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2017/11/27 11:30:44
Subject: Necromunda Gangers - Magnets and gang load-out
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Hi there,
I generally magnetise everything I use in 40k, if it has options. I even went as far as doing a few heads for Space Marines, for Veterans, Sergeants, Devastators, or normal.
So, when I saw the sprues in Necromunda, and the weapon options listed in the books, I started wondering...
How many of the 10 models in the gang can be glued, and how many need to be magnetised? Is there a recommended load-out for certain models, if you make your own gang?
The Escher leader has a specific set of arms, so the duplicate model needs to be cut up if the whip isn't going to be chosen. The Combi is going to be awkward.
Everyone else looks to be easy enough to do, with the same shoulders for all weapons.
What have you decided?
Have you tried already, and had trouble?
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This message was edited 1 time. Last update was at 2017/12/13 08:56:45
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2017/11/27 12:57:43
Subject: Necromunda Gangers - Magnets or not?
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Tail-spinning Tomb Blade Pilot
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The leaders coat is actually an optional bit, though parts of it are attached to the needler and whip arms. So, no need to cup up stuff unless you want a leader with coat and other weapons.
As to magnetising everything... I dont think its necessary. You cant unequip weapons during a campaign anyway, so the only thing you might want to consider is adding a magnet to the back, to add a third weapon as the campaign progresses. Outside of that, the only use I could see would be if you want to run multiple campaigns that use different loadouts for the gangs... though that seems kind of a waste, considering the character your models might develop during a campaign. (you can have them reappear in subsequent campaigns, with all their skills and gear intact)
So yeah. Doesnt really seem necessary, and it also seems pretty fiddly... the connection points arent very big.
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2017/11/27 15:22:22
Subject: Necromunda Gangers - Magnets or not?
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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I'm not backing away because of the fiddliness. I've done Eldar Autarchs and Harlequins, amongst others, so there's no problem there.
But yeah, it's the loadouts stopping me.
Even the low-level gangers get a few options. Escher have Lasgun, laspistol, autogun, all with or without a knife.
If one gets killed and replaced, having choice about how to use them is nice.
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2017/12/08 15:31:55
Subject: Necromunda Gangers - Magnets or not?
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Pyromaniac Hellhound Pilot
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Tyr13 wrote: You cant unequip weapons during a campaign anyway
Wha? You mean if a character joins my gang with an autogun, they're stuck with it forever? You can't buy new equipment and upgrade your guys anymore?
M.
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2017/12/08 15:45:40
Subject: Necromunda Gangers - Magnets or not?
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Hubcap
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Infantryman wrote: Tyr13 wrote: You cant unequip weapons during a campaign anyway
Wha? You mean if a character joins my gang with an autogun, they're stuck with it forever? You can't buy new equipment and upgrade your guys anymore?
M.
It's only the basic gangers that can't change existing equipment, the Leader, Champions and Juves can change their gear or have multiple loads outs each using a seperate card. gangers that get promoted to Specialists can change their gear.
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2017/12/08 16:49:30
Subject: Necromunda Gangers - Magnets or not?
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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That's roughly what I thought. I've got to read up on it more.
So, apart from the leader with the coat, everything else is getting magnetised.
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2017/12/08 17:01:51
Subject: Necromunda Gangers - Magnets or not?
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Pyromaniac Hellhound Pilot
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Nultaar wrote: Infantryman wrote: Tyr13 wrote: You cant unequip weapons during a campaign anyway
Wha? You mean if a character joins my gang with an autogun, they're stuck with it forever? You can't buy new equipment and upgrade your guys anymore?
M.
It's only the basic gangers that can't change existing equipment, the Leader, Champions and Juves can change their gear or have multiple loads outs each using a seperate card. gangers that get promoted to Specialists can change their gear.
That seems like an unnecessary restriction, though :/
M.
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2017/12/08 20:41:10
Subject: Necromunda Gangers - Magnets or not?
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Tail-spinning Tomb Blade Pilot
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Nah, I like the change. It means that you dont have to fiddle around with hacking off limbs mid-campaign, and it helps make the game more interesting from the start, since kitting your models with really cheap stuff at the beginning of the campaign now has a definite downside to balance out the numerical advantage.
Plus, the Eschers especially arent all that easy to magnetise. Some arms dont work with all torsos, the connection points tend to be pretty tiny... Overall, just easier to stick with a specific layout.
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2017/12/08 21:33:01
Subject: Necromunda Gangers - Magnets or not?
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Pyromaniac Hellhound Pilot
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Eh, I preferred having the ability to do what I want with their equipment. The idea was always to just create a new model instead of hacking things off...
Anyways, I will agree that the models for Escher would be hard to magnetize. I was a little disappointed to discover that the "ganger" box was just repeats of the sprues we got in the starter kit - while very dynamic, they look like they would be a bit harder to convert.
What the game has long needed was something more like the plastic infantry kits for Imperial Guard - I suspect most of you are not strangers to using the Catachans and Empire Militia for such things!
