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2009/08/11 02:01:00
Subject: Setting up a Necromunda gang
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Virulent Space Marine dedicated to Nurgle
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Hello all
I've been reading up about Necromunda and it really got me interested.
So last week I blew the dust off some models I once bought really cheap and saved up for later on.
While working on those I fumbled about with the example list in the rule book and came up with this:
House: Delaque
Gang name: Grim Guerrilla's
Priest : leader: boltgun, frag grenades, knife
Brock Devlan : Heavy : plasma gun, knife
Ray Ban : ganger: autogun, frag gerenades, flail
Sid : ganger: lasgun, frag grenades, knife
Hunter : ganger: shotgun, frag grenades, knife
Zivo : juve: stub gun, knife
Lugher : juve: autopistol, club
Osmond : juve: laspistol, chain
Unless mistaken, I should end up just under 1K, leaving me 15 stash.
(I'm not quite sure about the price for frag grenades, methinks 25)
Anyways, lots of C&C is welcome! I can use any tips, tricks and bits of info thrown at me.
Cya!
DD
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This message was edited 1 time. Last update was at 2009/08/11 02:02:09
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2009/08/11 02:55:09
Subject: Setting up a Necromunda gang
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Savage Khorne Berserker Biker
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Frag grenades are 30 creds, and are not recommended. For the 120 creds you've spent on frag grenades, you could have 3 juves.
Also, the boltgun is the most worthless gun in necromunda. For the SAME points, you can have a shotgun with bolt rounds, which turns it into a bolter, AND you get to use the other shells as well.
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Angron- crushing the theme and fluff of armies one horde at a time.
-The Trooper |
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2009/08/11 03:30:09
Subject: Setting up a Necromunda gang
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Blackclad Wayfarer
From England. Living in Shanghai
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Well you have chosen a good gang. As Angron stated lose the frag grenades. They are only worth buying if you have either loads of cash or a heavy with a grenade launcher.
Lose the cc stuff. Most of the time the game is won or lost by the time you have 1 or 2 guys in cc. Also at the beginning you don't know who is gonna get which skills etc. Save it for later - and even then delaque is a shooty gang - you might not need cc stuff at all. I would say the exception is the leader. Get a chainsword or something just in case.
Your heavy needs a heavy stubber. Having 2D3 shots a turn at up to 40" is awesome. You have basically given your opponents heavy free reign over the battlefield because you have no guns that can reach over 24".
Tactics...use your juves as cover for your more valuable gangers. Stick to cover (and later on when you start getting stealth skills you will get some REAL benefits) and shoot the snot out of your opponents.
Good luck
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Looking for games in Shanghai? Send a PM |
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2009/08/12 10:24:40
Subject: Re:Setting up a Necromunda gang
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Virulent Space Marine dedicated to Nurgle
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Hey guys, thanks for the comments, it's really helpfull
So no CC? Not even for the juves? Won't that make them defenseless if the DO get up close and friendly?
By the way? What does the 'first knife free' mean? The way I read it having 1 knife is free of charge.
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2009/08/12 14:56:17
Subject: Setting up a Necromunda gang
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Nasty Nob
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Everybody comes with a knife. A knife is like a hand weapon in Fantasy. If you spend the extra 5 points on another knife or buy a pistol/ccw weapon you get an extra attack dice. Now if you have a special or standard weapon (lasgun, autogun, etc...) you can't gain the bonus for having two CCWs.
Now if you take a sword that's a different story. It does cost more, but you are gaining Parry. If you have an Autopistol and sword on ganger he is gaining +1 attack dice and Parry (not too shabby). If you just give an Autopistol to a Juve he will have a knife (since everybody starts with one) so you can claim the extra dice. Granted he has a lower WS, but if you just have to get into hth that will help.
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"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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2009/08/14 00:45:22
Subject: Setting up a Necromunda gang
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Power-Hungry Cultist of Tzeentch
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I have delaque too! Good choice.
My team works in two, a shock squad, and a back up team, which usually has the heavy and leader in, who I give a sniper rifle to asap. They find high levels quick. The shock team, usually one or even two shotguns and the juves, probably a hired gun too, grab all the loot, or complete the objectives. This also avoids your whole team being cornered, or trapped in crossfire. Upto you though, the idea of a delaque gang is they are a sneaky shooty, suppose cowardly (clever actually) way of fighting, so ease off the CC stuff as everyone says. Dense Necro boards can give you nice little ambush points all over, the skill here with a shooty general is to find or carve them out (movement!!) and mince up the idiots who think they can take you down with knives and forks.
To make this technique easier, and deadly, start giving 50% (inc a sniper rifle wielding leader if poss) infiltration, and set them up in two man squads. Boom!
Give ya heavy a laspistol
Also maybe give someone (or a couple people) hand flamers, just in case they do get close. Burn em.
That's all I got.
