll get on that now!)-





Tech-Adept Qüs, ganger with knife and bolt pistol-






I tried to go with a really grim-dark feel with these, while at the same time keeping the metals well serviced. I also did some weathering.

You might also be able to make out WIP on the canals i'm making. More pics of those once they're done.

Thanks for looking,

Vitruvian


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/31 15:44:59


Post by: Scrazza


good work, I especialy like Tech Adept Qus. Can't wait to see your canals. Big Up.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/31 15:59:32


Post by: Vitruvian XVII


Thankyou very much!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/31 19:46:50


Post by: CommissarKhaine


Looking good! Only the med-servitor's apron could do with some more depth, but I love your red; nice grimdark admech red


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/31 20:08:44


Post by: Regnak


Vitruvian XVII wrote:

[Not sure what to do with servo-skull, Cherub, DKK equipment carrying servitor and DKK casualty? Ideas?]


Give the DKK stuff to me! I'm always after some!
Really nice idea, will follow your progress and look forward to future pictures!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/31 20:27:56


Post by: ghosty


No! ME! i would treat it with love! i'd build a shrine in your honour! I'd worship you AS A GOD.

Now honestly, i think the casualty would look great as an objective marker for your gang or something. Have the servo skull whirring round him with a large hyperdirmic needle. As for the equipment carrier, you could maybe snip away the arms holding the equipment, and make him carry a lasgun?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/05/31 20:31:37


Post by: VikingScott


Archibald Jack wrote:

Always take techno skills for van saar, the possibility of 2+ ammo roll for a plasma gun is there.

I don't think this is so true anymore, the updated skills tree moved the armourer skills into a heavy only skillset. Also, Techno is important, but don't overdo it, all you really need is a fixer and medic (and maybe a chemist) then go shooting skill for shizzle, hipshooters in close proxim are kickass, and additionally 6 out of my 12 man squad have "rapid fire" so when those lads dig in they can offer firing solutions of a 12 man squad, it' pretty devastating to go against.



Plasma gun is ammo roll 4+ right?
Armourer gives +1 to ammo rolls.
And so does a weapon reload.
so thats 2+

But my group may be using outdated rules. So :/


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/01 17:57:11


Post by: Vitruvian XVII


CommissarKhaine wrote:Looking good! Only the med-servitor's apron could do with some more depth, but I love your red; nice grimdark admech red

Why thankyou. The apron is a bit better than the photo, but its been weathered and done so i ain't changing it!!

Regnak wrote:
Vitruvian XVII wrote:

[Not sure what to do with servo-skull, Cherub, DKK equipment carrying servitor and DKK casualty? Ideas?]


Give the DKK stuff to me! I'm always after some!
Really nice idea, will follow your progress and look forward to future pictures!

Thankyou. If you really want it, drop me a PM. Its just the equipment carrier though.

ghosty wrote:No! ME! i would treat it with love! i'd build a shrine in your honour! I'd worship you AS A GOD.

Now honestly, i think the casualty would look great as an objective marker for your gang or something. Have the servo skull whirring round him with a large hyperdirmic needle. As for the equipment carrier, you could maybe snip away the arms holding the equipment, and make him carry a lasgun?

A shrine does sound tempting!! The casualty will eventually become a captured/ injured ganger (when i've finished the main gang!). Unfortunately there's far too much resin to clip away, and then it would require a lot of rebuilding via GS, so not really worth it i'm afraid.

@ everyone else: Thanks for the kind words!

I've painted the canals now. They need a coat of PVA glue on top to give the water/ sludge/ slurry a shine and i still need to paint the 2 barrels but otherwise they're done! Yay!

All the canals, they're 5"x12" with a 1"x1"x1" wall on, meaning there's a gap of 3" so it's not too hard to jump. There's also a 6"x5" section and a corner section to make them more interchangeable.







