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Made in gb
Arch Magos w/ 4 Meg of RAM





WIP #008


Just a quick update today. Take a look at this picture:



2 pieces of MDF and a mysterious poster tube eh? Seems like I have a long way to go in making a battle board... Wait, what this!?



That's right! My battle board is done. I picked up a battle mat from gamemat.eu called Tri-city.

It's designed for Infinity but will be perfect for Necromunda too. And this falls into part of my larger man-cave plans with easy storage coming from being able to tuck those two boards away.

What do you think?

I think it's going to look great this weekend as a Necromunda campaign is waged across it!

And that's all my Chapter 1 goals complete! (Well, except for the 3 remaining ruins!)

- Bottle

FearPeteySodes wrote:Awesome stuff Bottle! I absolutely love the format of this, super creative and fun to read. Must be pretty refreshing getting to change it up a bunch doing the different gangs. When my group played Necromunda I made a small Arbite force which was a blast to make. They would have loved arresting your beautiful Escher gang.

Keep it up I want more!


Thank you! I am a massive fan of your Dark Eldar blog so it's very nice to recieve a comment from you.

I have plans to give my Escher girls a rhino someday so they can escape the fuzz!

Accolade wrote:This blog is great, keep it up! I love seeing Necromunda, and your work doesn't disappoint!


Thanks!

Archer wrote:Scenery looks perfect. I totally agree with you that only a little effort makes terrain really pop. But in the long run you want it playing second fiddle to the gangs.


Yep! The last thing I want is it drawing the eye away from the miniature :-)

Thanks for all the comments as always, everyone.

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Veteran Wolf Guard Squad Leader






Minneapolis

 Bottle wrote:
Thank you! I am a massive fan of your Dark Eldar blog so it's very nice to recieve a comment from you.

I have plans to give my Escher girls a rhino someday so they can escape the fuzz!




The Carrion Corsairs - A Dark Eldar P&M Blog

Know thine enemy.
You are known to him already

* Sermon Primaris, the Ordo Xenos

 
   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

Some great work in this blog. I love the look of your two gangs, and the bulkheads have come up a cropper as well. Aside from gaming with it all, what are your next Necro plans?

   
Made in gb
Arch Magos w/ 4 Meg of RAM





Dispute at Rad Peaks
Campaign Overview



Set Up and Victory Conditions

The Campaign will consist of 4 battles and the gang with the highest Gang Rating at the end will be declared the winner. Alternatively if either leader is killed or captured the other gang will automatically be declared the winner.

Each gang will be given 1000 credits to recruit its members as per the Necromunda: Rulebook and Necromunda: Outlanders

House Escher - The Spyders







I wanted as many bodies in my gang as possible, however with the Heavy Plasma Gun being so expensive I could only fit in 9 girls.

I rolled quite well on the territory chart including a double 6 'Green Hivers' which let me choose a single territory of choice. I went for the Archeotech Horde as it will give me a stable income of 2d6x10 credits a game and if worse comes to worse I can rinse it at 6d6x10 credits once as a rainy day fund!

Redemptionists - The Bold Testament







My brother took the helm of the Redemptionists. He went for a solid 10 bodies and had enough credits to buy some upgrades like frag grenades and hot-shot shells (no doubt excited by the idea of being able to set even more of my gangers on fire!)

With the gangs ready it was time to start the first of our 4 battles and decide the fate of Rad Peaks!

Stay tuned.

- Bottle

This message was edited 1 time. Last update was at 2015/06/13 15:35:08


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





Deep in the Outer Boroughs of NYC

I really like your super rusty bulkheads.

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Some smashing stuff here, can't think why I haven't seen it before! That Redemptionist gang is awesome!

 
   
Made in gb
Using Object Source Lighting







Great painting! I should really dig up my necromunda minis and give them a bit of paint, they are so charismatic and with lots of oldschool charm.
Brilliant project you have here.

   
Made in au
Longtime Dakkanaut





Australia

That's a lot of Juve's. Hope they can handle it. Better and sure they stand right out front where it's safe...

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment & 7th Abhuman Detachment, 17th Tullarium “Immovables” + Remnant of the 6th Tullarium Rifles “The Lucky Few”; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Order; Bretonnian - Vain Quest for the Grail; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor; Beastmen - Harvesters of Morrslieb; 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Battle 1: The Shoot-out


It wasn't long after Toxic had ordered Elijah Flames to leave Rad Peaks that he returned, followers in toe, to try and take control of the settlement. The first shots were fired in the back streets of Rad Peaks where he chanced upon two of the Spyders gang.


Elijah Flames and three of his novices arrive in Rad Peaks looking for trouble.


