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Made in us
1st Lieutenant





Klamath Falls, OR

Pretty sure house weapons lists are used throughout a campaign. You have to use a rare weapon roll in order to get things not on your house list.

   
Made in gb
Arch Magos w/ 4 Meg of RAM





Thanks for the clarification. That makes more sense but I still prefer to have none of those restrictions for my house gangs.

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






If you don't mind using cardstock terrain then there are some decent PDFs available that will work with Necromunda - Platform Command from World Works comes to mind (And has been used a lot in the group I am in) -

and its sequels Red Sector -

and Battle Ground


There is a lot more to those sets than is shown in the pictures.

I also like the Terrain Linx by the same company - they look better, less cartoony, but they also take a lot of work to put together.

In fairness, they are much more modular - you put together walls and posts, then can assemble them as you see fit. It's just that there are a lot of walls and posts that you need to put together to use the set. I prefer more permanent constructs, which go together much faster but are what they are when they are done. That fire control tower will always be a fire control tower - but the Terrain Links version might be a fire control tower on Monday then a hallway on Wednesday, and a garage on Thursday....





I have mostly used the Terrain Linx stuff for a Fallout game. (And parts from a lot of sets can be combined.) The Titan stuff works great for Vaults, and the Mayhem stuff works great for the ruined cities.

****

In regards to starting weapons - yeah, las guns and stubbers... running out of ammo in your first or second turn sucks - I pretty much consider flamers to be one shot wonders - effective, but....

I tend to play Van Saar (lots of figures will work for Van Saar)... but Heresy has an awesome not-Delaque gang -



I painted up a gang of them for a friend, and they showed their gratitude for being painted by stomping my Van Saar into the mud....

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Yeah those not-delaque look amazing! I'm thinking instead of doing custom builds through hero forge though; I don't paint quickly at all so only ordering one or two every so often doesn't phase me in the slightest. Got a sweet idea for my flamer heavies, I'll get a screenshot up soon

   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Here's a few screenshots of what I'm looking at getting for my gang...
...one day

[Thumb - Silas Kutcher.png]
Leader - Silas Kutcher

[Thumb - Heavy 1.png]
Heavy 1

[Thumb - Heavy 1.1.png]
Heavy 1 - top down

[Thumb - Heavy 2.png]
Heavy 2


   
Made in us
Brigadier General






Chicago

Glad to see you've not given up on building a Necrogang. If I may offer a few suggestions regarding some of the topics that have been brought up.

Necromunda Versions.
I own the Original, and the the second edition Underhive and it's online tweak called "Living Rulebook". However, we settled on YakTribe's "Necromunda Community Edition" Having read all 3 versions (though not played them all) the NCE does seem to clarify alot of the vague rule aspects of the earlier edition. It also seems to balance the house weapon lists and gear prices and some of the gear and weapons abilities. The end result is a ruleset that's not terribly different, but really feels more balanced and clear.

For Heavies. a plasma gun is worth considering if it's on your weapons list. It's a pretty punchy weapon that can move and-shoot. NCE also adds a couple of weapons that fill unique niches including hunting rifle and autostubber (sort of a poor-man's heavy stubber that can move and shoot)

For Gang and campaign organization, Yaktribe's management system is pretty nice also A very easy way to track the various gangs' progress throughout a campaign.

For your gang armaments, I would decide on a gang before bothering to write up a list as some of your decisions might be moot depending on what weapons you are allowed.

Regarding terrain, Deadzone terrain is quite nice, though it takes quite a bit of it to make a layout like the old Necro terrain made. Much of the Russian terrain mentioned earlier is sold in the USA by Pegasus hobbies and can be found at Warstore and many other outlets. Necromunda is a game that needs lots of terrain. If you don't have alot of terrain, it's probably better to shrink the size of the board rather than make the terrain too spread out. If you have a traditional 40k set of ruined (or intact) buildings you may be able to quickly get a Necromunda-ready terrain setup simply by building a bunch of connecting walkways.

Good Luck!

