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Genghis Cohen
Jun 29, 2013

Robert Facepalmer posted:

Mesh is kind of a questionable choice to start. If you decide you want it, it is fairly cheap, otherwise you are fishing for 5+, if you even get a save. I’d say Smoke would be a better choice to keep from getting shot and getting the Death Maiden in close, but being N18, I doubt there will be a lack of Smoke.

For the Death Maiden, she is so combat-centered, you are probably better off forgetting about her shooting and save for Stimm-Slugs for your first Trading Post visit.

I’d stick with the Bolter, it works better with the whip. Plasma Pistol/Whip is not a great mix.

Nah, I think Mesh Armour is one of the best values in the game. 'Fishing' for a 5+? It's a 1 in 3 chance dude, it will make a significant difference across a game. I think that giving it to your important guys at Gang Creation is fine, and I would add it to all your fighters quite soon afterward.

Starting list is good and sensible. I agree the Death Maiden, with Combat Virtuoso, really does not need any shooting. Spring Up is the key upgrade she should target.

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Genghis Cohen
Jun 29, 2013

Nebalebadingdong posted:

another warmaster unit finally finished!






What kind of loving sorcery is this!?

Genghis Cohen
Jun 29, 2013

Vulpes Vulpes posted:

drat I am hype for pirate ogre and his little poo poo squad.

edit:

That monkey is going to be a sought-after model!

We played what will probably be the penultimate game of our Necromunda campaign today. A Delaque gang and my Orlocks had both got fighters inside the vault during our previous game of Archaeo-Hunters. The arbitrator intended that to be us entering the vault where the Men of Iron were slumbering. So we played using the Blackstone Fortress tiles, our remaining fighters (4 for me, 2+ his 2 pets for him) both started inside, having had the opportunity to plunder archaeotech, and had to survive to escape again.

The complicating factor to this was, we had to get past the arbitrator's Van Saar (7 fighters, including his Arachni-Rig Brute, plus one pet). And then his Men of Iron models (mostly epic-scale knights, and some chaos androids, and one BSF Man of Iron as the leader) started coming out of the doors placed around the tile map, and started attacking everyone.

Basically my leader, who is 980 credits of lethality, stormed through the Van Saar gang single-handed. I played both my tactics cards on him, Violent-Minded and Showboating, to move into charge range, charge and take out his Arachni-Rig, then charge again into two Augmeks simultaneously and take them out as well. Gutted his force in one activation. The game continued with the Men of Iron emerging in force and swarming my other models. My leader took out the Van Saar leader as well. The Delaque player got his other fighter out, and it ended up with our two leaders both within range of the exit door. The Van Saar were all dead or fled.

The Delaque leader was between my leader and the door, so after clarifying that I could consolidate off the board, I charged him, did 13 damage with my Power Fist, pulverised him and got away. Rolled his lasting injury . . . 66, killed him stone dead. Really climactic moment to end the game on, we were all astounded.

As the next game will be the campaign finale (Van Saar attempt to detonate a nuke to keep the Men of Iron from over-running the hive; other gangs try to stop them) we are all looking forward to a huge punch-up.

Genghis Cohen
Jun 29, 2013

chin up everything sucks posted:

There are a few of us in the Goon CYOA discord who are doing a small necromunda campaign via tabletop simulator. So far we have found that a few missions are really broken with regards to rewards - convoy escort got one player nearly 300 credits in their first game when the opponent conceded after taking hideous losses without inflicting any. I'm working out how to adjust some of the missions so they aren't total wastes for the loser and winners can't get insane benefits from an opponent surrendering. Too much stuff where the loser gets nothing, and even more stuff where the winner barely gets anything.

For a good campaign, Necromunda really should have an active arbitrator who can recommend missions and explain where, for example, having fighters with the infiltrate skill will trivialise the Objectives. Even without taking gangs into account, lots of missions weren't thought through by the writers in terms of how bottling ends the game early and who wins in that case.

That said, even when it's more arbitrated, you need a group that can say well, that's Necromunda for you, and move on to the next scenario in confidence that what goes around will eventually come around. If a player is very focussed on fair, competitive outcomes where the better side on the day gets a proportional benefit for their victory, he is likely to get frustrated.


Verisimilidude posted:

got crushed my third and fourth game of necromunda. Had the same terrible deployment on a zone mortalis board where my only option was placing most of my crew out in the open. I had awful rolls all weekend, failing every single armor roll, hitting maybe 4 out of 16 attacks, and failing my crucial charge by half an inch. I ended up getting a lot of money out of it tho, so my crew is still stronger than ever. Guess we'll see how things go next week!

This is an excellent example! Don't sweat the defeat too much, bound to happen sooner or later. As you've said, your gang is still OK to keep fighting, and that's the main thing.

My Necromunda campaign has stalled pre-fonale. It was all nicely set up for a big narrative game to end. I had 5 people confirmed to come round my house. 4 of them flaked, one by one, so we cancelled. Really frustrating.

Genghis Cohen
Jun 29, 2013

abravemoose posted:

That's really excellent, all I came up with so far is Chequered Pass.

