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Made in se
Fresh-Faced New User




Swe

Hello people=)

Im trying to putt a Scavvie gang together and I have some questions:

Is the "Spikes" mutation the only armour I can get my hands on? Feels wierd not having a save on my boss!

Can a ganger with a massive axe have a ranged weapon to shoot with on his way in to close combat?


Thats it! cheers

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

By 'way in to close combat' I assume you mean in the turns before he charges? Then yes. Having a Massive Axe doesn't stop you from having other weapons. You just can't shoot on the same turn you charge, because charging happens in the movement phase and you give up your shooting phaser to do it.

As for Spikes... well... it's the only armour you can buy at the get-go. Others could show up via rare trade and other means.

Also which Scavvy rules are you using? The utterly broken Outlanders rules, or the not-as-broken-but-not-as-interesting latter rules?

This message was edited 1 time. Last update was at 2009/04/01 08:33:56


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in se
Fresh-Faced New User




Swe

Thanks H.B.M.C.
Im using the rules on GW's homepage. so I think the "not-as-broken-but-not-as-interesting latter rules" ^.^

   
Made in gb
Arch Magos w/ 4 Meg of RAM





Bah, I say there was nothing wrong with the Outlander Scavvy rules in practise. Sure it's possible to spend all your credits on nothing but Scavvies with clubs and horde the enemy. But who actually made a gang like that? (That's why they're broken right? xD)

I still use the original rules and the Outlander supplement, and they seem fine to me :]

As for armor in Necromunda, it's pretty useless I always find. Flak can be nice occasionally, but a vast amount of guns have a -1 save modifier making it useless a lot of the time, Mesh armor requires such extensive conversion work it's never worth it, and Carapace leads your ganger to falling off every building he's on because of the initiative half... 0:

This message was edited 1 time. Last update was at 2009/04/01 22:20:46


Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in dk
Battle-tested Knight Castellan Pilot





Copenhagen

The thing with the old Outlanders rules, is that as long as you´re playing in a friendly environment, there´s no problem.

The problem arises once you have people making min-max lists out of them, such as the all scavvy with club list, or the zombie horde list and such.

As for the lack of armour, this is not only an issue for scavvies, but for everyone in Necromunda. Armour is rare. Ooh, and a heavy with carapace armour is excellent!

Back on the path of the Imperial Citizen

Still rolling ones...

Krieg: More wins than Losses. 
   
Made in us
Mauleed






Carapace with a Heavy is OKAY.......but you'd better also have a Clip Harness or your decreased Initiative will have him crashing to the ground if he's trying to hang out above the action.

-yetischool

www.yetischool.blogspot.com
A blog covering Necromunda, Malifaux, Puppet Wars and anything Skirmish-based. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I've run a Scavvy gang that got up to about 16 members. I could have added more, but didn't.

The thing that made Scavvies broken wasn't the Scav w/Club problem. It was a combination of problems:

1. Club Scavvies.
2. Starvation.
3. Caravan Raids.

The first point was the fact that you could take loads and loads of basic guys with Knives and Clubs. So they were all making half their attacks at S4, and had an extra D6 in close combat. And there were heaps of them.

Next, starvation. Scavvy gangs never suffered from it. When you had a big gang it was often chepaer to eat one of your cheap Club gangers than it was to try to forage for food.

Finally, Caravan Raids, do enough of these (easy with a horde of guys) and losses can be replaced and food created and you'd still turn a profit.

So no single one of these made Scavvy's a broken gang. Combine the three though? Yeesh!!!

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Flashy Flashgitz





Southern California

You'd turn a HUGE profit with the old rules. My Scavvy gang was always the richest in the campaign.

The original Plague Zombie rules were also broken. You would always have enought creds to flood the field with PZ's. And, their infection rules could destroy another gang. Kind of funny, kind of not.
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Ah those are both very good points about Scavvies. Thanks for enlightening me!

As I was growing up it was mainly my Ratskins against (my brother's) Scavvies, and so I think we played a lot less Caravan raids!

If you wanted to use the original rules, and still have fairly *competitive* campaign, would the House Rules of Gang sizes being limited to double the Gang Leader's Ld, and Caravan Raid becoming an Arbitrator scenario only, be enough to curb the above problems in your judgement?

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Flashy Flashgitz





Southern California

Yeah, I like those. Use the newer Plague Zombie Time table. It was my submission.
   
 
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