Thursday, 19 September 2013

Necromunda Weapons Review: Basic Weapons

As with my review of pistols this is for Necromunda community Edition.

Autogun

Ah the much misaligned autogun... It has been made viable again in CE. For anyone who doesn't understand I will briefly explain.
In older editions of the game the difference between Autoguns and Lasgun was that Lasguns had a much better ammo roll and a -1 save mod for only 5 credits more. Which made Autoguns pointless.
In CE the Lasguns short range has been reduced from 12" to 8", making the autogun have its own place again.
This is a good low budget weapon that is ideal for Juves that have just become gangers and makes a cheap backup weapon.

Shotgun

This is easily the most versatile weapon in the game, with lots of ammo types to choose from it has an answer to many problems your gang might face.
In its basic form it is a little sub par. It suffers from a -1 to hit at long range for most of its ammo types. (It is the only basic weapon with a -1 to hit long range)
This makes it a better weapon for a gang member who has had a BS upgrade or two.
I will quickly go over the ammo choices
Solid slug: S4 which is great -1 to hit long range which is not great. Once you buy other ammo types you will never use this ammo type again.
Scatter shot: S3 Ignores any cover modifiers and also hits models in base to base with the target on a 4+ It does still suffer the -1 to hit long range so if the target is in light cover it might be better to use another ammo type, unless you are going for a multi shot.
Manstopper shells: S4 with no -1 to long range, I personally start any shotgunners off with this ammo type
Hotshot shells: S4 with a 5+ to set target on fire. This ammo type is great for denying enemy gangers their turn. As if they have a high toughness and you don't manage to wound but you do set them on fire they have to send their turn putting out the fire! The ammo roll is bad though...
Bolt shells: These basically turn your shotgun into a boltgun, the cost will add up to be the same. With the difference that the short range of the weapon stays at 4" (It does have the same long range as a boltgun)
This is great for gangs that don't have boltguns on their house weapon list. 
It is also worth noting that all the ammo types except scatter shot have the rule Knock back. tests for falling from a shotgun incur a -1 penalty.

Hunting Rifle
A new weapon for CE that fills a nice role. It has a nice long range of 32" and a short range of 8". Uniquely it has a -1 to hit short range. I has a special rule "Head shot" on a roll to wound of a 6 the weapon does D3 damage. This makes it great at taking out multi wound gangers.
This gun is great for a ganger that is keeping a heavy company. I find that a lasgun will often be out of range from where a heavy will be set up, so the hunting rifle keeps the ganger being able to fight too.
If I have the credits I like to have this as a backup weapon on my heavy too.
In our last campaign one of the gangs had an Ogryn, its high toughness meant it could only be wounded by this weapon on a 6 anyway so the head shot always triggers.

Lasgun
The most reliable basic weapon, it also has a -1 save mod. It took a slight nerf in CE to bring it back in line with the other weapons but it is still a great weapon even so.
Its a great weapon and is the standard the others are compared to.

Boltgun
The most expensive basic weapon, it has the rule of cool but little else. A terrible ammo roll, you are paying a lot for that S4 24" range. 
Many people swear by it, not me though. I personally prefer paying less and using a shotgun for my S4 at a shorter range. 
That does mean the boltgun equipped ganger gets a turn of shooting at me before my shotgun is in range, but I'll take my chances! 
It becomes interesting if you find the Hellfire bolts for it (These do D3 damage but like dum dum rounds you have to test for a exploding weapon on a roll of a 1-3) This makes someone with weaponsmith a ideal choice for this setup.

I hope these thoughts are useful to you, feel free to share your own thoughts or ideas about these weapons in the comments I would love to hear them.
I tried my best with this and the pistol review to find old 2nd edition pictures of the guns, I couldn't find one for the shotgun sadly. And the hunting rifle wasn't in those old editions so there was no picture, anyone who can tell me where I got the image from will win a prize!!!

Sunday, 15 September 2013

Necromunda Weapons Review: Pistols

This is my personal review of the pistols in Necromunda using Community Edition rules.

So lets just get into it

Stub gun


Cheap cheap cheap! But you get what you pay for, and the -1 to hit long range can be really bad for juves. Who you might be inclined to give it to juves but I have a suggestion.
For an extra 5 credits you get Dum-dum bullets to make the gun S4 but if you fail an ammo roll you have to test to see if the gun explodes.
That sucks huh? Well not in combat it doesn't! Have a guy with an arm wound making him S2??? Give him one of these and hes S4 for only 15 credits! (Also he can shoot it)
Combined with the techno skill Weaponsmith (Allows you to ignore failed ammo checks and explosions on a +4) and this pistol preforms better than a boltpistol for 10 creds cheaper! Stack gunfighter onto that and you have a badass!!