The Half Pints?

Genghis Cohen
Jun 29, 2013

Snidhog posted:

Same. I was looking forward to it, but the models just aren't doing it for me. The Orlock buggy doesn't look chunky enough and the Nomads having pipes blocking their legs is a design choice I can't get past. The bugs are cool, but they're not the vehicles I was hoping for.

I am 99% sure we have some more vehicles coming down the line. There was a rumour engine that matches up convincingly to the big land train/guilder caravan thing in the animated trailer.

I'm also planning on some buggy/dirtbike conversions.

Genghis Cohen
Jun 29, 2013

Floppychop posted:

I just think vehicle based games need to be on a smaller scale.

Ork/necromunda mad max style vehicle combat at 8mm scale would be amazing.

I see what you mean, at GW's 28-35mm scale vehicles are either moving very 'slowly' or you'd need a table 30 foot long. I think Gorkamorka (never played it) dealt with this by moving the terrain every turn, to represent the vehicles all moving in the same rough direction forward alongside each other? Which I think is a bit clunky and obviously only works for a race in a straight line.

Genghis Cohen
Jun 29, 2013
Finally got to play in my group's ongoing Necromunda campaign today (it has been going for a couple sessions prior). I'm using Enforcers, which are not that exciting a gang mechanically, but it's amazing how getting a campaign game in makes the whole thing come alive in your imagination.

Some highlights:

- My capt got shot at with a heavy stubber - my opponent rolled 6 hits! His subjugator kit was not enough to save him. Just into recovery, so no big deal.
- My power maul/shield subjugator went absolutely nuts down one flank (it was a doors-and-corridors style cardboard kill team mat) taking out 3 models in succession.
- Combat shotguns are hot poo poo against massed chaos cultists.
- I got to use the 'Got your Six' skill to shoot at my opponent's Cult leader, just as he was about to charge and annihilate my other Sgt.
- My sniper rifle enforcer tried a coin-flip shot, knowing that stray shots would be a risk. A series of the worst (or best?) possible rolls later, he'd sent a subjugator carrying the objective loot straight Out of Action.

So basically these faceless mooks who I hadn't even named prior to the game are all developing their own little personalities and campaign stories. Top Necromunda.

I really don't want to have to face the Ogryn gang though. 8 Ogryns at the moment. Gang rating isn't too much higher than mine, but Toughness and Wounds are fundamentally a huge advantage in Necromunda, as is immunity to pinning which most of his models have.

Genghis Cohen
Jun 29, 2013
I absolutely love Necromunda and I'm pumped for ash wastes content, but yeah, the game has a book problem, and a dice & cards problem.

Best bet is that as with the release of Dark Uprising and its related rulebook, they will very slightly reformat the core rules, maybe clarifying a couple FAQ type issues, but not re-balancing anything, then the book will have all the special campaign rules specific to the Ash Wastes. So you can use it as a rulebook, but if you want to play the original 'Dominion' Necromunda campaign which is more about controlling territory within an underhive, then you would still need the original rulebook, or if you want to play the 'Uprising' campaign based in a hive falling into chaotic revolution, you'd need the Dark Uprising rulebook.

Genghis Cohen
Jun 29, 2013

Floppychop posted:

I forsee an Atalan jackal kit in my future as kitbash fodder then.

I've got 2 boxes here right now, I'm building the bikes and waiting on my Ash Wastes set to start splicing the Orlock torsos onto the legs that come in the kit. They could almost be made for Orlocks IMO. Because we don't yet have the full vehicle options, I think I'll hold off on finalising the 'wolf' quads. They might be better off counting as the same thing as the 2-man quads that come in the Ash Wastes box, or they might be their own thing. I'm confident that dirt bike mounted fighters will be a thing though, so I'm just making 8 Orlock fighters with various ranged and melee weapons on dirtbikes. Will try and make some that mirror fighters I've already got, so they can feasibly be mounted and dismounted versions of the same guys. Great fun.


Tiny Chalupa posted:

I'm assuming the new Ash Waste doesn't have amazing combat vehicle rules like Gorkamorka had wherein we can jump vehicle to vehicle murdering as we go?

So the new rulebook is specific that vehicles can be climbed on etc like terrain. Whenever the vehicle moves you get a chance to fall off unless you're in a specific transport area of the vehicle - but unfortunately that's the only reference to transport vehicles in the book! So I see nothing that says 2 models atop a vehicle can't fight each other normally. Attacking vehicles themselves in melee is quite viable as well, you get +1 to hit and are more likely to get your desired result in what part of the vehicle your attacks hit. And just because of how damage works, a powerful fighter with 2-3 attacks and a meaty weapon is going to do more damage than almost any shooting attack.

Genghis Cohen
Jun 29, 2013
To go over/summarise the Necromunda points:

- Prospects can choose how to spend their XP, including gaining skills, and can promote to Champions after getting 5 Advances (your choice which variety of champion for your gang).
- Juves can choose how to spend their XP, including gaining skills, and can promote to Specialists after getting 5 Advances (your choice which variety of champion for your gang).
- Gangers roll randomly for what Advances their XP gets them, and can never gain skills. They can promote to Specialists by rolling 2 or 12 on the 2d6 Advance table.
- Specialists can choose how to spend their XP, including gaining skills, and can promote to Champions by spending 12XP.

