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![[Post New]](/s/i/i.gif) 2016/02/09 22:59:42
Subject: Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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I asked a long time ago how I could start necromunda but never did, but now I have some disposable income available. after watching gotham I have been really itching to start up my own necromunda warband with modern plastics, but I have no clue where to start. I think I could pick up some catachans and use those as goliaths, but what about the others? I don't think I would just want muscle bound meat heads to be my main gang.
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/10 00:20:14
Subject: Re:Beginners Guide to Starting Necromunda
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Sword-Bearing Inquisitorial Crusader
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Catachans can have reasonable mileage as either Orlocks or Goliaths, depending on which parts you use and what you combine them with (Cadian parts can work for Orlocks, and some of the Space Wolf hairdos would suit Goliaths), Eldar Guardians can be a basis for Van Saar and the Chaos cultists can work to an extent for either Cawdor or Delaque (Empire Flagellants and Elf robes/hoods for Cawdor, bald heads and heavy sleeves for Delaque).
Escher... you might get somewhere from the Dark Eldar Wyches*, or maybe with really heavy conversion. However, as there's not a lot of really decent female models in the GW range, I'd suggest that it might be worth taking a look at things like the Raging Heroes Jailbirds.
* Although not perfect, the box is better than most of GW's mixed-sex kits. Because these boxes tend to be designed with both the men and women using the same arm sets, they usually make the torso too broad, then put really beefy arms on it and end up with a model that looks like a man wearing fake boobs. It was particularly egregious with the Sisters of Avelorn, where the faces did nothing to make up for it.
What you want for a decent female model is narrow shoulders, curves at the waist, slender arms and a good-looking face (breasts are not mandatory, and are often just used as a lazy shortcut by sculptors who don't actually understand the differences in male and female anatomy) and mixed sex boxes can't really do well on that that because of the requirement to use the same arms for both torsos.
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![[Post New]](/s/i/i.gif) 2016/02/10 00:39:13
Subject: Re:Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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MarcoSkoll wrote:Catachans can have reasonable mileage as either Orlocks or Goliaths, depending on which parts you use and what you combine them with (Cadian parts can work for Orlocks, and some of the Space Wolf hairdos would suit Goliaths), Eldar Guardians can be a basis for Van Saar and the Chaos cultists can work to an extent for either Cawdor or Delaque (Empire Flagellants and Elf robes/hoods for Cawdor, bald heads and heavy sleeves for Delaque).
Escher... you might get somewhere from the Dark Eldar Wyches*, or maybe with really heavy conversion. However, as there's not a lot of really decent female models in the GW range, I'd suggest that it might be worth taking a look at things like the Raging Heroes Jailbirds.
Hmmm, okay that would be a good idea. Do you think I can get by with only catachans with Orlocks? maybe with some skitarii bits?
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/10 02:09:49
Subject: Beginners Guide to Starting Necromunda
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Warning From Magnus? Not Listening!
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I used chaos marauders and catachan bits to make my goliaths.
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![[Post New]](/s/i/i.gif) 2016/02/10 09:35:31
Subject: Beginners Guide to Starting Necromunda
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Wrathful Warlord Titan Commander
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Heresey. Minatures have a nice range of not-Delaque.
The Raging Heroes models as nice for Escher by have stupendously thin wrists. So much micro pinning is required for weapon swaps.
The GW chaos 40k cultists make excellent Cawdor. Frostgraves cultists could also do the same but I've not sen this done yet.
Give Yaktribe Gaming a look. There is much information and the trading area is quite good for original models.
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How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " |
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![[Post New]](/s/i/i.gif) 2016/02/10 22:26:20
Subject: Beginners Guide to Starting Necromunda
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Liberated Grot Land Raida
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Really you don't have to use anything that looks like the original style gang minis. If you're playing WYSIWYG the ad long as the weapons match up your gang can be any style you like.
I have a bunch of Tallarn desert raiders for Cawdors.