M.
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2017/12/11 09:05:01
Subject: Necromunda Gangers - Magnets or not?
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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I got the Eschers done, and only had 1 casualty where I put the magnet in the wrong way. Only the default loud-outs so far, with as many army yet to do.
1.5mm x 2mm long for torsos and bulky arms.
2mm x 1mm disks for small shoulders.
Polarities are opposites, with N facing out of the left side, and S out of the right. Since the magnets are in line, they don't push each other out.
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This message was edited 1 time. Last update was at 2017/12/11 09:06:11
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2017/12/11 09:20:13
Subject: Necromunda Gangers - Magnets or not?
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Ridin' on a Snotling Pump Wagon
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Infantryman wrote:Eh, I preferred having the ability to do what I want with their equipment. The idea was always to just create a new model instead of hacking things off...
Anyways, I will agree that the models for Escher would be hard to magnetize. I was a little disappointed to discover that the "ganger" box was just repeats of the sprues we got in the starter kit - while very dynamic, they look like they would be a bit harder to convert.
What the game has long needed was something more like the plastic infantry kits for Imperial Guard - I suspect most of you are not strangers to using the Catachans and Empire Militia for such things!
M.
It's another adoption from Mordheim.
See, in Mordheim your dudes came as Henchmen Groups. Once a Halberdier, always a Halberdier. Main different is in Mordheim they levelled up as group, rather than individuals ala Necromunda.
In theory, it helps prevent the top gangs simply buying the best weapons - in Newcromunda, it's likely all or most gangs will have predominantly slightly naff-to-average weapons.
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2017/12/11 15:47:09
Subject: Necromunda Gangers - Magnets or not?
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Pyromaniac Hellhound Pilot
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Did they redo Mordheim recently, too? I really don't remember it working like that! But, it has been probably 2010 last time I looked at it. I suppose it may help balance but that's half the point of getting to top dog - being able to strap up at all levels!
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This message was edited 1 time. Last update was at 2017/12/11 15:48:09
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2017/12/11 16:01:56
Subject: Necromunda Gangers - Magnets or not?
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Ridin' on a Snotling Pump Wagon
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Also, there's no cap on your Gang size - so just buy more Gangers, and arm them differently. Then hope you've picked the right crew for the following encounter!
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2017/12/11 17:23:56
Subject: Necromunda Gangers - Magnets or not?
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Pyromaniac Hellhound Pilot
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Ah, another thing that's gone away - wasn't it based on your Leader's Leadership score, or something?
M.
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2017/12/11 17:43:18
Subject: Necromunda Gangers - Magnets or not?
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Leader of the Sept
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No, it was more based on how much profit you wanted after getting your income. You could easily have a big gang but they would all be armed with trash.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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2017/12/12 12:03:06
Subject: Necromunda Gangers - Magnets or not?
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Fixture of Dakka
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The original gang roster sheet had room for ten fighters. I very often needed a second sheet (due to having Settlements, for example). Never needed a third, though.
I found my very first Necromunda gang roster recently; GR over 4,000, the Leader has 401 XP (that's when I retired the gang, when she reached the top and had to stop), several fighters with WS and/or BS 5 or higher, a heavy plasma gun and two or three power weapons.
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2017/12/12 12:11:33
Subject: Necromunda Gangers - Magnets or not?
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Ridin' on a Snotling Pump Wagon
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Infantryman wrote:Ah, another thing that's gone away - wasn't it based on your Leader's Leadership score, or something?
M.
I don't think there was a limit previously - just people preferred to spend their dough on snackier and snackier weapons and equipment and that.
There was a very definite limit in Mordheim though - which could be extended via Halfling Cookbooks.
Although I've not had a chance to play, I prefer the concept of the limit being mission to mission, rather than on the whole gang itself.
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2017/12/12 12:18:08
Subject: Necromunda Gangers - Magnets or not?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Scavvies were the gang that generally grew to be the largest. Cheap gangers, combined with a simple way of feeding them all (30 cred canabalism, feeds your whole gang!) meant you could accumulate money really fast and keep expanding.
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2017/12/12 14:36:43
Subject: Necromunda Gangers - Magnets or not?
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Pyromaniac Hellhound Pilot
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I do remember the Halfling Cook Book now that you mention it. I thought it reduced upkeep or something...can't say I remember, it has been too long
I've done 6/10 of my Goliath figs so far (busy busy); hope to get a game in with my wife soon!
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2017/12/13 04:54:39
Subject: Necromunda Gangers - Magnets or not?
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Longtime Dakkanaut
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Infantryman wrote:I do remember the Halfling Cook Book now that you mention it. I thought it reduced upkeep or something...can't say I remember, it has been too long
I've done 6/10 of my Goliath figs so far (busy busy); hope to get a game in with my wife soon!
Halfling cookbook increases your max. warband size by 1 IIRC.
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