Showing posts with label Wargaming. Show all posts
Showing posts with label Wargaming. Show all posts

Thursday, 23 May 2013

More work on my new gang

I have been doing some more work on my future Necromunda gang, not sure what house I will use them as though.


This model was holding a odd look sci-fi rifle which I carefully removed. It was brittle plastic, but the end result is nice.

I used the sci-fi greatcoat trooper bodies with some GW parts to make the next couple of guys




A group shot of the gang so far, I might make some changes or add some more guys.


This is my old Scavvy gang I will likely have to repaint them. I never got around to finishing them when I was playing them and then ware and tear chipped them up.

Friday, 10 May 2013

My Delaque gang end of campaign summary

It's been a busy couple of weeks for me, but one of the things that happened was my gaming groups Necromunda campaign finished! We did a big game for a finish, with two huge pitslave gangs holding out against all the other gangs. (I will post about it in better detail later)

But here is a summary of how my Delaque gang are at the campaigns end. I did stop using them for the last month or so to try out a Wyrd gang, so they would have been slightly tougher but eh...

Too much talk! More pictures!

My leader Bulleye
He started with a grenade launcher with frag and krak, but when my friends Ogryn got toughness 6 I bought him a meltagun. When he capped at 401 exp I put the launcher back on him but with Hallucinogen grenades, I figured as he couldn't get exp they would serve the gang better with him.
 WS6 BS6 S4 T4 W1 I5 A1 LD9                 Skills: Iron will, Haggler, Venerable, Strategist


These are my Heavies Tapper and Jayne they both did pretty well I was happy with them over all. Tapper had a heavy bolter not the stubber the model has (I'm not cutting up an old mini!) and Jayne had a Plasmagun 
Tapper: WS3 BS5 S3 T4 W1 I3 A3 LD6 Shellshock    Skills: Weaponsmith, Inventor, Medic, Armourer, Perforator
Jayne: WS3 BS3 S3 T3 W1 I4 A1 LD7 Arm wound(L)  Skills: Automaton, Perforator, Protection mastery, Independence mastery, Control mastery, Armourer  He had a Cretin as a pet.

Gangers Pockit, Riley and Hicks
Pockit and Hicks are both just very average, Riley on the other hand was one of my best!
He got hipshooting then got good BS, later he picked Specailst and the game after that Sprint! I gave him the meltagun and he had a 24" threat range!
 Pockit: WS4 BS3 S3 T3 W1 I3 A1 LD7 Part blind(L)  Skills: Marksman, Rapidfire, Gunfighter, Dodge
Riley: WS5 BS6 S3 T3 W1 I5 A1 LD7  Skills: Hipshooting, Sprint, Specialist
Hicks: WS3 BS3 S4 T4 W1 I3 A1 LD8 Legwound Skills: Marksman, Rapidfire, Friendly ear, Sneakup

Gangers Rich, Iago and Gary again average guys without much going for them, except Iago who got infiltrate and LD9 very early (he started as a juve) So I gave him a gundrone when I rolled one up. 
 Rich: WS2 BS4 S4 T4 W3 I4 A1 LD7
Iago: WS3 BS5 S3 T3 W1 I4 A1 LD9 Impressive scars Skills: Infiltrate, Catfall, Control mastery
Gary: WS3 BS4 S4 T3 W1 I3 A1 LD7 Arm wound(R) Wryd minor power: Zen shootist(Obtained via a card event)

Gangers Gin, Barry and Karl more average joes...
 Gin: WS5 BS3 S3 T3 W1 I4 A1 LD6 Horrible scars Skills: Sprint, escape artist
Barry: WS2 BS4 S3 T3 W1 I4 A1 LD6 Arm wound(L) Hates some ganger.. Skills: Infiltrate
Karl: WS2 BS3 S3 T3 W1 I3 A1 LD6 Skills: Infiltrate, Rapidfire, Sprint

Juves Glen, Old ben, Biggs and Wedge
 Glen: WS3 BS2 S4 T3 W1 I3 A2 LD6 Old battle wound Skills: Leap
Old ben: WS2 BS3 S3 T3 W1 I3 A1 LD6 Skills: Jumpback, fixer
Biggs: Brand new...
Wedge: Brand new...

Attack pets, Patrick and Jeeves both cretins and an attack drone called BNI (Batteries not included)

So thats pretty much my gang, if this format is any good and you would like to see reviews on the other gangs in the campaign let me know with a comment! 

Friday, 19 April 2013

Necromunda boards and a 40k battle

I got a new phone and when I did I dumped all the content from my old phone onto my laptop. Looking through it I figured I would share some of the pictures I have taken but not got anything written for.
So here are some pictures for your viewing

An example of a Necromunda game, I believe this may have been a multi player game, not too sure now...




These pictures are from a game I had with a guy from my local gaming club, the game got called short which was a shame. We will have a rematch at some point and I will do a proper batrep.









This was a game I played against my friend Simon, this game was horrible 6 monstrous creatures 5 of which where toughness 7-9 for the whole game! There was nothing I could do about them!


There was one good thing about this game though, the unit of grots I had guarding the home objective shot and grounded a flying hive tyrant twice! And allowed other units to wear it down. 

When I came to multi charge it with a unit of boyz,  2 deffkopters I figured hey why not chuck the grots in too? The runtherds grabber stick will reduce its attacks by one.