As far as where to start goes... if you have the rules and have gotten as far as drawing up a new gang sheet then the next thing is finding some more folks to pay against, providing them with gang sheets and the inspiration to make a gang of their own. Then let the games begin.
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![[Post New]](/s/i/i.gif) 2016/02/10 23:12:05
Subject: Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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Sorry I forgot to limit it to GW models only. And That is a good point, Crowe. I guess I can just make any type of gang I want?
I need to brush up on the rules and yaktribe again sometime, and maybe try and get other people to play too.
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/11 09:18:36
Subject: Beginners Guide to Starting Necromunda
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Fixture of Dakka
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If you strip away the background and the look of the minis, each gang is basically built around a different primary skill table (i.e the one that every member of the gang can use):
Off the top of my head ...
Orlocks: Shooting
Goliaths: Muscle
Delaques: Stealth (and Shooting?)
Cawdor: Ferocity
Escher: Agility
Van Saar: Techno (and Shooting?)
So, pick the skillset you think suits your gang background or miniatures and use that.
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![[Post New]](/s/i/i.gif) 2016/02/11 15:44:06
Subject: Beginners Guide to Starting Necromunda
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Liberated Grot Land Raida
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Yeah, thats it. Pick a skill table and house weapons list you like the look of and whatever minis you use pie up to you. As long as your opponent knows the score it's all good.
Then there's the outlanders gangs. They can be tempting but honestly you're better getting a standard gang up and running and a good few games under your belt before you mess with any outlanders.
Ratskins and redemptionists can be entertaining but take it from experience, nobody needs to bother with Spyrers. They just spoil the fun for everybody.
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![[Post New]](/s/i/i.gif) 2016/02/16 00:08:13
Subject: Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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One of these days I gotta write up a list to share with you guys... When i'm not working ._. Any example lists that are fun for Orlocks? also, how do the arbites work?
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This message was edited 1 time. Last update was at 2016/02/16 00:08:52
413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/16 08:48:08
Subject: Beginners Guide to Starting Necromunda
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Fixture of Dakka
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To be extremely pedantic, the Enforcers aren't Arbites; they're the planetary governor's knockoffs.
Anyway, you choose a squad of ten Arbites (I can't remember if the dog is one of the ten, or if it's extra). You don't pay any credits for their equipment, you just choose what you want (subject to a few restrictions). Each game, you choose five models to bring to the battle, and the gang rating is assumed to be 1000 + XP. For each game, you have to include all the models that didn't take part in the last one (so assuming no injuries, each model takes part in every second game). If that rating is less than half the opposing force, you get to bring all ten guys.
Once you've chosen a model's equipment, you can't change it. If a model dies, you get a free replacement. You also get free bionics if required.
Actual Adeptus Arbites were a thing for 1st edition Necromunda (the rules are in the Battles In The Underhive book); they all cause Fear (and Terror in Juves), have three or four skills to start with (Iron Jaw, and a couple of others), have One-in-a-Million weapons (shotguns, grenades and bolt pistols), and can have whatever equipment the campaign Arbitrator wants. They're for special event missions, not a player-controlled "gang", unlike the Enforcers.
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![[Post New]](/s/i/i.gif) 2016/02/16 22:38:15
Subject: Beginners Guide to Starting Necromunda
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Arch Magos w/ 4 Meg of RAM
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I think the new AoS Bloodbound have some great potential Goliaths and one of my dream projects is to put together a Goliath gang from them. (Using lots of the bald Blood Reavers for most gangers).
The Forgeworld chaos renegades have potential to make into Necromunda gangs/characters too.
To be honest, a fun list is about having as much variety as possible. I see so many lists of people using plastics where every single ganger has a lasgun or an auto-pistol and it must be dull to play against and with. A great rule of thumb would be to make sure every single character is armed uniquely.
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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![[Post New]](/s/i/i.gif) 2016/02/17 02:25:12
Subject: Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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AndrewGPaul wrote:To be extremely pedantic, the Enforcers aren't Arbites; they're the planetary governor's knockoffs.