Promotion basically gets you the special rules of that fighter type, and access to their weapons from the House list/Trading Post. You can gain new skills etc in line with the new fighter type's primary/secondary skill categories. It doesn't alter your statline, and it doesn't mean you lose any of your current equipment.

EG an Orlock Wrecker has 5 Advances and during Campaign Downtime becomes a champion. The controlling player decides he wants the model to become a Road Sergeant, so its type changes and it can now group activate, it's part of the Gang Hierarchy, and it can take heavy and special weapons from the trading post as well as the extensive house list. It remains at its original stats, but if it gains enough XP to do so, it can for example go up to 3 Wounds, whereas a Wrecker could never have more than 2W (there are limits on how far you can increase your stats over the base profile for your fighter type).

All Necromunda gangs have a common internal imbalance - Champions are a better deal than the other guys. So actually, you can promote a Juve to a specialist and if you have access to, and took, certain stats or skill combos he might be quite handy. But your Prospect or Specialist turned Champion will always be vastly behind a regular off the shelf Champion. The XP needed to make up the 2 Wounds, (usually) 2 Attacks, the starting skill etc is just too much, you'd never accumulate it unless in a very long campaign. And oddly enough the notional increase to your Gang Rating for gaining advances to stats means you 'cost' 2-3 times as much as that off the shelf champion, while having the same stats.

IMO, Arbitrators should think about introducing a mechanism where players can 'replace' their Prospects/Juves with Champs/Specialists using the upgraded models' statlines, keeping equipment and maybe even Advances on top of those new statlines. As it is there's not much incentive to progress your guys through the ranks.

Genghis Cohen
Jun 29, 2013

Cease to Hope posted:

this internal imbalance is also why a bunch of the non-standard gangs aren't very good, because their champions are balanced with the gangers. this is one of the main problems of genestealer cults, for example.

Yes, exactly. I've been playing Palanite Enforcers recently, their Sgts are probably a step above GSC champs but below the rest (they have 2W, but only 1A and the same WS/BS as their patrolmen). And they're limited to 2 per gang. Champs were (in the 2017 release) limited to 2 at gang creation, and you could add more for every full 10 Reputation your Gang accrued. So you could have 3 Champs at 10-19 Rep, 4 at 20-29 Rep etc. That sort of fell by the wayside. Right now, most gangs can take as many champs as they want, as long as Leader+Champs is a lower number of models than Gangers+Juves+Prospects. And that's pretty drat forgiving. The optimum gang of 10 models is probably a Leader, 4 champs, and 5 others depending on what gang you are. Given that many scenarios feature a limited crew of say 3+D3 models, this lets you stack your crews with powerful champions. That can be fun as a player, but it has a distorting effect on the game when the 2W guys with skills and fancy weapons are the norm, not occasional key models.

I would advise any Arbitrator to put some sort of guidance/limit on champion numbers instead of the core rules version.


Yeast posted:

Can’t wait for the vehicle reveals for Ash Wastes. I’m hoping each of the core gangs get something. I want to see what a Delaque vehicle looks like.

Plus an enforcer taurox thing would be awesome

I'm expecting at a minimum details of their 'book of the wastes' type thing with generic vehicle rules. God knows how they'll do unique gang releases, maybe spread out over a while. As well as the Ridge Hauler, the Ash Wastes book uses an example profile for an Ash Rig, which might be a further generic release?

Genghis Cohen
Jun 29, 2013

Squibsy posted:

Those Necro squats are going to be EXTREMELY annoying to fight. Heavy armour, presumably high toughness/wounds, and hi-tech weapons. My group already hates Van Saar, these are probably going to be worse

You are not wrong there mate. Bit worried about rapid fire inflation here, sounds like all their weapons are going to be RF2 equivalents of existing stuff, possibly with ammo check/reloading mechanisms to indicate their stereotypical dwarven reliability. As you say, a heavily armoured uber shooty elite gang isn't that fun to play against. OTOH, I've played with a friend who used the 'squat' Venators profiles exclusively in a campaign (kharadon model conversions) and that 3" movement hurts them a LOT.


Virtual Russian posted:

Haha, so is the balance between gangs as off as it was in the old Necromunda? Playing Van Saar in that version was essentially a faux-pas as the become so overpowered as campaigns went on. The hate for them was immense. We didn't let anyone play them in our big campaign.

Squibsy is quite right, it's not so much overall balance like 'you've chosen Cawdor (name picked at random, I'm not making a point about them specifically) so you will never have a real chance of winning'. It's about gangs that can skew into one thing. Van Saar are unquestionably the best gang at shooting. So if you play on tables we'll adapted to shooting, and you can actually play the game well enough to ensure that shooting continues and isn't avoided by Line of Sight shenanigans etc, then you can dominate games with them. Ditto corpse grinders, if you can lean into their insane charges and melee output, and can play well enough to start that ball rolling (this is far easier on small tight tables) you'll be unstoppable.