This message was edited 1 time. Last update was at 2015/04/28 19:07:50


Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
http://chicagoskirmishwargames.com/blog/


My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

Visit the Chicago Valley Railroad!
https://chicagovalleyrailroad.blogspot.com 
   
Made in us
Guarding Guardian




The Emerald City

 Bottle wrote:
I too think the original rules are the best, I've never played with any of the amended rules but I've looked through them. Most of the changes were to remove things GW no longer made like hand-flamer templates and sustained fire dice (which are all parts of the game I love and wouldn't want removed), the rest of the changes were changes just for the sake of it.


Most of the changes made to the re-released rules were to bring them in line with the then-current 4th Edition of Warhammer 40k. Part of which meant losing things that were not available in that edition, like the hand flamers and sustained fire. Weapons rules, model stats, movement, and so on were changed so it would play effectively the same as a game of 40k; but on a smaller scale, and with the RPG-like mechanics. Supposedly, it was also done to improve the balance, but that was a wash.

I remember with the original rules, there was an "Escape From The Underhive" scenario published in one of the magazines (CJ or NM, and might have been reprinted in Battles in the Underhive). It basically provided a mission to allow a 3k+ point gang to stage an escape, convert to standard (2nd Ed.) 40k, and become an Imperial Guard veterans unit.


House Weapon lists are pointless because they only apply for gang creation correct? Which means they only apply for the first game you play because after that you can get whatever you want from the trade post.


House weapons lists are pointless because they were only put in place to cover the lack of models with certain weapons. Not by anything actually resembling game balance. They certainly don't do anything to improve the balance.

I have a crapload of the original terrain, including the expansion stuff, most of it in mint or near-mint condition. Been wanting to pick up some plasticard and make my own replacements for the cardboard stuff (have a full box of bulkheads); but I may check out some of the stuff from other producers if it uses the same scale.

Models are getting ridiculously expensive and hard to find. Raging Heroes makes some decent-looking stuff with their Toughest Girls of the Galaxy line. The "Jailbait" troops would work well as Escher gangers.
   
Made in us
Brigadier General






Chicago

 luchog wrote:

House weapons lists are pointless because they were only put in place to cover the lack of models with certain weapons. Not by anything actually resembling game balance. They certainly don't do anything to improve the balance.

The Underhive house weapon lists were not executed well, but I'd encourage you to look at the NCE editionweapon lists. They are expanded a bit, but still provide a bit of flavor and differentiation between the gangs. Paired with the advancement charts (which have also been balanced a bit more) the house weapons lists contribute to keep the gangs from being to samey. Of course some folks don't use them and that's always an option.

There are still some weapons that aren't on a given house's list, but nothing that can't be remedied by skipping a rare trading roll or two and/or using the leader-only workaround.

I have a crapload of the original terrain, including the expansion stuff, most of it in mint or near-mint condition. Been wanting to pick up some plasticard and make my own replacements for the cardboard stuff (have a full box of bulkheads); but I may check out some of the stuff from other producers if it uses the same scale.

Models are getting ridiculously expensive and hard to find. Raging Heroes makes some decent-looking stuff with their Toughest Girls of the Galaxy line. The "Jailbait" troops would work well as Escher gangers.

Yeah, the figs are getting hard to find. It took me quite some time of trading and searching before I was able to acquire the minis I wanted at a price I was willing to pay.

As for the terrain, if you like the cardboard and just need some new pieces, I think Yaktribe has digital files of them. Or you could just print them out and use them as templates for plasticard floors. The Deadzone metrics are a bit different than Necromuda bulkheads, but I think it's within a few mm's. You may be able to combine the two pretty well. I've been combining Deadzone and Dust Warzone tenement pieces recently (pics when they're done) and it's a pretty cool look.

I've also got the original Necro boxed set and Outlanders, but while I'm unwilling to get rid of them or convert them, I've also not been using them since I've got so much nice urban industrial terrain.

This message was edited 1 time. Last update was at 2015/04/29 15:42:14


Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
http://chicagoskirmishwargames.com/blog/


My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

Visit the Chicago Valley Railroad!
https://chicagovalleyrailroad.blogspot.com 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

 Eilif wrote:
Glad to see you've not given up on building a Necrogang.


Give up? NEVEEEEEER!! Back burners, yes, give up, no

 Eilif wrote:


For Gang and campaign organization, Yaktribe's management system is pretty nice also A very easy way to track the various gangs' progress throughout a campaign.

For your gang armaments, I would decide on a gang before bothering to write up a list as some of your decisions might be moot depending on what weapons you are allowed.