The hive tyrant was at one wound I should add. I then figured Lets see if the runtherd can do anything!
Rolled to hit - I hit
Rolled to wound - I got a 6!
He rolled his save - failed
He rolled feel no pain - failed!

The runtherd killed a flying hive tyrant!!!
I will now remodel this guy to have a HT head on him in some way!


Wednesday, 3 April 2013

How we play Necromunda 3: Overwatch with flamers

This came up in a game a couple of weeks ago, and it isn't discussed in the rules so we made a decision between our group and this is how we ruled it.


The Delaque ganger is charging the Scummer who is on overwatch.
Normally this would be -2 to hit, -1 for firing on overwatch and another -1 for the target charging.

But the scummer is using a hand flamer that would auto hit, so would it automatically stop a charge?



We figured that this would be very overpowered and decided that you can overwatch with flamers, but in most cases this will only ever hit one model.
But if you fail to wound the model is not pinned as it normally would be if hit by any other shot. The assaulting model runs through the flames unscathed and gets into combat. Although if the model catches on fire it also doesn't get into combat.

Thats how we play it! Do you have any thoughts on it? I know its not something that would come up a great deal but I figured I would share it anyway.

Necromunda terrain

I made some more terrain yesterday that I thought I would share.

I got round to spraying some of it but the glue wasn't dry on all of them so the others will get done another time.

The sprayed ones still need painting up so this is WIP really


Some simple barricades



A small barricade piece


Another difficult terrain patch, also for the scenario "Rummage" I wrote 




A sewage plant of some sort



That's it! When I make any more or paint them I'll be sure to update.

Saturday, 30 March 2013

Necromunda Tactics: Heavies- expensive crutch or vital gang member?

Having played a few campaigns now I was pondering on Heavies, are they essential or just a huge points sink?

An average gang with a two heavy load out will often go with Heavy Stubber & flamer. This is often the suggested load out on forums. Those two gang members with just those weapons come to 280 credits. Over a quarter of your gang in two models and that's without any other equipment.

I have run a gang without Heavies admittedly it was Scavvies and they can't take them... and I took two Scalies. But their lack of heavy weapons meant they were not used in the same way as heavies.

Heavies tend to be static and often make you protect them with at least one ganger or juve, so if you play a clever opponent they will simply avoid the heavies line of sight and render him useless.

They can be made more flexible by using Special weapons instead of Heavy weapons, but the loss of higher strength, multiple shots, huge range or a template can lead to them getting less exp.

In my current gang I have a Heavy with a Heavy Bolter and another with a Plasmagun. The HB heavy has earned far more exp than the PG heavy. But that is one of the things I was thinking, with all that exp on the heavy if you play a game with randomly chosen members, and don't get your heavy you can end up taking a kicking.

These are just some thoughts I was having what are your thoughts on heavies?

Tuesday, 26 March 2013

How we play Necromunda 2: Testing for falling

When a gang member is hit when within 1" of an edge they have to take an initiative test. If failed they fall!


The Delaque ganger takes a shot at the ratskin and hits, so the ratskin has to test to see if he falls


This time there is a railing, this gives the ratskin a re-roll on his test


And in this example the railing is the height of the ratskin so no test is needed


So thats how we test for falling!

Sunday, 24 March 2013

How we play Necromunda 1: Ammo rolls

I thought I would share a couple of things about Necromunda in general and house rules my gaming group uses.

I figured I would start with one of my favorite things we have implemented in our group.
Ammo rolls, it always seemed silly to me that you get punished with an ammo roll if you roll a six to hit.

In the case of gang members with a low BS this is even worse.

So we roll two dice, one for rolling to hit and the other to see if you need to make an ammo test.



So an example of how we work it, the Delaque Heavy fires his Heavy Stubber at a Ratskin. Rolls 2 D3 to see how many shots he gets and gets 3 shots



The white dice are rolls to hit and the red are ammo dice.
So from this roll he would hit twice and have to take an ammo roll.


We find this system works well, still the same odds of running out of ammo. But you don't get punished for making a good shot. Although you can run out of ammo without hitting too!

Let me know what you think do you like this house rule? Also is this style of post any good? Would you like more of them?

Wednesday, 27 February 2013

Terrain update

I made these a while ago and finally got around to painting them, they might still need a bit of work.

Some difficult terrain to add some spice to game of Necromunda slowing movement in high traffic areas can have a big in game effect.
They are also a big part of a Scavengers scenario I'm working on


First piece both sides



 Second piece both sides



A waterstill type piece with some cover



Please let me know what you think!!

Thursday, 21 February 2013

Quick painting update Ork Boyz

As the title says, just thought I would post a WIP of the unit of 30 Shoota Boyz I'm working on.

The unit has three Big Shootas and a Nob with Power Klaw included



These are not finished yet but they are at least tournament legal.  Progress has been made!

Necromunda Campaign gangs so far

I thought I would post some pictures of the other gangs in the campaign. A couple of them are still WIP and I will get more pictures of them as they get more work done to them.

First up is John H's Chaos cultists (Goliaths)



 John J's Redemptionists

Dan's Pitslaves

Chris's Pitslaves

Simon's Goliaths

So far both pitslave gangs are still "owned" by the area bosses, but at some point soon they will attempt to break out!

The Redemptionists have missed a couple of weeks and are currently the underdogs but did really well this week. Making some good use of the event cards to get a great win with a huge underdog bonus!

Both Goliath gangs are doing well, but their heavies have had little chance to do much yet, but it's still early days!