Rather than rolling on the scenario table we decided to choose the most fitting scenario for each stage of the campaign. Here, with Elijah Flames returning to Rad Peaks for the first time since Toxic had kicked him out we thought the 'shoot-out' scenario fit perfectly. It also happens to be one of our favorite scenarios with its unique 'build-up' and 'quick draw' phases that represent a western-style gun draw.



First was to see how many Gang members we each got. Redemptionists roll a 6!.. Escher roll a 1! This equals 4 Redemptionist gangers vs 2 Escher. The gangers participating are also randomly selected: Redemptionists got the 3 novices and then Elijah Flames himself (probably bringing the novices along to show he does in fact practice what he preaches-) and the Eschers got ganger "Nana" and juve "Lucky".


A confrontation of gangs.


The two gangs set up 16 inches away, in clear sight and began their slow advance. During this build-up phase neither gang can shoot and instead must roll to keep their nerve as the tension rises. The first gang to lose its nerve (represented by a score of 16) go for their guns and the quick draw begins.

We had a particularly grueling build-up of 6 rounds, meaning the gangers were only 4-5 inches away from each other when the guns were drawn! The Escher lost their cool and went for their guns first, but the Redemptionists were far quicker...


The 'Quick Draw' scores


Lucius Smoulder was first, pulling his auto-pistol out of the holster with lightning reflexes. He fired at Nana hitting but failing to wound. Bunsen Burn was second his stub gun shots firing wild. Johnny Rage also drew his gun on Nana but again failed to wound. Ducking under the hail of bullets she would not get the chance to shoot back. Seeing this Elijah Flames turned to the juve lucky and with a gleam in his eye he unleashed a torrent of Meltagun fire at the hapless juve. The gun jammed abruptly but it was enough, lucky collapsed to the ground in pain.

We rolled for first turn and Redemptionists won.

"Always bring knives to a gunfight!" says my brother as he declares charges against the Escher. Lucius Smoulder rushes the defenseless Lucky taking her out of action immediately. The other three charge Nana.

Bunsen Burn takes the first lunge but is bested by Nana who knocks him down. Luckily for him, Nana is preoccupied with the other two and so Bunsen gets the chance to crawl away to safety.

Johnny Rage steps up next, slashing widely with his knife. He wounds Nana three times taking her out of action and winning the game for the Redemptionists.


Elijah Flames stands triumphant over the fallen Escher


The Aftermath

Elijah Flames has made a bold return to Rad Peaks. The victory over the Spyders means the Escher can only draw half income from their territories.

We roll for injuries. First for Nana... 15 - dead. Her wounds must have been too great. Already we have the first casualty of the campaign and it's one of mine! Johnny Rage claims the kill.

Now for Lucky... 63 - captured! The juve has fallen into the hands of the Redemptionists!

With the half income the Eschers do not have enough credits to recruit any new fighters and must now attempt a rescue with only 7. This game was certainly short and brutal with some very bad rolls for the Spyders that has set them a good step behind the Redemptionists already. However there is still a lot to play for... First things first they need to rescue their juve back!

Gang Ratings

Redemptionists 1277 VS Escher 1117




Juve "Lucky" proves she is not very lucky at all, as she is captured by 'The Bold Testament'


Stay tuned for more.

-Bottle

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

Fantastic looking stuff, and I love the report. Keen to see how the rescue attempt goes!
   
Made in gb
Unhealthy Competition With Other Legions





UK

Great battle report, the mat looks cool as well, I have been looking at them myself, how thick/durable is the material?

   
Made in gb
Is 'Eavy Metal Calling?





UK

Nice, I can only imagine how awesome that opening gunfight must be to play out! It's been a while since I looked at Necromunda, but this certainly pushing me towards giving it another go!

 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Azazelx wrote:Some great work in this blog. I love the look of your two gangs, and the bulkheads have come up a cropper as well. Aside from gaming with it all, what are your next Necro plans?


Thanks for the kind comment, first we have to play all the battles first the first mini-campaign and then its time to think about Chapter 2. I have slowly been amassing more necro miniatures, and am leaning towards a Delaque gang next and hired guns. I really want the Delaque heavy with a flamer though and I am struggling to get one for under £10

Warboss_Waaazag wrote:I really like your super rusty bulkheads.


Thanks! Really quick to do using Typhus Corrosion and Ryza Rust among others.

Paradigm wrote:Some smashing stuff here, can't think why I haven't seen it before! That Redemptionist gang is awesome!


Thanks :-D

NAVARRO wrote:Great painting! I should really dig up my necromunda minis and give them a bit of paint, they are so charismatic and with lots of oldschool charm.
Brilliant project you have here.


Yeah the miniatures are still great in my opinion. One of the best ranges GW has ever made.