Thankyou very much for looking,

Vitruvian


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/01 19:05:52


Post by: ghosty


Those canals are nice, but i think someones hand sticking out of the gloop would look pretty good. Just a thought


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/01 19:21:04


Post by: Vitruvian XVII


Its a thought!! I'll see.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/01 19:40:16


Post by: Scrazza


that looks nice, It would look a bit more lively, imo ,with some small boats docked at the sides


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/01 21:47:35


Post by: CommissarKhaine


Looking nice, but next time, give the foam a coat of PVA. You'll have it chipping like crazy now. Still, easy to make = easy to replace


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/01 22:41:19


Post by: Sageheart


very nice!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/02 17:15:16


Post by: Vitruvian XVII


@ Scrazza: tbh its not really big enough to put boats on, the "water" is only 3" wide... Nice idea for a bigger canal though.

@ CommissarKhaine: Yeh, i did for a couple but what you said is true!! they did recive a coat of blackboard paint as the primer so im hoping that seals them for a while...

@ Sageheart: why thankyou!!


Im going to the club a bit later to play our final practice game before we start the campaign. I'll try and get some pics and do a report, not promising anything though!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/02 20:47:54


Post by: CommissarKhaine


You said it now you have to do it! A report would be very cool, hoping it'll work out!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/03 16:42:59


Post by: Scrazza


ooooh, that still looks good. even without boats. Big up.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/05 23:03:13


Post by: Vitruvian XVII


Okay, i've nearly finished the final touches on my starting gang, just got one hood to sculpt and then i'm good! (at least until i have to start getting new models !!)

Can't remember what happened on Wednesday, but as it turned out, only 3 of us were at the club yesterday (friday) so we did 1 final training match. What follows is a rough batrep:

We set up most of the terrain on a 6'x4' table (i wanted to do 4'x4' but was out voted) but some other club members were using some of the CoD stuff. The canal went around a quater of the board (eg. started in the middle of a long edge, went to the centre of the board and then turned to the middle of a short table edge). The rest of the buildings were set up with as many ad-hoc walkways as we could muster.

We rolled off to choose deployment and i came last so had a 10" square in the middle of a long edge, the other two (playing Van Saar [VS] and Redemptionists [R]) had a corner each (on the opposite side). i then had to deploy first, i put all of my gang fairly bunched up out of any heavy stubber sight from VS. The other 2 set up firebases, with R setting the rest of his loonies as far forward as possible. We agreed to use our campaign territories so i put a CC ganger and 2 CC Juves in tunnels, VS put 3 gangers in vents, R put 3 people (dont know what they were) in vents.

First few turns

General manoeuvring takes place, R moves up, VS establishes a firebase (where he'll stay for most of the game, snore!) and i move to flank bothe splitting up my gang. Particular points of interest, i tunnel a Juve to threaten R out of sight, who gets taken out by a cheeky VS lasgunner. I tunnel the cc ganger and other juve about 10" away from VS, he moves up, i charge, cc ganger loses to a lasgun armed ganger and goes out of action. Juve gets locked with a lasgun ganger then combo charged by VS leader and 3 juves, suffice to say my Juve goes out of action. VS is on fire, taking one of R's eviscerator loonies out of action. I pass bottle number 1 on turn 3, fail on turn 4. I HATE BOTTLE TESTS!!

Conclusion

VS and R close on either side of the canal, pretty much the whole of both gangs are about 5" away with only a wall and some waste separating them. A furious fire fight erupts with both sides losing multiple models and passing multiple bottle tests. Game finally ends when R has an incredible turn of shooting with 1-shot flamers from everyone!! VS ends up with 1 heavy (without ammo for the heavy stubber) still cowering behind a building and 2 gangers pinned. As you can well imagine, VS bottle leaving R with about 7 models. Epic game and everyone is glad that wasn't a campaign game. Really would have been a bad start!!

I should have the tin can terrain finished by tomorrow (not painted) so i'll put some pics up then. Might paint another ganger as well. Until next time!!

Vitruvian


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/06 05:55:58


Post by: CommissarKhaine


Ouch, looks like things could have gone better there - bad luck can turn the tables around very quickly in Necromunda. What mission were you playing? A firebase is only good if you don't have to collect, say, loot counters and such


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/06 10:24:03


Post by: ghosty


Ahh hard luck :(

Love the gang, it looks ace!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/06 12:22:37


Post by: Vitruvian XVII


We were just playing a run-of-the-mill gang fight. We're saving the other missions for when we start the campaign

And yes my luck was terrible (not that i'm making excuses!! ) compounded by the fact tat the person playing the Van Saar gang couldn't stop rolling 6s when he normally rolls 1s. Anyway, it was still a good game!