Anyway, you choose a squad of ten Arbites (I can't remember if the dog is one of the ten, or if it's extra). You don't pay any credits for their equipment, you just choose what you want (subject to a few restrictions). Each game, you choose five models to bring to the battle, and the gang rating is assumed to be 1000 + XP. For each game, you have to include all the models that didn't take part in the last one (so assuming no injuries, each model takes part in every second game). If that rating is less than half the opposing force, you get to bring all ten guys.
Once you've chosen a model's equipment, you can't change it. If a model dies, you get a free replacement. You also get free bionics if required.
Actual Adeptus Arbites were a thing for 1st edition Necromunda (the rules are in the Battles In The Underhive book); they all cause Fear (and Terror in Juves), have three or four skills to start with (Iron Jaw, and a couple of others), have One-in-a-Million weapons (shotguns, grenades and bolt pistols), and can have whatever equipment the campaign Arbitrator wants. They're for special event missions, not a player-controlled "gang", unlike the Enforcers.
That sounds more like a thing to do when I have more guys to play with... but I need to get the living rule book first before I try anything...
I know it's just a google search away but may I please have some links to it? Again work is bogging me down =(
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/17 06:21:51
Subject: Beginners Guide to Starting Necromunda
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Longtime Dakkanaut
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Tiger9gamer wrote:
That sounds more like a thing to do when I have more guys to play with... but I need to get the living rule book first before I try anything...
I know it's just a google search away but may I please have some links to it? Again work is bogging me down =(
You should find everything you need from Yaktribe:
https://yaktribe.org/community/vault/necromunda-community-edition-rulebook.1/
They may require log-in for downloads, but it's free. They got all the resources you need and people make new suggestions too.
Recomment Living rule book as the community make great changes and improvements (nothing too radical). Nothing wrong with the original or older rule sets either, but they have been improved imo.
For bits, many Imperial Guard sets work fine. Supplement with additional weapon bits of your choice. Chaos Cultists or Forge World Chaos renegades are some of the last offiical places to get proper auto-weapons (pistols, guns) and the heavy-stubber. Otherwise there are 3rd party stores that specialize in gun bits which can be used instead. Most guns like hand-flamers can be made by combining regular flamer with a pistol for instance.
I suggest making a couple of extra models with different weapons in case you would want to change/upgrade during campaign. Unless you really like to cut, convert, glue and repaint already finished models.
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![[Post New]](/s/i/i.gif) 2016/02/17 20:06:14
Subject: Beginners Guide to Starting Necromunda
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Flashy Flashgitz
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WYSIWYG is a lofty goal. It should never be an impediment to play. Especially when there are not models in production for the game. I like Juves to look different from Gangers. I like Heavy and Special weapons to look different from Long weapons. And Long Weapons to look different than pistols. I don't like requiring people to ruin paint jobs to keep up with weapons changes. Assuming they bother to paint. I don't like identical IG or Space Marine Scouts to sub for gangers, but that's probably what you may have to live with. There is nothing that says a holstered pistol can't be a Bolt Pistol, Hand Flamer, or Plasma Pistol (so, surprise!). BTW, plasma pistols can get too prolific too soon. That might be my ONE WYSIWYG requirement.
Truth is, adequate terrain is the real challenge. You HAVE to HAVE lots of terrain. Necromunda is chock full of fragile gangers. IG soldiers have more armor. Gangers get to be better gunners, and get better guns. Gangers aren't expendable and replaceable like 40K troops. Terrain is the game's Achilles heel. And, not just a few buildings and barricades. Terrain models can move into, through, and hide behind. Must have limited lines of sight and no long lanes of fire. Necro has Overwatch, so moving from cover to cover can't be too exposed. Necro has cover saves, but those aren't enough. Have to be able to hide your guys and girls as they approach the enemy, or their victory conditions.