Archer wrote:That's a lot of Juve's. Hope they can handle it. Better and sure they stand right out front where it's safe...


Who needs cover when you have a juve in front, eh? :-P

Slaanesh-Devotee wrote:Fantastic looking stuff, and I love the report. Keen to see how the rescue attempt goes!


Thanks! The second battle has aready been played out so I will try to post a report soon.

Calibanite Lion wrote:Great battle report, the mat looks cool as well, I have been looking at them myself, how thick/durable is the material?


The mat is 'Tri-City' from gamemat,eu. The quality is AMAZING imo. The material is similar to a mouse pad, so it is very durable and won't slide. The material is slighlty more floppy so it rolls up easily and the top has a mat finish good for photos.

I'm going to pick up another one for my Fantasy games too.

Paradigm wrote:Nice, I can only imagine how awesome that opening gunfight must be to play out! It's been a while since I looked at Necromunda, but this certainly pushing me towards giving it another go!


Thanks again! I hope you do give it a chance as the rules are still lots of fun. The shoot-out has always been one of my favorite things about Necromunda. I did roll quite badly in this game though haha, first only 2 gangers, next terrible quick draw results, then lost the first turn, and then rolled one dead and one captured! Oh well, enjoyed it all the same :-D

Thanks everyone for the comments!

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





Hello! I just played my first game of Necromunda last night and my friend and I are hooked. Long story short I bought a starter set several years ago and after finally getting a game organized I found that GW no longer supports it. After finding your threads it is apparent that collecting a few more gangs will be challenging to say the least. What I am asking of you is if there are any sites other than Bartertown Amazon or Ebay where I might find minis to purchase? Thank you in advance.

Ryan Matthews
   
Made in gb
Is 'Eavy Metal Calling?





UK

Heresy minis do some nice alternatives, as do Hasslefree:
http://heresyminiatures.com/shop/index.php?main_page=index&cPath=2_15
http://www.hfminis.co.uk/shop?category=sci%252dfi-%26%0D%0Aweird-war~sci%252dfi-humans

Getting new stuff from the 'official' lines is basically going to cost you an arm and a leg if the seller knows what they've got.

 
   
Made in us
Fresh-Faced New User





Thank you! that is awesome!
   
Made in au
Longtime Dakkanaut





Australia

Ah great report. I absolutely love Necromunda. Have NEVER managed to win a shoot out though. Have been on both ends of the nerve roll. But just never seen to have the luck with iniative.

Although one shoot out ended up with the opponents heavy shooting one of his own Gangers in the back of the head whom I ended up capturing....

Can't wait for the next instalment.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment & 7th Abhuman Detachment, 17th Tullarium “Immovables” + Remnant of the 6th Tullarium Rifles “The Lucky Few”; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Order; Bretonnian - Vain Quest for the Grail; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor; Beastmen - Harvesters of Morrslieb; 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Battle 2: The Rescue
Elijah Flames has returned to Rad Peaks in a blaze of ultra-violence leaving one of the Spyders dead and another taken into their clutches. Toxic rallies the Spyders ready to dish out some retribution and tracks down Elijah Flames and his followers of Redemption to a ruined Imperial Cathedral in the wastelands outside of Rad Peaks.



The ruins of the Imperial Cathedral Elijah Flames had set up camp in


It was really a no-brainier what our second scenario would be. There is no negotiating with Elijah Flames (or any Redemptionists!) and being left in their hands could only mean two things for the juve: being converted to the Redemptionist cause or being burnt alive! Neither were good enough for Toxic and besides, she had Elijah Flames and his crew right where she wanted them...



First was to roll for how many sentries the Redemptionists got... 5! Johnny Rage is chosen to guard Lucky in the cathedral ruin whilst Elijah Flames, and 3 others spread out equally among the outer ruins. The Escher roll a 7 for gangers (which means everyone) and the South table side for deployment.


Johnny Rage is ordered to guard the captive, Lucky


The Redemptionists set up in the ruins around the Cathedral


Group 1 (See map above)


Group 2: Charging down the centre


Group 3: a lone sniper ready to take the high vantage


Turns 1 & 2

Without much cover, Toxic decides to go in guns blazing but on the first turn only ganger Raina hits true just before her gun jams, pinning the Deacon, Luther Purge, in place as the Escher advance. Nyro sprints to a high vantage point up above.

With the alarms sounded the Redemptionists open fire back onto the Spyders but no shots wound.

In the second turn Toxic, Lizzy and Sparks close the gap on Brother Combustus. Lizzy attempts to throw a frag grenade but over cooks it and explodes herself! Lizzy goes down. Sensing disaster, Toxic orders Sparks to charge forward and take out the Redemptionist. A hail of autopistol fire pins Combustus in place.