The biggest determinants of who's going to win in Necromunda are how well they actually understand the game, and the dice rolls. You're rolling so few dice that the expected result doesn't emerge reliably in a single game. There are so many options for your gang, in equipment/weapons, on the campaign layer, choosing skills etc, that no two gangs really need be alike. I really don't worry about faction choice at all when arbitrating campaigns. I worry about restraining individual players from over-optimising relative to the rest.

Genghis Cohen
Jun 29, 2013
Yeah, every gang can do things that, if not break, at least distort the game. The best thing to do is have an Arbitrator who is proactive enough to notice and have a word with players if their lists are dangerously unfun, and knowledgeable enough to pre-warn players about wargear/weapon/skill choices that can be a problem.

Honestly though, you see a lot of furore on the internet about what X or Y gang can do and how no other gang can equal it (missing the fact that other gang can do something else) with the assumption that makes the game unplayable. In my real life experience that isn't the case, because players tend to build a mix of models and then use them as WYSIWYG, and because people naturally want to play a series of campaign games with their friends, not crush an unsuspecting player once and then sit there without any opponent.

For example, if you had a Van Saar player whose naturally high BS, Shooting Skills and access to good weaponry (although the weaponry is actually about the same as what any other gang can access) is dominating in big open tables, it's pretty simple to add more solid terrain or direct players to scenarios that will require movement and close-in play around objectives. If you have a Corpse Grinder Cult player who is spamming Initiates (which are one of the truly under-costed things in the game, they cost half of what most other gangers do for the same statline, with above-average armour and the Infiltrate skill included) then people just need to have a word with him to introduce more model variety or they'll house rule the Infiltrate ability away, or restrict it to D3 models per scenario, or whatever else you fancy.

Genghis Cohen
Jun 29, 2013

working mom posted:

Been painting some necromunda dudettes

Is that modern-version Escher reloading a grenade launcher? Nice bit of modelling if so.

Genghis Cohen
Jun 29, 2013

Virtual Russian posted:

Sounds like a great problem to have! I've only got one person into it in my local area so far, but there is also a huge epic scene here.

Yeah when I ran a huge campaign with around 10 players myself and another did this. We just plain didn't allow Van Saars, building a custom gang as a replacement for the Van Saars. It ran really well and was a ton of fun.

Yeah, a lot of the moaning about balance on the internet is about hypothetical situations - well, if my opponent uses Goliath Genesmithing for additional Wounds and Toughness and takes Ablative Overlays on everyone and Frenzon Collars and Falsehoods on every melee fighter then we're boned. All things that would need the Arbitrator to be asleep at the wheel and the player involved to be really tone-deaf. If a real life group falls into these traps, it's either a one-off mistake or the issue is with the people as much as the game.

That said, it's not trivial for the Arbitrator to keep on top of this, many players do enjoy the mini-game of 'how can I make my gang as deadly as possible', either without thinking through the consequences or assuming everyone else is doing the same. In our current campaign (I am not arbitrating this time) we have a Slave Ogryn gang. Their player has taken only the leader/champions and lobo-slaves, no regular Ogryns. All the important guys have Falsehoods. His leader has a Frenzon Collar. I mean, I'll be fair to him, he has not tried to take Ablative Overlays, although that would have been stopped by the Arbitrator anyway. He's not a bad guy, he does perceive when something isn't fair. But obviously that line for him might be a bit different to the several newer players we have in the group!

Interestingly I don't see Van Saar as a balance problem that needs extensive house ruling. Their 4" movement and lack of any effectiveness in melee make them, IMO, way worse than say Delaque, who can't shoot as well, but can access top-tier melee champions to balance out their roster. As said already, if Van Saar are a problem in your group it's fixable with terrain rather than weakening the gang's rules. I'd be more worried about Corpse Grinders.


working mom posted:

It is! Its from the krieg set, had to do some posing and filling but thought it looked better than the giant magazine ones for escher

Well done! I have a similar-looking one from the GSC Atalan Jackals on my Orlock dirtbikes. It's a cool weapon.

Genghis Cohen
Jun 29, 2013

Virtual Russian posted:

My campaign was about a decade ago, so Oldcromunda. Van Saars were madly overpowered as they had access to special upgrades no one else could get. Plus the game massively favours shooting in the late game, and the Van Saars got insanely good at it. While melee gangs had much more modest upgrades, and you had to charge through Van Saar overwatches.

Ah, Oldcromunda, didn't get that. Yeah, shooting was miserable with Overwatch rules then. Every once in a while someone asking about Newcromunda asks 'oh, can I still put my guys on Overwatch' and gets told it's a special skill now. If they are disappointed by this news, I mentally mark them down as being a really unfun person to play against.

Genghis Cohen
Jun 29, 2013

Squibsy posted:

This is a grotesque oversimplification

I know you played a lot more Oldcromunda than I ever did, but you'll have a hard time convincing me they should have kept Overwatch as a universal action. My overwhelming memory of it was just having shooting-dominant gangs sit there and say 'come at me' to melee gangs, which then either declined the match, or eventually ran forward and got shot. Basically making the games a contest of who would run out of patience and commit to the losing moves (moving forward or dropping out of Overwatch) first.