Automatically Appended Next Post:
update later


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 15:32:38


Post by: Vitruvian XVII


Hey guys, the leader has been finished now. He needed a little bit of GS work and some extra gubbinz. Here are a few shots, the first is rubbish but i put it in anyway to give you an idea of the silhouette.





And i've nearly finished the tin can terrain:








I need some feedback on this piece. I think i'm gonna add railings to the most precarious bits, but i want to put some other stuff on it to break up LoS. Got any ideas??

Cheers,

Vitruvian


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 15:36:32


Post by: CommissarKhaine


Looking good, like they way the leader looks! When it come to terrain, additional piping is a classic, as well as loading cranes and ladders. Some kind of control post or a water still could also be added.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 15:46:37


Post by: Vitruvian XVII


Thanks for the good ideas! I'll have a go at some of them later.

I also like the leader (obviously!). He has a very forboding grim-dark profile but also enough flair to stand out from the rest.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 15:48:11


Post by: jackanory


Love admech! Your stuff is everything I love about it!
Cool idea with the tin-can terrain! Is that your idea?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 16:06:47


Post by: Scrazza


love the tin-can terrain. Big up.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 16:06:53


Post by: SONS of ORAR


Very nice! i'm planning on building a 40k board this summer and i'm now going to have to try out the tin can idea!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 17:35:54


Post by: Vitruvian XVII


Thanks for the comments, guys.

@ Jackanory: Thanks, mate. Admech are at their best when really GRIM-DARK! Hopefully i've conveyed that. Yes the terrain is my idea, it just came to me when i was washing some empty beans cans!

@ Scrazza: Cheers mate!

@ SONS of ORAR: Yo! Good to see you on my humble little log Thankyou, if you do build a board, make sure you post the results here, i'm sure it'lll be breathtaking!! Just out of interest, what exam do you have on Wed?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 18:34:13


Post by: SONS of ORAR


Awesome Stuff!! i'm far to afraid at the mo to convert forgeworld stuff but anyway you are so keep it up! GL




Automatically Appended Next Post:
umm... i have Decision Maths Retake and Physics 2. wbu?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/07 20:45:32


Post by: Vitruvian XVII


I find the best thing to do is just dive straight in and start chopping like crazy!! Then again, i've already done a DKoK army (which has been sold ) and Traitor guard straight out of the box so i'm used to resin (also started Elysians, why oh why do i spend so much money on little men! )

As for exams, got Maths Core 4, Biology and Chemistry (all A2). And, Decision....

.... Uggggh. I hate decision. Got an A though so can't complain, it's just soooooooooo boring!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/08 19:08:09


Post by: SONS of ORAR


Good luck with them! only a couple left tomorrow for me

as to resin i have a bit of the stuff in the shape of a macharius vulcan.

the price of stuff is annoying! i'm going to have to try and squeeze £260 out of my chaos marine army on ebay to fund the board i'm gonna make!
i so need a job lol!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/08 19:52:52


Post by: Vitruvian XVII


lol i hear ya', i've been putting off a job for a good couple of years now!

Resin is indeed pricey, but far to awesome to pass up. Oh, and macharius Vulcan...... droool! (you did a great job on it, btw!)

Good luck tomorrow!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/08 20:35:04


Post by: SONS of ORAR


Are you going to Games Day this year? (sorry for going completely off topic on your blog :/ lol)


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/08 20:42:39


Post by: Vitruvian XVII


No probs.!

My club went last year so i'll try and get another trip organise. We'll see. You better be entering a kick-ass couple of entries!!

Would be good to meet a few dakka-ites though.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/08 20:45:37


Post by: SONS of ORAR


i am my local GW manager keeps saying i have to win one for bristol lol... and yeah i'm planning to do the same but we can arrange where and when and how nearer the time.. have you got a Facebook?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/10 19:20:01


Post by: Vitruvian XVII


Hi guys, no progress on the P&M front but we started the campaign yesterday so I’ve got a batrep for you.