Raina and Flick move forward as Switch lays down covering fire with her Heavy Plasma gun. The first of the Redemptionist reinforcements arrive on their flank however. Brother Ash scores a flesh wound on the Heavy and Bunsen Burn closes in on Raina.


Redemptionists flank the Escher as the alarm is sounded


Turns 3 & 4

Flick races back to protect the Heavy, Switch. She sprays autopistol fire at Brother Ash and pins him in place. Raina, without a working gun, decides to get revenge for the last game and charges Bunsen Burn, injuring him with a flesh wound in hand to hand.

More reinforcements arrive for The Bold Testament, again on the flanking board edge (a 6 was rolled both times!) the flank is suddenly filled with the red cloaks of the Redemptionists and things are starting to look grim for Toxic and her Spyders.


As Redemptionists flood in all around, Raina fights them off bravely with just a knife!


Spurred on with the zeal brought by arriving brethren, Elijah Flames snaps at his men around the ruined cathedral to break cover and drive the Escher away. Brother Combustus shoots down Sparks at close range, and Brother Torch manages to down Nyro who had taken the high vantage point.

Toxic looks around to see her girls dropping like flies. Out of the gap in the ruins comes the Deacon Luther Purge and Elijah Flames behind. She raises her Plasma pistol and fires at the Deacon, the shot skims past. Moments later Toxic is hit, first by the Deacon's Flamer, then the Priest's Meltagun. Toxic collapses to the floor.

Command falls to Switch, the heavy. Seeing most of the gang down or out, she bottles (double 6's!) and calls the retreat, ending the game.


Toxic sees her juve in the distance, this is the closest she could get...


The Aftermath

"Repent or die!" are the words Elijah Flames barks at the captured juve, Lucky. The Redemptionists have a special rule for captured prisoners: a battle of wills! Both roll 2D6 and add their leadership, if the priest wins the prisoner is converted to the Redemptionist cause, if the prisoner wins then they are burnt alive for being a sinner (talk about a rock and a hard place!) we roll the dice... Redemptionists = (8+ Ld 8) Escher = (12+Ld 6)

Lucky was a proud Escher till the bitter end it seems! As a sinner that earned her a place on the pyre...


Poor Lucky is burnt alive for refusing the teachings of Redemption


She might of been brave but considering she was:

1. Shot with a Meltagun at point blank range
2. Beaten to a pulp seconds later
3. Captured by zealous psychopaths
4. Witness to her gang getting shot to pieces in a miserable rescue attempt
5. Burnt alive on a giant pyre for her sins...

It is safe to say she certainly wasn't "lucky" at all!

Lizzy, Nyro and Sparks were 'Out of Action' at the end of the game (amazingly Toxic wasn't!), so three dreaded rolls on the Serious Injury Table.

Lizzy ... dead
Nyro ... chest wound (-1 Toughness)
Sparks ... dead


Wow, that was a lot of bad rolls! With Lucky gone too that's 4 gangers dead in 2 games! I know my bad tactics this game cost me (I shouldn't have gone in guns blazing when he was so fortified in heavy cover), but 4 dead is very harsh.

With 2 games remaining it looks like assassination of Elijah Flames in now my best option!

Gang Ratings

Redemptionists 1354 vs Escher 947



Stay tuned for more and thanks for reading.

- bottle.

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





Australia

Damn that is some heavy losses. Can't believe you have had such bad luck on the injury rolls. I await the next installment. But I honestly can't see a way back for House Escher from here.

Oh and out of curiosity are you using brand new gangs for this (ie no skills to start and all that).

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment & 7th Abhuman Detachment, 17th Tullarium “Immovables” + Remnant of the 6th Tullarium Rifles “The Lucky Few”; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Order; Bretonnian - Vain Quest for the Grail; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor; Beastmen - Harvesters of Morrslieb; 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

I love battle reports.

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





 Archer wrote:
Damn that is some heavy losses. Can't believe you have had such bad luck on the injury rolls. I await the next installment. But I honestly can't see a way back for House Escher from here.

Oh and out of curiosity are you using brand new gangs for this (ie no skills to start and all that).


Yeah I couldn't believe how unlucky I was too! 4 dead in two games is brutal.

I still have a chance to win if I can kill or capture Elijah Flames so I am going to have to take shots at him with every chance I get now. I want to play more tactically in the next two games and use my long range to my advantage.

Yeah totally new gangs as per the gang rosters I posted above, although our gangers have picked up a few skills now.

Thanks for commenting as always :-D

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Anointed Dark Priest of Chaos






This thread is full of nostalgic win!!!