Guildencrantz posted:

Van Saar don't seem all that horrible because amazing shooting is still something you can work around and they do have weaknesses. Corpse Grinders, however, are straight up banned in my campaign because that gang is just unfixable. You can nerf them, sure, but the general principle of an all-melee gang whose gimmick is super long charge distances is just unfun and garbage design in the context of Necromunda.

Yeah, the CGC need a LOT of house ruling limits to work. I still don't know what they were smoking with 25 cred Initiates. They're gangers with a great skill and good armour, FFS!

Genghis Cohen
Jun 29, 2013

Squibsy posted:

I find that a pretty funny statement from an Infinity player :agesilaus:

No doubt, Overwatch would have a different place in an alternating activations game as opposed to full-turn IGOUGO.

As for Oldmunda, it simply was not as bad as you describe. So many things were different about the old game. Shooting was dominant, but it is in Newmunda too. The faction balance meat that all gangs needed to, and could, take a more even approach. Everyone could make competent shooters, everyone could make competent melee fighters, and using them in support of each other made for a different but rewarding tactical experience.

Access to super deadly guns was much more restricted, with the heavy weapons generally being the high damage/high rate of fire choices, and consequently having their mobility severely limited. Access to special weapons was also very limited.* Newmunda adds all kinds of extra lethality in the basic weapons slot, with boltguns and combat shotguns being examples that come to mind. Additionally, failing an ammo roll meant that weapon was out of use for the whole game, which meant that shooting gangs would become combat ineffective over time - albeit unpredictably so, with many of the best weapons having a much greater chance to lose ammo due to difficult target rolls or a high rate of fire forcing more checks. By contrast, close combat was very swingy but was SUPER deadly.

Not being able to pick your advances meant that it was much much more difficult to min/max your fighters, meaning you had to make the most of your advances and find ways to utilise weird hybrid characters. This generally meant that shots were hitting on 5+ or worse due to cover, range penalties, and the Overwatch penalty. When hitting on a 6 forced an ammo roll, it often would mean you had an opportunity take a shot but choose not to because hitting with those slim odds would mean you had a high chance of taking the active weapon out of the game.

It wasn't all rosy of course, there was the general problem of randomised advances sometimes gifting one gang with a tonne of gold and another with all the poo poo. And I and others made many a post on Yaktribe positing house rules to tilt the balance a little bit away from shooting and towards close combat, but it wasn't anywhere close to the boring grind fest you describe.

* Except Van Saar. Their Juves could get the Specialist skill before they even level up to being gangers... :jerkbag:

Haha, in fact Infinity vastly favours the Active player over the Reactive. Partly because you can use the full Burst value of your weapons, but just as much, or in combination with that, you have control over where on the board, ie between what models, the interactions are happening. Yes models in Infinity all react to movement by the Active player, but that does not at all encourage wholly defensive strategies! I know you're probably saying that tongue in cheek anyway, I'm just biting to defend my other favourite game.

I'm not saying that Oldcromunda couldn't be fun, just that Overwatch was a negative mechanic. Maybe you had better experiences with your gaming group than I did. I agree that Newcromunda is significantly powered up in terms of both stats and weaponry. I personally like that when it comes to variety of modelling and play experiences, but I agree it can escalate into ridiculousness quite quickly. All too often in the end of our campaigns it just comes down to 2+ to-hit rolls with lascannons and melta guns. I do think that Newcromunda has a workable balance between close combat and shooting, simply because it's so much more decisive to get into close combat with better fighters. But they are different games, in theme as well as mechanics.

Have you been playing much Newcromunda?

Genghis Cohen
Jun 29, 2013

Hihohe posted:

I hope they still go more in this direction really. Honestly id have liked it better if instead of squats that had revealed separate vehicles for each House, Really lean into that Fury Road rear end poo poo that lends itself to Necro so easily

but i guess they had an idea for where they wanted Squats in Necromunda.
i still like the way the Squats look. Wide little shorties.

Oh, unique gang vehicles (or possibly mounted fighters instead in some cases) will definitely be coming along. I'd stake my life on it.

I know what people mean when they say necromunda is too heavily armed these days. but the counterpoint is that it's much easier to have all the tools, and restrict them for a low-power campaign, than it is to make up newer bigger cooler stuff from scratch. So I'm OK with the direction.

Genghis Cohen
Jun 29, 2013

Indolent Bastard posted:

House Orlock stompas, Escher Knights, it just works.

You joke, but I am 100% sketching up plans for a vehicle big enough to form a centrepiece of moving terrain. The bane blade track system isn't really big enough for what I'm envisioning. I want a proper 12"x24" footprint and at least one storey of sector mechanicus high (5"). Trying to figure out how I could mount a tectonic drill and/or a crane onto it.

Genghis Cohen
Jun 29, 2013

Floppychop posted:

Could check out what people have done for kitbashes on making a Leviathan. At least for the bottom part of "big thing on tracks"



Or stuff like this where some madlad made a rolling Word Bearer's chapel.