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This message was edited 1 time. Last update was at 2016/02/17 20:07:06
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![[Post New]](/s/i/i.gif) 2016/02/17 20:52:32
Subject: Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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Gobbla wrote:
Truth is, adequate terrain is the real challenge. You HAVE to HAVE lots of terrain. Necromunda is chock full of fragile gangers. IG soldiers have more armor. Gangers get to be better gunners, and get better guns. Gangers aren't expendable and replaceable like 40K troops. Terrain is the game's Achilles heel. And, not just a few buildings and barricades. Terrain models can move into, through, and hide behind. Must have limited lines of sight and no long lanes of fire. Necro has Overwatch, so moving from cover to cover can't be too exposed. Necro has cover saves, but those aren't enough. Have to be able to hide your guys and girls as they approach the enemy, or their victory conditions.
Thaaaaaat may be a problem, as I only play at my local GW and they have a rule against home brought terrain (okay not a rule... it has to be 50% GW model at least, and we all like the manager so we follow it) but they do have tons of ruins and stuff we could use. I may just collect a bunch of terrain one day and take a picture to ask if it should be something like that.
is there any good example lists of gangers or should I make one blind?
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/17 21:35:58
Subject: Beginners Guide to Starting Necromunda
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Arch Magos w/ 4 Meg of RAM
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So you're going to be playing Necromunda in your local GW? Terrain may be the least of your worries then, I am sad to say.
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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![[Post New]](/s/i/i.gif) 2016/02/17 22:09:08
Subject: Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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Bottle wrote:So you're going to be playing Necromunda in your local GW? Terrain may be the least of your worries then, I am sad to say.
Considering the manager at this one promotes Mordehiem, Battle Fleet Gothic, Fan made Campaigns with it's own rules and even helped make a store version of AoS Mordeheim I can saftely say that no, the store isn't a problem
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/18 00:05:20
Subject: Beginners Guide to Starting Necromunda
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Longtime Dakkanaut
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Could be fun to see if the original GW plastic walls and cardboard floor terrain would be allowed.
But I would like to recomment something great I discovered at my local gaming store:
https://www.games-workshop.com/en-GB/Promethium-Relay-Pipes
Look at these! You could do grand things with these for necromunda!!
But in general, much of the "newer" GW terrain like ruined buildings, bunkers etc do wonders for necromunda too. Only add a few walkways and ladders and you're good.
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![[Post New]](/s/i/i.gif) 2016/02/18 08:45:22
Subject: Beginners Guide to Starting Necromunda
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Arch Magos w/ 4 Meg of RAM
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Tiger9gamer wrote: Bottle wrote:So you're going to be playing Necromunda in your local GW? Terrain may be the least of your worries then, I am sad to say.
Considering the manager at this one promotes Mordehiem, Battle Fleet Gothic, Fan made Campaigns with it's own rules and even helped make a store version of AoS Mordeheim I can saftely say that no, the store isn't a problem
Lucky you! With the SGS announcement I brought in 2 of my Necromunda gangs to show off the paint jobs to the staff, but I don't think we'll be playing games in there anytime soon lol. Sounds like you have a great GW :-)
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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![[Post New]](/s/i/i.gif) 2016/02/18 16:30:48
Subject: Beginners Guide to Starting Necromunda
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Quick-fingered Warlord Moderatus
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Bottle wrote: Tiger9gamer wrote: Bottle wrote:So you're going to be playing Necromunda in your local GW? Terrain may be the least of your worries then, I am sad to say. Considering the manager at this one promotes Mordehiem, Battle Fleet Gothic, Fan made Campaigns with it's own rules and even helped make a store version of AoS Mordeheim I can saftely say that no, the store isn't a problem Lucky you! With the SGS announcement I brought in 2 of my Necromunda gangs to show off the paint jobs to the staff, but I don't think we'll be playing games in there anytime soon lol. Sounds like you have a great GW :-) I do and I am very thankful for it! now if only I could get other people interested in necromunda. they aparently think it's too boring with only "humans fighting humans" how do pit slaves work?
