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Made in us
Deadly Dark Eldar Warrior





So I have been wanting to start necromunda for a couple of months now, I have the book, a box of converted catachans, and a list! I will start to play with my dad, and also what are the rules for on fire?


House orlock/van saar-due to the fact that those models suck and I much prefer van saar weapon and skill lists!-
Iron ladz,(cog, or anything else cool at a loss for a name!)

Gang leader
chain sword, laspistol,knife
160 creds

heavy
heavy stubber,knife
180 creds

gangerx6
shotgun,manstoppers,laspistol,knife
90 creds each
540 creds total

juvesx2
autopistol, knife
40 creds each
80 creds total.

960 creds total!

have 40 creds to spare, and I like the fact I have 10 people! Also miscaculated origannaly on math and juve count! OOPS!

This message was edited 2 times. Last update was at 2010/01/28 00:30:54


Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in us
Guard Heavy Weapon Crewman





Looks like a great set up man. I just set up my second gang (golitath) with all the gangers armed with shotguns and manstoppers and juves with autopistols. The only starting weapons worth taking IMO... Except for the goliaths Autocannon!


 
   
Made in us
Deadly Dark Eldar Warrior





I have some names now! I will post more as I go on!

Leader=Tiny tim, Korgax
Called this during his first years as a juve in another gang due to his small size at the time. Now fullgrown his heavy remembers it and calls him that with for a quick laugh. It seemed to have stuck with his gang and associates so now he goes by that name. He also teaches his juves and gangers who want to learn how to read as he also wants them to be able to cut the best deals and of course to be sociable with others.

Heavy=Klunk, Brox
A self proclaimed title due to the fact that this is his favorite noise to hear. This is also conveiently the noise his opponentes head makes when it hits the floor. One of the 3 gang members that learned to read from some else that ain't Tiny tim.

Ganger= "jack" Geelium
Known for his ability to "jack" things on a quick notice, he ran into some tough times when the guilders planned on getting him back with violence. Tiny Tim saved his life by killing off the bounty hunters the guilders sent after him, and is currently at a truce with the guilders for Tiny Tim's sake.(something funny: gilliam is the last name of my GF!)

Ganger=

Ganger=

Ganger=

Ganger=

Ganger=

Juve= Swifty Mcgee.
Known by his peers as swifty Mcgee he never told them his real name. He runs fast and acts with the best intentions for his gang at heart. He learned to read from Tiny Tim and is a just as fast a learner of new things as he is at running!

Juve= JJ Johny
Called JJ Johny for his pronounced stutter during fire fights, which is where he met "Tiny tim", currently learning to read from his mentor klunk.

This message was edited 1 time. Last update was at 2010/01/29 01:04:19


Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in us
Mauleed






I'm never really been a fan of 40k unit gangs....gangers that all have the same armament. They work fine for one off games and such, but if you're starting a full on campaign, which is really the best way to play necromunda, you're going to run into problems against certain gang and you'll have problems with flexibility.

Gangs with a pair of heavies or some lasguns will easily be able to pin you down with overwatch and with only the heavy to respond, your gang can get bogged down in the center of the table, just out of range of all those shotguns...

In my experience, if you want a strong group of fighters who are similarly armed, the number to shoot for is 3. This leaves you enough room to give them adequate backup both in the form of a heavy and a ganger or two who can help them out if they get stuck.

For juves, of course, its a different issue. Arm them as cheaply as you an for them to be effective and move em up.

This message was edited 1 time. Last update was at 2010/01/28 14:14:50


-yetischool

www.yetischool.blogspot.com
A blog covering Necromunda, Malifaux, Puppet Wars and anything Skirmish-based. 
   
Made in us
Deadly Dark Eldar Warrior





So, I plan on running in 3 man groups for a total of 3 groups with my heavy being independent or in a 4 man group. Should I have 3 lasgun armed guys?

Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in gb
Mighty Chosen Warrior of Chaos





Nottingham

Deffo take a range of weapons, and run at least a ganger or juve to run interference for the heavy. I too am not a fan of 'unit' gangs, for the pure fact that the guns are scavenged from all over the place.

Innocence Proves Nothing
Old Skool RT blog http://talesfromthemaelstrom.blogspot.com/
 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

Yes, I'd change 2 or 3 of those shotgun gangers into las/autogun gangers. Maybe even give the Heavy an alternate weapon, las/autogun. Cause that stubber will fail an ammo check on you!

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Savage Khorne Berserker Biker





The way to win Necromunda is simple. Everyone in your gang gets shotguns, manstopper rounds, and autopistols. Your heavies and leader get plasmaguns. Keep everyone in your gang grouped together, run forward, and shoot the heck out of everyone.

Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

Yeah, and one good round of shooting into that large group with a single heavy stubber puts down 3 or 4 guys, and you bottle cause one of them was your leader.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Savage Khorne Berserker Biker





Ohhhh. so you mean with 2d3 shots you're going to get roll a 4, then all four are going to hit, then all four are going to wound, and then none of those are going to cause a flesh wound?

The average dice roll on a d3 is a 4, you're correct. Now, starting off most heavies are bs 3. So that's a 4+ to hit, and that's assuming your target isn't in cover. So, out in the open, a heavy stubber on average causes 2 hits. Str 4 vs T 3 causes 1.33 wounds. which equates to 1.10833 models being down or out of action.

So on an average round of shooting, 1.10833 models go down our out of action to a heavy stubber. Also note that you can only spread shots to other models within a certain range of the intended target. Furthermore the fact that if a heavy stubber evergets to shoot before being shot at, you're not playing with the proper ammount of terrain on the table, as the average table should only have firing lanes of about 12"


Automatically Appended Next Post:
I'm not saying that it will never happen, but the odds of it happening are slim.

This message was edited 1 time. Last update was at 2010/02/13 23:58:40


Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

Luck (bad) of the dice. One round of heavy stubber fire (5 shots) took out or put down my Chief (out), Totem Warrior (out) and a Ratskin (down), all needing 5s to hit. worst part, he only allocated one each to the Chief and Ratskin.

So yeah, odds are it won't happen, but then Murphy comes along................

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
 
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