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2009/08/17 12:43:26
Subject: Re:Setting up a Necromunda gang
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Virulent Space Marine dedicated to Nurgle
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Thanks you all for the information, i'm really getting alot out of this.
Besides the actual models, i'm drawing out an idea for a terrain that I had in mind for quite a time.
It's gonna a be a sewer system with multiple levels and a bassin the center.
On the edges of the board I will make two entry points via subway lines.
One side with a hole made by a wrecked subway cart and the other via a hole in the wall made by venomous goo.
One scenario could be that there is loot in the bassin and you get an epic stand- off between rival gangs.
Anyway, more concept art and pictures of the sewer project, aswell as the models will follow soon.
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2009/08/18 22:43:11
Subject: Re:Setting up a Necromunda gang
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Virulent Space Marine dedicated to Nurgle
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Ok, I finished a new list; behold:
Priest (Leader) 120
Shotgun 20
Bolt 15
Chainsword 25
Brock Devlan (Heavy) 60
Heavy Stubber 120
Ronn 'Tank' McHugh (Heavy) 60
Lasgun 25
Ray Ban (Ganger) 50
Lasgun 25
Sid (Ganger) 50
Lasgun 25
Hunter (Ganger) 50
Lasgun 25
Luis 'gringo' Adelante (Ganger) 50
Autogun 20
Roswell (Ganger) 50
Shotgun 20
Man Stoppers 5
Zivo (Juve) 25
Laspistol 15
Lugher (Juve) 25
Laspistol 15
Osmond (Juve) 25
Stubgun 10
Pursey (Juve) 25
Stubgun 10
Johnny Boy (Juve) 25
Stubgun 10
This shooy bunch counts a round 1000 points and will operate in tactical groups with juves as cannon fodder.
As always; C&C is welcome and not just the usual voyeurism.
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2009/08/19 19:30:35
Subject: Re:Setting up a Necromunda gang
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Screamin' Stormboy
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I have one question about Necromunda, is there a limit to how many weapons a ganger/leader/juve/heavy can take?
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2009/08/19 19:52:41
Subject: Setting up a Necromunda gang
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Power-Hungry Cultist of Tzeentch
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PAGARUS: Not too sure actually, I know there are limitations on who can have what weaponry, which gets quite detailed in places, but as for stock, I think it would be fair to just have a house rule.
Surely carrying three lasguns will get in the way?
DAKKA_DOK: The list is looking better btw. Liking the idea of tactical units too.
Making scenery huh? Me too..again...
got inspiration from ironhands...he is AMAZING
http://www.ironhands.com/h2_ven1.htm
I love his atmosphere and colorization. Great stuff.
Hope ironhands and this forum don't mind me linking, it's in everyones best interests I promise!!
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2009/08/19 23:27:51
Subject: Re:Setting up a Necromunda gang
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Virulent Space Marine dedicated to Nurgle
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@ Mattstone:
Thanks, i'm eager to get the lot assembled and shoot the crap out of another gang.
What terrain project are you working on?
@ Pagarus:
Made a list of weapon restrictions I foud in the rule book:
- Models are always assumed to carry the weapons they are depicted with.
- Holstered pistols can obviously represent any pistol weapon, whilst grenades can be assumed to be concealed, so a model not depicted with grenades can still carry them.
- All fighters are assumed to carry a knife even if the model itself does not visibly have one.
- Each fighter you recruit can be armed with one or more of the weapons listed on the relevant weapons list for their house.
- In addition to being restricted to weapons available to their house, different types of fighter are restricted to different types of weapon.
- A fighter can carry only one heavy weapon – eg, he can carry a heavy stubber or a lascannon, but not both.
- He can have any number of other weapons.
- The model is always assumed to be using the weapon depicted in his hands unless the player declares otherwise.
- Additional weapons must be identifiable on the model itself.
- A fighter can carry grenades even if the model does not actually include them, as they are assumed to be stowed inside pockets, pouches or bags. The cost is the price of equipping the model with a supply of grenades – not the cost of a single grenade.
- Once equipped with grenades a fighter may use them in every battle.
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2009/08/20 19:00:36
Subject: Re:Setting up a Necromunda gang
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Screamin' Stormboy
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Thanks Mattstone and DakkaDok,
That really answers my query
Yes! At last I can arm my Scaly with a Lasgunrocketlauncherfraggrenadeexecutionerjavelinethrowingboltboltingmanstoppingdumdummingsupergun, as long as I mass flock his inappropriately sized 70mm base with my Bitz box!
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2009/08/20 20:32:35
Subject: Re:Setting up a Necromunda gang
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Virulent Space Marine dedicated to Nurgle
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I demand pictures of that!
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2009/08/21 17:44:29
Subject: Re:Setting up a Necromunda gang
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Screamin' Stormboy
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lol, Scavvies get it easy!
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2009/08/22 15:44:33
Subject: Setting up a Necromunda gang
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Power-Hungry Cultist of Tzeentch
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lol...me too pictures of your BFG now!!
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