Yeah I came across Yaktribe a few weeks ago, brilliant site and one that I signed up to right away. I've settled on House Delaque, though am mostly going to be converting / scratch / custom building minis for the gang anyway - so that shouldn't affect my choices too much.

I have written a list (can't help myself, love a good list building session ) and have uploaded it here.

In summary though -

Leader - Silas Kutcher
- shotgun
- sword
- frag nades

2x Heavies - Sionis Relenax & Granger Doatone
- flamers (or pyromancy if we're going WYSIWIG )
- sword

Ganger - Hugo Lixen
- shotgun

3x Gangers - Milo Tyranis, Sass Koaple & Xander Fyron
- lasguns

2x Gangers - Tyrone Masada & Jethro Destra
- autoguns

2x Juves - Jake "Small-Bones" & Harley Tesque
- stub guns
- frag nades

1x Juve - Kale Frost
- hand flamer

Having rolled both vents and tunnels (I absolutely swearto you, it was done honestly & randomly using a dice app, thank you android), I stand a good chance of getting my flamer heavies and hand flamer juve in to close-ish range. The rest of my territories generated were a chem pit, slag and old ruins.

I have a wee back story in mind, that Silas and his Gangers are Guard runaways that killed their Commissar in a "sod-that-we're-gonna-live" moment. The heavies are unregulated psykers (not chaos affiliated, but clearly touched by the warp), both skilled in pyromancy. I imagine them being a husband / wife team that are on the run from the Adeptus Arbites. A chance meeting with Kutcher in which both parties were fleeing the local authorities highlighted similar interests, hence a chance alliance was born.

It's no Edgar Allan Poe, but helps me to pull the imagery together before I start getting the models together

   
Made in gb
Wrathful Warlord Titan Commander





Ramsden Heath, Essex

I definitely think you are over doing the Flamers.

You have very little/nothing that can either reach over 24" or be considered an area denial weapon.

A heavy stubber is the idea weapon for both. It's long range and sustained fire usually make it a must in all gangs (it's in all the boxsets for a reason).

Two flamers is a bit redundant for a few reasons.

* You probably don't have the numbers to have more that one decent group to advance near the enemy - which I would assume you would want your heavy to be the core of. True you can smaller groups or individuals closing but they can be more easily pinned and taken OoA.

* If you have Two heavies together there is more chance that they will be taken out if they get isolated/caught out. All your eggs and all that.

* If they are together two Falmers aren't going to do that much more damage than One. Flamers hit everything fully under the template so at the very least they will be is pinned, half (all things being equal will be wounded and hopefully OoA). At this point you want accompanying Juves to open up with Autopistols or charge in and bayonet anyone on the floor for XP and to force a bottle test. A second Flamer would be over kill and possibly deny those Juve kills.

Also as Ellif points our Plasmaguns are a good alternative. This was something I was relatively unaware of until recently when I played a campaign and half the gangs had one or two. They're range isn't too great for a Heavies Weapon being on 18-24" but the ability to move and fire makes it quite good in a denial role and more tactically flexible to boot. Also S7 will be double most models T so take then straight OoA, this can be terrifying, so no bugger will go anywhere near a zone that has a PG in it.

Also head good things about Grenade Launcher. I have always had concerns about Ammo Rolls and Grenade availability so not ever used one (in 20 years! ). I could see this being less of a problem if you has some Armourer skills on a Heavy so worth considering.

How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

I hear you, the only problem I have with the heavy weapons as a whole is the points cost - for the price of one Stubber I can get 2 gangers with autoguns.

As with orks in 40k (another force in which standard skills are pretty low) would number of bodies not be a better option? I could look to include a stubber once a heavy has generated some bonus skills to make it a more reliable weapon or whatever?

   
Made in gb
Deva Functionary





It's a good idea to get a heavy weapon at gang creation if only because you don't know when you're going to have the ready funds to afford a heavy weapon later in the campaign. As for special weapons, I'd say grenade launchers are a bit too pricey for what they do- since you have to by the grenades as well as the gun.
Personally I loved my leader's melta gun. Pretty over the top, as anything over S5 is going to be wounding on 2+ anyway, but it put the fear of God into many a foe!
   
 
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