I would be very interested to find out how that first one was built, truly massive. The cathedral looks like 2 baneblade track assemblies, with the ends trimmed to fit together and lengthen them, and the width of the 'floor' lengthened in proportion, which you could just do with undetailed plasticard.

Improbable Lobster posted:

Some larger model tanks or trains would probably be an awesome base for some terrain

Z the IVth posted:

Time to visit an actual toy shop methinks.

I think these may be good moves. Model trains are sodding expensive, but there must be some cheap-model/expensive toy tanks with big track assemblies. Or scale kits of real world huge mining vehicles.

Genghis Cohen
Jun 29, 2013

TheDiceMustRoll posted:

So that's 7 novels worth reading. I mean becoming "bad" novels isn't such a terrible thing, F+GM shits the bed harder.

Wait, what's wrong with Fafhrd and Grey Mouser? I loved those stories, and I thought they were universally agreed to be classics.

Genghis Cohen
Jun 29, 2013

sasha_d3ath posted:

The early stuff is good, but I think it's generally agreed that post-80s they get kind of gross and edgy and not so ideal.

Oh, that's a shame, I wonder how the quality declined...

TheDiceMustRoll posted:



This was basically the turning point where the books turned into garbage for me, later on in the series the mouser gets sucked into an underworld and wastes many many pages watching lesbian BDSM which doesn't contribute to the plot. Lesbians and BDSM are fine, but I don't trust anything written by a person who explains to you someone is hot because they look like a preteen(but dont worry, not a preteen. they just. you know. look that way. which is why they're hot.).

Oh dear.

I've only read them in the gollancz fantasy masterworks compilations. I certainly don't remember that bit. Will have to look up the bibliography. The worst bit I remember is they both got married to cool adventuring babes (or at any rate not quite straight-up damsels on distress) and then there were a couple stories where they were married, and these women were just portrayed as handbrakes on their awesome bromance adventure lifestyle. Maybe the author has some issues.

Genghis Cohen
Jun 29, 2013

Covermeinsunshine posted:

Yo since this is specialist games and i'm in the middle of selling out of 40k - I've been thinking about jumping into necromunda with either new nomads or enforcers. Can someone give me a few pointers about those( I know nomads are new but maybe someone already played with them).

Nomads seem to have their best strengths in medium-long range firepower, with some decent melee options as a counterpoint. It's really hard to tell as their only rules at the moment are essentially quick start rules. They will almost certainly receive expanded options on a similar level to more established clan house gangs.

Enforcers are a gang with mediocre stats, especially on their champions, so aren't too strong, but have excellent shooting focussed skills. Their fighters are separated into Palanites, who can select a good variety of effective ranged weapons, and Subjugators, who can be more heavily armoured and have a mix of (slightly less awesome) ranged and melee weapon options.

I've done an updated enforcers guide for Goonhammer, might not get published for a few weeks, if you have PMs I can send you the draft?

Genghis Cohen
Jun 29, 2013

E. Nesbit posted:

I play a lot of both, and feel that the complicated series of hoops required to put a model down works for Necromunda in a way that it never did for the last edition of Kill Team. The Necromunda ruleset isn't a game so much as a 900 page long misfortune simulator.

This is exactly right. Most models only have 1 wound (your star players, the gang's Leader and Champions, generally start with 2, or even 3, as do some special big models, called Brutes, and can even upgrade them by one during a campaign), but when you are reduced to 0 wounds in Necromunda, you're not automatically off the table. You're much more likely to get wounded, or knocked down injured, whereupon you can only crawl around trying to recover - with the help of friendly models you will probably stand up again, albeit a bit more wounded, before the game ends. Of course if you go down injured in close combat, you do get removed as the enemy scrags you! The system works very well to represent these hardscrabble, untrained gangers tearing at each other.

berzerkmonkey posted:

Yeah, NM is in no way balanced, and, quite frankly, pretty slapdash in general. I like it, but good lord, it's really poorly written and executed, and the rule book situation is a goddamn mess.

In regards to hit points, that's what the flesh wound system is for. Unless you have a heavy weapon involved, your fighter is probably not going out of action with one hit.

Hey now, a lot of the detail in Necromunda, stats and equipment etc, is very poorly balanced, and the game is therefore best played with a confident Arbitrator to reign in players who pull too far ahead or consistently make better use of the rules than their opponents. And the way it's scattered across books currently is a real mess. But I think it's going too far to say it's poorly executed overall. The basic structure of the game, even aside from the campaign layer, is very sound.

Genghis Cohen
Jun 29, 2013

Lumpy posted:

In Necromunda, what limits are there on stuff you can give Juves and Gangers from the trading post? Can you give them any item from the categories they have access to?

They can have absolutely any wargear, armour etc that you want, no restrictions. They can only use weapons from their own House list (IE what's on their page in whatever book you're using).

I believe there used to be some more finicky restrictions like limiting the maximum credit cost of any single item Juves could have, until they had X number of advances. But AFAIK all that is outdated and gone now.