Great game and great models. Your stuff looks amazing.

This is making me want to play again in a bad way...

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Battle 3: The Scavengers
Things have gone from bad to worse for Toxic and the Spyders. With 4 of the gang dead she's going to need creds to rebuild and recruit. Rumours of a wrecked trader's vehicle and the loot stashed within have brought the Spyders deep into the old dome, but the ruthless Elijah Flames is not far behind...




This scenario was chosen for two reasons: firstly to give the Eschers a chance to win some much needed credits and secondly to use those nice loot counters I made especially for this campaign! For each battle we always tried to make a focal point with the terrain and for this battle we chose a ruined Chimera I had salvaged and repainted suitably rusty (this used to belong to my Cadians in 2nd Edition).

The idea is to represent a lost or ruined trader convoy, no doubt with valuable archeotech within. We rolled the loot counters and got 6, and set them up around the ruined tank.


The ruined tank and scattered loot


Turns 1 & 2




Toxic, Switch and Raina cover the center while Nyro and Flick ready to race across the upper walkways


The Spyders being outnumbered 2 to 1 meant I had to play much more tactically this game (no more charging in a hoping for the best!) I set up my gang into two groups: Toxic, Switch and Raina in the centre to provide covering fire and pin down the opposition, and Nyro and Flick who will move up top and start collecting the loot. My juve Flick has recently learned the "leap" skill which adds D6 inches to any move, run or charge and I am sure the extra speed will come in use.

My brother deploys the Redemptionists in a long line on ground level that spend the first two turns running full tilt towards the wrecked tank in the centre. Only the Zealot dares to go higher, he climbs to the top of the green tower ready to snag a first loot counter...



A sea of red cloaks. The redemptionists charge in



Ol' Jebodiah is the first to climb the green tower in search of loot


Turns 3 & 4


BOOM!

Switch scores her first hit of the campaign and blasts the zealot off the top of the tower with a giant ball of plasma. The hit is extra satisfying as he plummets to the ground and earns himself and additional flesh wound.

Toxic and Raina had been creeping forward in cover, Raina decides to break cover and confidently scores a wound on the novice Lucius Smoulder (who has become quite the tank at this point with T4 W2).


Nyro and Flick continue to move across the upper walkway. Flick races ahead and scoops up the first loot token whilst Nyro covers.


The Redemptionists make a mad dash for loot. Bunsen Burn runs towards the tank, whilst Lucius Smoulder and Brother Torch climb high to earn themselves a loot token each. Brother Torch fires a bolt shot from his shotgun at Nyro and scores a flesh wound. Luckily Nyro holds her balance and is pinned on the walkway.

Elijah Flames and his trusted Deacon, Luther Purge, also climb up onto the fortified walkway to collect another of the loot tokens, and this is where I spy a chance...


The two gangs close in... moments later Flick charges in from the left, her sights set on Elijah Flames!


Flick with her leap skill had managed to skip ahead of Nyro, collect a first loot token and climb down a level of the building with a central shaft. She can now see Elijah Flames clearly on the walkway through a doorway bulkhead. I declare a charge. Flick bursts onto the walkway, past the clueless Luther Purge and straight into combat with Elijah Flames snatching up a second loot token on the way. My highest dice roll is a 5 which would earn me one hit on the priest, BUT, he has a sword and parries the blow. I reroll and get a 4, meaning the combat is drawn but as Elijah Flames wins on initiative he scores one hit against the juve and cuts her down before collecting both loot tokens.

Raina (who is starting to become the real backbone of my gang) takes another shot at the wounded Lucius Smoulder. She takes him straight out of action, his loot token dropping back onto the top of the green tower.

Brother Torch makes a dash for this loot token now, and the Deacon climbs up a level and blasts Nyro with his flamer, taking her down.

In the following turn(Turn 5) Toxic has to take a bottle test as 25% of the gang are down or out of action, she fails. The Spyders flee from battle giving The Bold Testament possession of the loot counters.

Aftermath

It seems like another heavy loss for the Spyders in this game but I was actually happy with the performance of my girls. Using Switch and Raina to hang back and provide covering fire meant I outranged the Redemptionists and dominated the centre as a result. A tactic I want to work with in our next game.

Raina takes a trip up to the Archeotech Horde after battle and strips it of all its worth (which came to 180 creds before tax). The influx of cash means the Spyders can recruit two new members, juve 'Tint' and ganger 'Plug'.


Much need reinforcements for the Spyders


With full recovery from Flick and Nyro this gives me a good 7 to take into our final battle.

The other good news (for me at least) is that Lucius Smoulder died from his wounds, earning Raina the Spyder's first kill.