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This message was edited 1 time. Last update was at 2016/02/18 16:33:29
413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2016/02/19 01:17:49
Subject: Beginners Guide to Starting Necromunda
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Liberated Grot Land Raida
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They used to be just hired guns but then they got their own gang. You can use them either way I suppose but I played before they were a gang. So I never seen a pit slave gang in action.
I imagine it might be more complicated than a beginner's guide to starting up really needs to get.
If people are having trouble getting excited about necromunda ask them to name every member of one of their squads on the table (preferably one in imminent danger of combat) after their favourite musicians or footballers or whatever they're into and see how caring about each member of the squad affects the game and makes every dice roll really matter.
Then they might start to get a hint of what is all about. It's not just humans vs humans. It's people vs people, family vs family. My family vs your family. And if one of your gang kills my brother... it's blood feude time!
Man this game gets in your blood so much more than any multi race army sized game ever will.
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This message was edited 1 time. Last update was at 2016/02/19 01:21:49
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![[Post New]](/s/i/i.gif) 2016/02/19 07:29:44
Subject: Beginners Guide to Starting Necromunda
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Ancient Space Wolves Venerable Dreadnought
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Tiger9gamer wrote: Bottle wrote: Tiger9gamer wrote: Bottle wrote:So you're going to be playing Necromunda in your local GW? Terrain may be the least of your worries then, I am sad to say.
Considering the manager at this one promotes Mordehiem, Battle Fleet Gothic, Fan made Campaigns with it's own rules and even helped make a store version of AoS Mordeheim I can saftely say that no, the store isn't a problem
Lucky you! With the SGS announcement I brought in 2 of my Necromunda gangs to show off the paint jobs to the staff, but I don't think we'll be playing games in there anytime soon lol. Sounds like you have a great GW :-)
I do and I am very thankful for it!
now if only I could get other people interested in necromunda. they aparently think it's too boring with only "humans fighting humans"
how do pit slaves work?
As a gang? Think Goliaths only even more CC oriented; most of them will not be starting out with a basic weapon, and they don't have cheap juves to bulk out their numbers. They are the only gang that can start with armour, and the only gang that has free access to same without trading for it, even if it is literally bolted on scrap that slows them down.
A Techno is absolutely required to progress anywhere with them but give the lil' guy a flamer to start with because BS2 sucks. Oh yeah, no heavy weapon access is also a potential problem so watch out for that.
Tunnels/Vents are your best fried because winning absolutely relies on getting into close quarters and shredding people.
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"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran |
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![[Post New]](/s/i/i.gif) 2016/02/20 22:01:28
Subject: Beginners Guide to Starting Necromunda
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Liberated Grot Land Raida
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Another note on house weapon tables, if you're using them.
As mentioned above the skills tables reflect the current traits of each house and so too, the weapons tables reflect the preferred fighting style/availability of tech of each house.
Have a closer look at some of the basic and cc weapons on offer for each house. The special rules etc will have a big impact on how your gang fights.
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This message was edited 1 time. Last update was at 2016/02/20 22:02:08
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![[Post New]](/s/i/i.gif) 2016/02/23 22:40:00
Subject: Beginners Guide to Starting Necromunda
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Brigadier General
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Baxx wrote:
You should find everything you need from Yaktribe:
https://yaktribe.org/community/vault/necromunda-community-edition-rulebook.1/
They may require log-in for downloads, but it's free. They got all the resources you need and people make new suggestions too.
Recomment Living rule book as the community make great changes and improvements (nothing too radical). Nothing wrong with the original or older rule sets either, but they have been improved imo.
Seconded.
Yaktribe's "Necromunda Community Edition" (NCE) is a very well-done (and not overdone) tweak to an otherwise great ruleset. We've used NCE for our campaign and I'm already seeing the beneift of many of the minor adjustments they've made.