Genghis Cohen
Jun 29, 2013
It is a mess, but it's a fun and glorious mess.

Genghis Cohen
Jun 29, 2013

Moola posted:

pictured: a new player trying to get into Necromunda



Lol. The grim darkness of the 41st millenniums, when even the library attendants are swole as gently caress.

Genghis Cohen
Jun 29, 2013

Squibsy posted:

It's really just the way Paired as a concept is both stupidly overpowered (9 attacks is dumb) and unevenly applied across the game. Why do some factions have paired chainswords on their equipment list and other factions just have chainswords? Why are some weapons pairable and others not? Why can I not buy two chainswords and use them as a pair? It's symptomatic of the ridiculously bloaty approach to rules writing that is endemic across Necromunda.

Lol, I love modern Necromunda and I can't disagree with this at all. It's a rule that only exists to pump up certain loadouts and models that are already deadly in combat.(Corpse Grinders, Delaque Nacht-ghuls and Spektors, Goliath Stimmers)

Genghis Cohen
Jun 29, 2013

MRLOLAST posted:

Really excited to be starting in a 14 player necromunda league with my Goliath.
Played a warmup 4v 4 game yesterday and best part for me was when my champion ran in to a room full of delaque and used the gangcard to flex his muscles. 2 of the puny delaque guys failed their courage and ran in view of such an awesome display.
Happy it was a just a warm-up because 2 guys later died.



We had 3 multi-player tables going yesterday.

Lol, peak Necromunda silliness. Good luck in your campaign, 3d printed ZM stuff looks great.

Genghis Cohen
Jun 29, 2013
I appreciate that people may find the vehicles for Necromunda don't fit their idea of the theme. I also would have been perfectly OK with just different designs of Mad Max style buggies, bikes, quads, trucks etc. But it's hardly an up-scaling of the game. Fighters and their equipment work exactly the same between the 2018 hardback rulebooks' release and this current stuff. A gang starting a Necromunda campaign is still 1000 credits; most of them have far more options than in 2018 Gangs of the Underhive, but it won't be any more numerous.

Yes, Ash Wastes gangs start at 1400 credits rather than 1000, with the aim being they will include some vehicles. But that is an optional style of play. You don't have to play with vehicles, indeed unless you're playing a specific Ash Wastes campaign the default is you wouldn't!

I would get these complaints if it was a pick-up competitive game like 40k, if I had a basic box of Orlocks and went down to the club, found an opponent who wanted to play with his 'gang' of 2 big vehicles with heavy weapons on them, that would be grounds for being annoyed. But it's not, it's a campaign game, halfway to being an RPG. If the gangs are badly mismatched the arbitrator should be saying something about it.

Genghis Cohen
Jun 29, 2013

Cease to Hope posted:

the problem is that everything about the ash wastes is appealing except the completely pointless power creep. the fact that they vehicles are vehicles is not the problem here.

GW should have realized that the vehicle armaments were way out of scope when vehicles bought all their heavy weapons in a way that bypasses the usual difficulties gangs have buying heavy weapons.

this would be a lot more convincing if necromunda vehicles weren't perfectly reliable in play

How is it power creep man? Everyone can buy heavy weapons in new-Necromunda anyway. The fact you can buy them for vehicles at the campaign start is just circumventing your house weapon list or a pretty easy rarity roll at the trading post.

Those jetbikes with plasma guns are basically just a ganger with a plasma gun, who moves fast and takes a big hit if they fail their initiative check against pinning when shot.

Genghis Cohen
Jun 29, 2013

Cease to Hope posted:

these examples:

also the plasma gun is twin linked. it was already weird and kinda bad that your gang champs all turned into heavy weapons guy after a while, but this is jumping you to that at gang creation.

going from necromunda, the game of gangs fighting with assault rifles to necromunda, the game with rules for plasma jetbikes and vehicles from the 40K line is power creep. i'm game for hoverbikes and the fury road war rig, I'm just unhappy with the proliferation of anti-tank weapons alongside.

this is not reflected in the actual game though, i don't think. they try somewhat with how bad necromunda characters are at riding bikes, but i don't think it really makes vehicles feel unreliable or jury-rigged the way the rules for things like ammo do

I think the twin-linked rule and getting around the rarity rule are pretty minor examples of power creep, especially since the former should cost credits.

I do really agree with you though that heavy/special weapons are too common and too dominant in Necromunda. There's no amount of skills or non-weapon/armour equipment that will make a champ with 'classic' ganger style weapons as dangerous as one with a meltagun or lascannon. Arguably though that's up to groups and arbitrators to restrict access.

Genghis Cohen
Jun 29, 2013

E. Nesbit posted:

We've always played it that way, giving each model a -1 to hit. Can't remember where we got the rule or idea from though.

I know this was in the 2017 Necromunda Underhive release rulebook, but I'm not sure if it made it into later editions.

Lumpy posted:

Necromunda question: if model A is standing up against a barricade, can model B charge to be touching the other side of the barricade and fight?

As already mentioned above, I think pretty much every gaming group I've ever seen would allow this, whether they apply a -1 to hit or not.