With the 130 credits The Bold Testament earned from the loot they could easily buy a replacememt novice (aptly called "Ducius") and also a Power Maul that came up on the Rare Trade Chart.


"Ducius", a distant relative of the now dead 'Lucius'


Gang Ratings
Escher 1131 vs Redemptionist 1391


Next battle is the campaign finale whereupon the fate of Rad Peaks will be decided.

Stay tuned.

- Bottle

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Awesome report once again. There's something about how short and brutal these matches are that makes for great reading, especially with the nice minis and terrain!

 
   
Made in au
Longtime Dakkanaut





Australia

Love the fight. Was really hoping that the Juve got an unlikely win over Elijah. If it weren't for the narrative of the battles I don't think the Spyders have much of a future with the kicking that they have taken.

Ah well, with reinforcements arriving let's hope they stand a chance for the showdown.

I am playing some games where a guy has about 5 Gang members with T4 and W2. They are absolutely frightening to stop.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment & 7th Abhuman Detachment, 17th Tullarium “Immovables” + Remnant of the 6th Tullarium Rifles “The Lucky Few”; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Order; Bretonnian - Vain Quest for the Grail; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor; Beastmen - Harvesters of Morrslieb; 
   
Made in us
Repentia Mistress






Awesome report, once again. I love the vibrant colors and fast pace.

 
   
Made in us
Warning From Magnus? Not Listening!





Va

Just found your blog. First things first. BEAUTIFUL minis. Really loving the old school redemptionists.

I also like your idea of a short, story driven campaign. Can't wait to see how it ends!

Check out my Deadzone/40k/necromunda blog here! 
   
Made in us
Fixture of Dakka






Lancaster PA

Great to see a Necromunda campaign written out like this! Sorry to see the girls taking such a beating, but I am excited to see how it works out!


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in fi
Basecoated Black






Just Great! Had to start build my own Necromunda gang... A new gang..

I don't know enough words to describe this blog! Love it! Awesome! Amazing!

Wish I could play on that board!




Yar! Visit my blog! Just clik the WWW button!  
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Battle 4: The Hit
This is the campaign finale, the last chance for the Escher gang known as 'The Spyders' to win back control of the town Rad Peaks from the Redemptionists lead by Elijah Flames.

As Elijah Flames prepares to give his first sermon to the populace of Rad Peaks, the Spyders attempt to assassinate the preacher. It's all or nothing!



Elijah Flames preaches to the townsfolk of Rad Peaks from his pulpit


For the campaign finale we chose the outlander mission 'The Hit'. It fits the story perfectly as it represents Toxic's last ditch assassination attempt on Elijah Flames. Using an Outlander scenario shows the desperate measures they are now employing.

The scenario is simple. Take the enemy leader out of action to win the game (and of course if he rolls dead or captured, it's a campaign victory for the Eschers too... that's the best odds we have now!)

We set up the terrain to represent a large pulpit in the centre from which Elijah Flames is about to deliver his sermon preaching of a new era to the townsfolk. Of course Toxic is hoping to interrupt that with a bullet to the preacher's head.



Deployment

The defenders are split up into 4 groups, the first consisting of Elijah Flames and his bodyguard Luther Purge are set up on the pulpit in the centre.

Now the Eschers get to see how many of their gang is available: I roll a 7! (All of them).

I set up the Heavy, Switch on the tower to the north with a clear view of the pulpit. Plug is deployed close by on ground level. Nearby in the ruins I set up the rest of the gang, with Switch and Raina being placed on overwatch (a special rule for the scenario).

The rest of the Redemptionists are now rolled for: my brother rolls two 6's in a row meaning another 5 are set up around the priest. The last group (Brother Ash and Brother Combustus) are set up as snipers on the high buildings.

Those were quite jammy rolls by my brother. That extra ring of bodyguards around Elijah Flames will make him tough to get to, (we are staunch players of 90* fire arcs and closest target rules).

We roll for first turn and the Redemptionists win.


Switch ready to blast the Redemptionist congregation with her Heavy Plasma gun


Toxic and her Spyders are ready to ambush. Death or glory!


Two Redemptionist snipers watch over the town, looking for any sign of trouble


Raina ready to take a crack shot at Elijah Flames


Turn 1

The game begins with me declaring my Overwatch shots. Raina misses but Switch hits true with her Heavy Plasma gun blowing up the novice Bunsen Burn with a giant explosion of plasma.


Hearing the sound of gunfire the Redemptionists scramble to retaliate


The whole of Rad Peaks goes wild with the sudden arrival of gunfire. Elijah Flames is ushered off the pulpit, flanked on either sides by his bodyguards. Johnny Rage and the Deacon charge down the gangway towards the heavy up in the tower. Johnny Rage has learned the "Disarm" skill and my brother is determined to use it on my Heavy Plasma gun (as that's what brothers are for!). Toxic puts a stop to this with a full power plasma pistol shot from her vantage point in the ruins as the novice runs past. The shot takes him down. Seconds later Switch fires her second blast of heavy plasma this time taking the Deacon, Luther Purge, down.