It was a 3-way between an Orlock gang (played by Darren), a Redemptionist gang (played by Al) and me (playing Van Saar, obviously )

Terrain was a standard affair, we managed to grab together a few ladders and decided that one could move up ladders at normal speed but where there were no ladders one had to move at half speed to climb. (Probably a bad decision, not enough ladders meant it was very hard to manoeuvre, but hey!)

We played a standard gang fight and rolled for deployment. Darren won and chose a big firebase like building, Al got second and went opposite him. This left me in a tight spot, I had a good position but was in between both gangs, so sure for a lot of hurt! We also decided to roll-off for 1st turn every turn, with order of play going clockwise from the winner.

Turns 1-3

Things started off with lots of moving into good positions. Nobody really did anything. I deployed my cc ganger and 2 juves via tunnels in a really stupid place, right in the middle of my opponents. Both Al and Darren had a good Turn 3, leaving me in a somewhat bad position :’( Firstly, Al downed my cc ganger and a juve by my firebase. Then Darren downed the juves that had been deployed by tunnels, forcing me to take a bottle check, which I thankfully passed. In my turn 3 I kept pinning people but unfortunately not wounding. I also hit 2 of Al’s Redemtionists twice with grenades, and failed the partial hit rolls 4 times. Oh well.

Turns 4+

2 of my gangers got downed and I voluntarily bottled, there was no point staying around for more pain! Both Al and Darren flambéed each other a lot, and a furious fire fight erupted. Al’s Priest and a cc loon were taken out of action. 1 of Darren’s heavies was taken out of action, and 2 were downed. Darren bottled and the Redemption emerged victorious!!

Post-game

We rolled for downed gangers, the only result being that one of my juves went out of action. Income as usual. Injuries was fairly amusing. All of my guys recovered fully, as did Darren’s heavy. Al’s cc loon recovered fully, however his leader died!! Much hilarity ensued. Al is now seriously thinking of starting again, as it’s only the first game! I got one roll on rare trade, and bought myself a red-dot sight. Darren put 3 gangers to find trade, his 6 [!!] rolls saw him offered lots of cool stuff. Al got an isotropics fuel rod. Darren found he couldn’t afford the rare trade so offered Al 70 creds for the duel rod. Darren now has 4 settlements, and he gained 2 free Juves!

Lots of people went up levels, thanks to underdog experience. Al got some cool stuff for cc, Darren got stats upgrades, 3 of my Juves “levelled up” giving 1 +1 T, the other 2 got +1 attack. CC ganger got +1 WS, shotty ganger got +1 I.

That’s about it. More news on the campaign as it progresses.

I also ordered some stuff from Micro Art Studios, so the gang will be getting bigger!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/10 19:35:15


Post by: Scrazza


nice reports, hope you reach the tops spot soon.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/10 21:15:18


Post by: Vitruvian XVII


I was just wondering what you guys thought i should put the red-dot sight on.

Should i put it on a lasgun or a shotgun (w/ manstopper)??

@ Scrazza: I'll try, the dice may have something to say about it though!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/11 11:00:28


Post by: Scrazza


on the shotgun, imo


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/11 17:34:26


Post by: CommissarKhaine


Lasgun if the manstopper still has S4 and -1 to hit at long range. Hitting = chance to wound + pinning chance, so it's better to hit well with one then hit mediocrely with two guns.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/11 22:25:31


Post by: Vitruvian XVII


I tried it out tonight in 2 games w/ the shotgun. In one game it downed a ganger, in the other it took the leader out of action! Manstoppers have no negative modifiers at long range so i think its the best choice. got a ton of new stuff for my gang. I'll try and post some batreps and my roster tomorrow.


Automatically Appended Next Post:
Heres the roster, figured it was easier to scan it than write it all out. Hope you can read it properly!

BTW, MS stands for Manstopper rounds. Definitely click to see the image (which is zoomable) in the Dakka gallery, then you might be able to read it!!



Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/12 06:05:22


Post by: CommissarKhaine


Gang is looking good! Armourer, rapiud fire, a BS5 leader... Nice skills!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/12 09:58:22


Post by: Scrazza


manstopper is good, but i'm more of a solid and scatter shel dude. in the begining of the campaign almost nobody wears armor so.... Can't wait to read the batreps. + your gang looks good so far.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/12 11:25:33


Post by: ghosty


^
what he said. Gang's at the beginning never wear armour that manstopper would really be effective against. Unless ofc your oponents running an arbite list.
(f*cking arbites.)


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/12 12:00:36


Post by: Scrazza


Yeha when you are fighting arbites ( or enforcers) you better come with manstoppers. Enforcers are in for great pain when you come with manstoper shells


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/13 22:39:37


Post by: Vitruvian XVII


Thanks guys!

Ok, got 2 exams coming up (one on Tuesday, one on Thursday) so this’ll be the last reply until Friday probably.

I might be top-dog now, however, I don’t know the rating of my main contender’s gang so maybe not!

@ Khaine: Yes it’s certainly a good set of skills! Some of them could’ve been better, but that’s the way the dice roll! The best for me are Armourer, Inventor (just ‘cos it’s fun!) and 1 Ganger with Marksman, Rapid Fire and Red-dot sight (he’s only BS 2 as he used to be a Juve though, so that sucks!). Also got a few loons, 1 ganger w/ T4 and 3 attacks! And another w/ I4, 2A and Leap. So should be fun really!

@ Ghosty + Scrazza: I like Manstoppers more for the fact that they have no negative modifiers at long range, so you can get some good hits with them!


Ok, we played 2 games on Friday. It was only me and Darren so we’ve now got a healthy lead over everyone else (Al scrapped his gang and started again as he lost his priest and the other 4 players haven’t had a campaign game yet! )

First game, I rolled a 2 to choose scenario, meaning any heavy weapons or grenades used could cause the roof to collapse. Darren chose to play Shoot-out. However, we modified it so all of our gang played instead of a randomly determined amount. This was probably a mistake in hindsight as it meant some serious hurt for whole gangs!

Shoot-out

We moved towards each other, rolling dice each turn as per the rules. I think it was turn 5 when Darren lost his nerve, my total by then was 14, he ended up with 19 giving all of my guys +5 experience! A few of my guys got shots off, with my leader smoking his leader and another of his gangers going OoA (Out of Action). Then Darren brought his flamers out. The net result was me bottling without even having a proper turn (voluntarily I might add)! Luckily I was on fire with low-rolling today, meaning out of 11 (my whole gang!) down only 1 ganger and 2 juves had to roll for injuries! Darren’s leader got a head-wound, Plasma pistol to the face tends to hurt , and my ganger Vespasian got an Old Battle Wound. I would dearly have liked to use my grenades in this scenario but didn’t want to end the game prematurely, in hindsight I should’ve anyway!

Scavenger

Next game I rolled a 7, and chose Scavenger. We put 3 Loot counters on the top floor of a building in the middle.

First few turns were spent manoeuvring, with me inserting (! ) a cc ganger and a juve via tunnels right under the counters.

The next few turns saw 3 of my Juves get downed, one of my Shotgun Gangers put his leader OoA (again!) and one of Darren’s gangers downed. I passed my Bottle Test. My cc ganger had been slowly making his way to the Loot, before getting charged by a 2 chain-wielding loon. Like a pro he dispatched him swiftly! He then went on to put a flamer heavy (who had a Loot counter) OoA causing Darren to Bottle and managing to get 2 Loot Counters! Definitely Man/Machine of the Match!

After doing all the post-match stuff my gang became what you can see in the roster above, and Darren’s advanced fairly well too. We are now pretty much even!

That’s all for now!

Cheers,

Vitruvian



Automatically Appended Next Post:
Figured you'd like to see the gang as it is atm:



Also, here's the new additions, from Micor Arts Studio. They're nice sculpts of pretty good quality. Can certainly reccomend the stuff i bought from them. (also got 3 more of the lasgun guys):



Wish me luck in the exams!!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/15 12:16:02


Post by: Rose_Mountainz


Yey! I found this blog again. I love necromunda battle reports because of all the crazy stuff that happens. Also that the minis got such character and you can follow on how they develope, would like to see more reports in the future.
I must also say that your gang is looking great!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/15 13:50:12


Post by: Scrazza


nice reports You clearly have a lot of work to do painting all those unpainted models like you did before. Best of luck.
P.S. how long do you spend on those miniatures at average ?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/15 14:05:08


Post by: Vitruvian XVII


@ Rose_Mountainz: 'munda definitely offers a lot more creative opportunities than most games. Thanks for the compliments!