Genghis Cohen
Jun 29, 2013

MRLOLAST posted:

Tonight I played my 4th game of our custom dominion campaign and wanted to say that being part of an enthusiastic and engaged Necromunda campaign is the most fun I have had in wargaming for a long time. Yaktribe is an amazing resource. My Goliaths are currently being carried by my Hive Tyrant who is a natborn , Tyrants own , mv6, T5 monster with nerves of steel and true grit but our slow movement and slow wit among the rest of the gang is kinda keeping the victories away :)

Great stuff! I can really imagine this evolutionary next step Goliath leader being constantly let down by his meatheaded subordinates' bungling, but consistently trying to explain to them how to do better. The little narratives about gang members that evolve throughout campaigns are some of the best.

In my second to last campaign (Orlocks) the leader was an unholy terror, worth over 1k by the end, with a power fist and combi meltagun. T6, 4W, 3A, WS and BS 2+ of course. Routed gangs singlehanded and destroyed the Van Saar doomsday device personally in the campaign finale.

Then you had my long rifle champion, Shifty. I knew a long rifle wasn't the punchiest weapon choice but wanted to use the model. He consistently lost sniper duels, and once failed his nerve and then fairly 5 subsequent checks to rally. I know that Shifty was a dishonest layabout and Flashman-esque coward who earned his place in the gang hierarchy by weaseling better men out of their credit.

Genghis Cohen
Jun 29, 2013

Squibsy posted:

There is an illustration of a Caryatid in one of the older sourcebooks and this new model looks almost exactly like it, even down to the pose. [Edit: probably in Gangs of the Underhive]

An extremely annoying piece of wargear, in game terms. It gives the ganger who 'possesses' it an incredibly solid invulnerable save, basically.

I also find the lore behind it really funny. It is attracted to lucky individuals, so suddenly sometimes this weirdo demon baby turns up and just... hangs out around you? Does it talk? Do you become friends? In a place as rough-and-tumble as the Underhive, I'd have thought the presence of a caryatid near a ganger would be tantamount to an invitation for have-a-go challengers, just for the bragging rights.

It is such a weird, zany piece of Rogue Trader era lore. TBH I prefer the slightly more tonally consistent later stuff, Caryatids seem like something which would not pass muster in the imperium of 40k.

I may just be annoyed because one of our group players, reading the rules, immediately tried to get one and has done the same thing most times we played. He also really likes giving his gangs the maximum amount of chaos or genestealer familiars, which work similarly. Some of the most efficient upgrades in the game, they are, and one of the most irritating to play against since they nullify hits in a unique way that stacks with other protections.

Genghis Cohen
Jun 29, 2013

!Klams posted:

Are they doing new doods for all the gangs? Are the Palanite Enforcers likely to get anything new?

The most likely next releases for Necromunda are a vehicle or bike option for Cawdor, Delaque and Van Saar, alongside new campaign rules and no doubt resin special characters. After that, the prime suspects would be some sort of new plastic for corpse grinder or chaos cults, ash waste nomads, or just possibly Enforcers. But no one knows.

Genghis Cohen
Jun 29, 2013

Lumpy posted:

Necromuna is so awesome, and I'm glad this thread got me to try it out. Just wrapping up our first campaign and it has been a total blast.

gently caress yeah! Glad to hear it. What gang did you play?

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Genghis Cohen
Jun 29, 2013

rantmo posted:

Ah, yeah I tried Infinity a few years ago and it's not my thing. Terrible rules nesting and a deeply Eurocentric POV for the Oceanic faction (Joan of Arc at the great hero? A war college named after a loving Nazi?) though I admit I haven't look at the most recent edition. Here I thought there was another option for 40k army builders beyond BattleScribe.

I will confess to being a huge Infinity fan and I respect your right to not be into the same poo poo. But, good news, they did handle almost all the rules nesting with the release of the games' 4th edition (aka N4) a couple years ago.

I have to say I find your other objection a bit perplexing. Yes it is a bit silly that Joan of Arc (or a scifi 'recreation' of the idea of her) exists and leads an army of neo-catholic space knights. But that faction also has characters like Kirpal Singh, Stephen Rao and Bipandra - admittedly alongside some other European types.

I don't know what obscure snippet of the background names the PanOceanian war college but I'd guarantee you not even 1% of players could tell you what it is, and frankly unless it's the 'Hitler Academy' it's not too unrealistic. It has been sort of whitewashed from our historical awareness, but while the Allies rightly executed a lot of the Nazi political leadership, they still wanted some people to organise the West German Bundeswehr against the Soviets, so a lot of generals who were a-ok with the Nazis' political project were kept on. Incidentally that is responsible for a lot of the WW2 myths that permeate popular history, and definitely wargaming, to this day, all the Soviet human wave vs skilful German super-soldiers crap.

Sorry if that comes off as defensive. Infinity definitely has some weird poo poo, I will never stop ragging on them for their gender dimorphic models and pigeon-toes-and-pigtails aesthetic for female characters. But I think the fictional background is probably a lot less euro-centric than their player base, and I doubt they have any politically toxic ideas.

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