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!


Tuesday, 9 April 2013

Super Dungeon Explore!!!

The other day I got to play Super Dungeon Explore! My friend Simon owns it and he painted them, so far only the heroes and a couple of bad guys are painted. But he has done a really good job on these guys they look really cool.


My overall experience of this game was that is really good fun! I look forward to playing it again with the expansion he is getting.



One thing I would note it the Paladin is a crutch... trying to play it without him is almost impossible!



Overall a really fun game that looks really cool at the same time.

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?