Elijah Flames is ushered to safety as shots fire in all directions


Raina shoots the last Redemptionist up on the pulpit and gangway, Brother Torch. The shot fails to wound but he falls off the edge and gets a flesh wound. With destruction wrought in the centre of the board things are going very well for me so far!

The two Redemptionist snipers dash across the high buildings to get a better vantage spot while the Zealot runs towards the Escher in the ruins somehow avoiding autopistol fire from my juves.

The first casualty of the game is Bunsen Burn who drifts out of action with severe plasma burns!


An overview after the first turn


Turn 2

Near the ruins the Zealot, Ol' Jebodiah, gives a frenzied howl and charges Flick. Chopping wildly with his massive axe and taking her out of action.

Elijah Flames continues to flee from the battle with his escorts, while up on the gangway Luther Purge recovers to a flesh wound.

Switch shoots him again. The plasma blast takes him down once more, but that's the last shot she'll be able to make as it runs out of juice.

From the ruins Toxic and Tint charge the Zealot, Ol' Jebodiah, but neither manage to wound him. Nyro and Raina provide covering fire whilst on the flank Plug moves out to ambush the novice Ducius who is running down one of the far walkways towards the tower Switch is in.


Close quarter combat in the ruins


Turn 3

Ducius decides to take a short cut, a leap of faith from the walkway to the bottom of the tower. The 5 rolled takes him over, on the otherside he draws his autopistol and blasts Switch off her ledge on the tower. She plummets to the ground and goes down. Plug climbs up onto the walkway to seek revenge but the shotgun shell fires wild.


Ducius's "leap of faith"


The two snipers on top open fire onto the Escher in the ruins. Brother Ash hits Nyro and takes her down. Brother Combustus decides to shoot into the swirling melee but hits his fellow Redemptionist, the Zealot, taking him out of action.

Despite the pleas of his followers, Elijah Flames turns and advances straight towards Toxic. His bodyguard Invictus is gunned down straight away by Tint. Elijah Flames has his nerve tested and he would have failed if not for the "hatred" he felt towards the Escher, (a Redemptionist special rule), as a 10 was rolled!

The first chance for me to win the game is here as with cinematical awesomeness Toxic raises her Plasma Pistol and fires full power at the priest. In typical Necromundian fashion the scene doesn't end cinematically at all as the shot whizzes past.


Toxic gets a chance to take out Elijah Flames but misses


Up on the walkway the Deacon recovers to a flesh wound again (this guy can really take a beating!)

Turn 4

Over on the far flank Ducius squares up against Plug and shoots her down. The only Escher standing now are in the ruins, Tint, Toxic and Raina but with Elijah Flames right in the thick of it there is a chance for the Spyders still.

Elijah Flames is desperate to close in on Toxic himself and snaps at his men to take out the intervening juve, Tint. Both Brother Ash from up top and Brother Torch from below rain fire at the juve but only manage to pin her in place. In fury Elijah Flames levels his Meltagun at the juve and blasts her at close range taking her down.

Toxic loses her nerve and stumbles back across the ruins (rolling snake eyes on her flee roll). Leadership falls to Raina who coolly passes the bottle test. I have another chance to take a shot upon the priest. Raina raises her Autogun and hits! Sadly the shot fails to wound, but pins Elijah Flames in place.


Raina hits Elijah Flames and pins him in place as Redemptionists close in all around


Spurred on by this Toxic recovers her nerve from behind the ruins.

Turn 5

The Redemptionists rush the two remaining Escher. Shots are fired at Raina from all directions but with a stroke of luck (and thanks to her "evade" skill) she dodges them all.

Toxic moves out next to Raina and together they make their last stand. To take another shot at Elijah Flames I need to take out the Deacon first who is now the closest target. Raina hits the Deacon but only pins him! Toxic is forced to shoot in that direction too but misses.

Turn 6

The final turn of the game was quick and brutal.

One of the snipers, Brother Combustus hits Raina and takes her out of action immediately (with me shouting "NOOOOOOOO!" in the background).

Elijah Flames steps forward and guns down Toxic with his Meltagun (no doubt screaming "RAD PEAKS IS MINE!" at the same time).

With Toxic lying crippled on the dome floor every other Redemptionist takes a shot at her and she is wounded several more times.


Toxic and Raina battle on till the bitter end before being gunned down from all directions


Thus ends the game and the campaign!