They also have the biggest repostitory of Necromunda official PDF's ( GW released almost everything as PDF's at one time) and fan-made material.
Gobbla wrote:WYSIWYG is a lofty goal. It should never be an impediment to play.
Truth is, adequate terrain is the real challenge. You HAVE to HAVE lots of terrain. Necromunda is chock full of fragile gangers. IG soldiers have more armor. Gangers get to be better gunners, and get better guns. Gangers aren't expendable and replaceable like 40K troops. Terrain is the game's Achilles heel. And, not just a few buildings and barricades. Terrain models can move into, through, and hide behind. Must have limited lines of sight and no long lanes of fire. Necro has Overwatch, so moving from cover to cover can't be too exposed. Necro has cover saves, but those aren't enough. Have to be able to hide your guys and girls as they approach the enemy, or their victory conditions.
I strive for WYSIWYG or very near, but I've also had 5 years to slowly acquire a mass of figs so each of my gangs had 18 or so minis to choose from.
Right on about terrain though. Necro really NEEDS to have the board packed with terrain. Otherwise, shooty gangs (which are already quite powerful) will absolutely dominate. Far better to play on a 3x3 foot table (or even smaller) with a ton of terran than a 4x4 with less. Here's one of the table's from our gang. It may look over-crowded, but I don't recommend playing with too much less.
This is actually two approximately 3'x3' layouts next to each other for simultaneous games.
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![[Post New]](/s/i/i.gif) 2016/02/27 19:23:15
Subject: Beginners Guide to Starting Necromunda
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Sneaky Kommando
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Gobbla wrote:WYSIWYG is a lofty goal. It should never be an impediment to play. Especially when there are not models in production for the game.
If the models have to all be converted anyway why not give them the right weapons? WYSIWYG was harder when it was in production because lots of the metal models were posed in such a way as to make conversions an absolute pig!
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![[Post New]](/s/i/i.gif) 2016/02/27 23:53:58
Subject: Beginners Guide to Starting Necromunda
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Flashy Flashgitz
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The best answer was usually more models with a variety of weapons. Next best was "hands free" models with hands+ weapons that were easy to detach (too easy?) and glue on the replacements. What gets difficult is upgrades between games during the same session. The point is WYSIWYG can be a challenge, and one that should not discourage gaming. And, yes, I have a Deliaque for every occasion.
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![[Post New]](/s/i/i.gif) 2016/02/29 09:11:00
Subject: Beginners Guide to Starting Necromunda
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Fixture of Dakka
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I always played WYSIWYG, but more often than not that's imply meant buying weapons to fit what was on the miniatures, rather than converting models to fit some "ideal".
Admittedly Escher were easier to swap weapons on than Cawdor, for example (who are all hugging their rifles to their chest). The Escher ganger with the autogun and stubgun in the box set, for example, was always a good base for a weapon swap.
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![[Post New]](/s/i/i.gif) 2016/02/29 16:47:21
Subject: Re:Beginners Guide to Starting Necromunda
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Regular Dakkanaut
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Escher ... you could use Dark Elf Witch Elves and just swap weapons for bolters, shotguns, or whatever.
Spyrers, you have several options... some of the new Assassins could be Spyrers.
Automatically Appended Next Post: Also, agree 100% on the need for terrain. When playing Necromunda, think XCOM ... your gang members always want to start in cover and end their move in cover.
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This message was edited 1 time. Last update was at 2016/02/29 16:50:02
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![[Post New]](/s/i/i.gif) 2016/02/29 19:43:51
Subject: Beginners Guide to Starting Necromunda
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Arch Magos w/ 4 Meg of RAM
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AndrewGPaul wrote:I always played WYSIWYG, but more often than not that's imply meant buying weapons to fit what was on the miniatures, rather than converting models to fit some "ideal".
Yep, that's how we play too. Although it sucks when you roll for a powerfist on the Rare Trade Chart and have no way of getting a model quickly with it equipped, haha!
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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