@ Scrazza: Why thankyou! Yes they take a fair bit of time, i think about 4-5 hours on average, usually paint 1 over a week or something. But its worth putting a good paintjob in as its only a small model quota so you may as well go detailed


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/15 14:32:59


Post by: tony_nids_10


Great work on here Vitruvian, I really like how everything looks painted up. I have to say that you have just single handedly ruined any chance I have of making my deadline on my tyranid army solely due to the fact that you have inspired me to start my own munda gang! Seeing everything here and seeing how excited you are about it makes me want to drop everything and go make a gang!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/15 18:06:26


Post by: Vitruvian XVII


Why thankyou tony-nids. I'm sorry for distracting you Modelling ADD is in all of us though, so if it wasn't me someone else would have!

Make sure you put some pics up once you start, i'd like to see them!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/15 20:32:29


Post by: tony_nids_10


I will Vitruvian XVII once I actually get something done HAHA!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/15 20:32:30


Post by: tony_nids_10


I will Vitruvian XVII once I actually get something done HAHA!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/16 10:02:14


Post by: Vitruvian XVII


Heh, i know the feeling mate!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/17 00:49:15


Post by: draftamike


This is a great idea. I really like the mini's. Cannot wait to see some painted up!

Nice work.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/17 22:07:18


Post by: Young_Logan


Really cool, looking forward to seeing some more painted minis keep up the good work


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/17 22:44:55


Post by: Vitruvian XVII


Thanks guys, i'll try and paint another one soon, i promise!

My last exam is on the 25th of June so look for lots of updates after that, will also start work on my elysians and empire and raven guard. Should be a good summer


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/17 23:57:25


Post by: Stretch


Ok, after reading through most of your stuff, I am getting really interested in Necromunda. Where would I be able to get my hands on rulebooks etc.? I really like your conversions How many people/players do you need for a good campaign? Can't wait to see more. Good luck with the exams.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/18 00:28:12


Post by: vent


Stretch wrote:Ok, after reading through most of your stuff, I am getting really interested in Necromunda. Where would I be able to get my hands on rulebooks etc.? I really like your conversions How many people/players do you need for a good campaign? Can't wait to see more. Good luck with the exams.


That's the beauty Stretch, they're free!! Goto the GW site and everything you need to play is available for download, just like Mordheim. I think I'm going to put out a Van Saar gang for fun. I mean they're basically Dune guys in the 40k universe ^_^

Vitruvian XVII, your terrain is amazing. I really like how you've put it all together... Great stuff!


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/06/18 10:25:39


Post by: Vitruvian XVII


Thankyou very much vent, still on a painting go-slow with them but hey, whatcha gonna' do!

@ Stretch: Thankyou! Always glad to inspire! As vent has already said, rules are free from GW. As to the number of people, 'munda works with anything from 2+ players, though if you can get 3 or 4 that'll make it more interesting!

(I hope the exams go well, thankyou!)


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/09/11 12:10:55


Post by: Regnak


Lovely stuff. Was thinking of starting a 'munda gang in the future... did you do anything with the dkok wounded guy in the end?


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/09/11 12:19:17


Post by: Scrazza


^Regnak please check the date of the last post before yours.


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/09/11 14:36:04


Post by: Vitruvian XVII


Haha! I really need to change my sig i think. As it happens i've still got it. PM me if you're interested or something.

I havent done any work on these guys because of fantasy 8th, but i may soon be starting a full MECHANICUS ARMY!!!
If i do i'll post a link here.

Mods: could you lock this please??


Ad Mech Explorator Maniple 111010 - Necromunda gang @ 2010/09/11 14:45:36


Post by: Kilkrazy


Thread locked at OP's request.