Aftermath

I have to say that was the most exciting game of Necromunda I have ever played and truly a fitting ending for our mini-campaign. There were lots of twists and turns and despite the odds I thought I had a good chance to win but in the end the Escher were gunned down to the last.

With this victory Elijah Flames takes control of the settlement 'Rad Peaks' and the Spyders are kicked out into the wastes. To represent this I applied some modified 'outlaw' rules to the Spyders. They get kicked out all their territories but one, and have an 'outlaw price' to pay to restore their status. But as they are not real outlaws (Redemptionists are considered dangerous criminals after all) I decided no bounty could be collected on them and that their outlaw price would not raise after each battle (unless of course they really do find themselves on the wrong side of the law in future). As such the outlaw price represents the funds they would need to get set up again, as they have lost all their territories, contacts and their home.

We had a big long list of injuries to roll for after this game:

Redemptionists

Brother Inviticus - Blinded in one eye
Ol' Jebodiah - Horrible Scars (amusingly caused by Brother Combustus)
Bunsen Burn - Captured

Just to continue my brother's string of luck I sell Bunsen Burn to the guilder courts for bounty and he manages to roll a 6 meaning the Juve escapes and comes back to the gang!

Escher

Tint - Arm Wound
Flick - Arm Wound
Nyro - Chest Wound (she's now on T1!)

and my favourite ganger, Raina...

snake eyes... dead!

Gang Ratings

Redemptionists 1485 vs Escher 1087

Gang Rosters






Epilogue

We really enjoyed this campaign (probably the most fun with Necromunda I have ever had). Adding the narrative over the top really helped bring the games to life, and of course Necromunda creates its own characters. Elijah Flames became more and more nasty as the games progressed and for the Eschers, Raina came to light as the backbone of the gang. We were both really sad when she died, but I wonder how Toxic will take it? Perhaps she will become hellbent on revenge or resolve to be a better leader... we'll have to play more games to find out!

Mistakes

We played a few rules wrongly. I was sure that guns with multiple damage only mattered with multiple wound targets, but I now see they get to roll as many dice to wound as their 'damage' characteristic and how many times they wound on the down/OOA chart too. Same goes for hand-to-hand, I thought the down/OOA chart could only be rolled for once. We will make the amendments in our future games.

(I imagine most people house rule that wounding 5 times in a single round of hand-to-hand only nets you +5 experience points though, right?)

What's Next?

Ideas are swimming in my head of a "Necromunda Apocolypse" battle. 2000-3000 guilder credits each for us to build massive Redemptionist and Escher gangs and have an epic battle (maybe with vehicles too??).

But for the immediate future my Spyders need to lick their wounds and rebuild some territories. I have plans for another gang, hired guns and introducing a new player to the fold. With AoS coming Chapter 2 might have a little delay but it is certainly in the works!

Once again, thank you for reading. I hope you have enjoyed the first chapter of my Necromunda Blog, The Good, The Bad and the Deviant Scum.

- bottle


Automatically Appended Next Post:
Paradigm wrote:Awesome report once again. There's something about how short and brutal these matches are that makes for great reading, especially with the nice minis and terrain!


Thanks! I think the games are all the more brutal on account of my terrible tactics! haha

Archer wrote:Love the fight. Was really hoping that the Juve got an unlikely win over Elijah. If it weren't for the narrative of the battles I don't think the Spyders have much of a future with the kicking that they have taken.

Ah well, with reinforcements arriving let's hope they stand a chance for the showdown.

I am playing some games where a guy has about 5 Gang members with T4 and W2. They are absolutely frightening to stop.


Yeah my Escher took such a beating game after game I feel quite sorry for them! Will I ever win a game? who knows :-P

youidiotkid wrote:Awesome report, once again. I love the vibrant colors and fast pace.


Thanks! I'm trying to conjure up fond memories of classic WD battle reports with these.

squall018 wrote:Just found your blog. First things first. BEAUTIFUL minis. Really loving the old school redemptionists.

I also like your idea of a short, story driven campaign. Can't wait to see how it ends!


Thanks! I hope you liked the ending too :-D adding the narrative really elevated the fun for us!

Wehrkind wrote:Great to see a Necromunda campaign written out like this! Sorry to see the girls taking such a beating, but I am excited to see how it works out!


Thanks for the kind words :-)

Mad Sergeant wrote:Just Great! Had to start build my own Necromunda gang... A new gang..

I don't know enough words to describe this blog! Love it! Awesome! Amazing!

Wish I could play on that board!



No way! Your table is nicer than mine :-D I would love to have a game, my Eschers taking on your Orlocks!

This message was edited 2 times. Last update was at 2015/07/01 21:26:27


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