Autopistol

You know it, you love it! Its widely considered the "best" pistol in Necromunda and for good reason. For its cost it is the most accurate pistol, with +2 for its close range it is a top choice for juves. I almost always give a juve a autopistol.

Laspistol

A good solid choice made better in CE by changing up the hit modifiers. (It was +2 SR -1 LR, its now +1 SR -LR) It has a really good ammo roll which makes it my go to weapon for a backup weapon. I also like to use it for close combat gangers. As they have better BS they often don't need the +2 SR so having the better ammo roll is a better bet to keep them in the fight for longer.

Boltpistol

For an extra 10 credits you are buying S4 but with a terrible ammo roll of just 6+ I personally don't rate the boltpistol. I find it better to either go all out and pay a bit more for a plasma pistol (more on him later) or go cheaper. It works well in combat due to not having to roll ammo in combat, but you can use a stubgun for nearly half the price.

Handflamer

This is great for juves or anyone with bad BS. with the catching fire rules it can also be used to deal with high toughness multi wound gangers. As if they are on fire that is a turn they can't attack you! Risking a juve to neutralize a combat beast? Yes please!

Plasma pistol

The first of the "premium" pistols in my mind. Basically for 5 more credits than a boltpistol you get S4 with a 4+ ammo roll. The to hit modifier isn't as good but you normally give a gun like this to someone good anyway. You also get the choice to fire on high power at a risk of a gets hot roll. This ups the gun to S5 and the to hit roll to +2. Great weapon for a combat focused leader

Needle pistol

Very expensive for a pistol, has a bad ammo roll but auto wounds and has a modified injury roll (Downed models can't crawl 2" and models go OOA on a 5+) It puts models down very efficiently but you pay a high cost for it.

Web pistol

The most expensive pistol in the game! I have never used it myself I would not personally recommend it, but I can see how it is powerful. Once you have hit the target is netted, the target can try to break free at the start of his own turn by rolling a D6 and adding his S a 9 or more will free him. Anything less causes a wound. (Saves can be taken) This gun shines with combat as models that are meshed in combat get taken OOA automatically. I see this gun being best used against multi wound gangers.

If this is any help to you or you would like to see me do more of these please let me know I always like to get feedback!

Thursday, 12 September 2013

Back after a while away

Ok so I'm back, after a summer of too much work and with my gaming groups next Necromunda Campaign coming up soon I figured I better get back to the blog.

The Campaign will be called "Guilders Wrath" and is a narrative campaign where the players actions will have an effect on the outcome of the story. I can't say too much as they could read it and I don't want spoilers!

Friday, 7 June 2013

First attempt at green stuff

I did my first stab at green stuff work, its a little rough but a good start I hope.

This guy got a sling harness for his sword so its not just floating on his back!

There is an attempt at a buckle on the back there, I'm hoping it will show up better once painted.

I gave this girl a flowing tabard to cover her crouch which had some really bad gaps between the legs and torso.

Let me know what you think, and any tips you could give me would be greatly appreciated!

Thursday, 30 May 2013

Writing a narrative Necromunda campaign

My gaming group is playing Battlefleet Gothic at the moment which is giving me time to think about how I want the next Necromunda campaign to go.

I have been writing a Narrative campaign for this one, with special event games and rewards as well.
There will also be negative things going on throughout that will hamper all the gangs.

I don't want to go into too much detail right now as I want to discuss all this with the group first before anything is confirmed.

I was going to use some of the models I have been working on as my new gang, but I like my Delaques too much. That and I just sunk a little more money into them, but more about that later.

The other thing I wanted to get the nets opinion on was my old Delaque gang...
I feel they are looking a bit tired these days and wondered which would be a better idea.
Strip and repaint or just touch them up a bit?

Please let me know what you would do.

Also what do you think on the subject on basing? This is how they are currently based.


And this is how I was thinking of basing them, it would need a bit of work as I would need to make and pin every gang member but it might be worth it...



These are my latest arrivals to the gang! I picked up some more of Heresy's Trenchcoat gangers.
I can't say enough good things about this company, very quick to send them and the sculpts are great!



 Please let me know your opinions.

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!