Darnok Posted August 10, 2019 Share Posted August 10, 2019 Balanced was probably a poor choice of words. I meant that I've found tactic cards (especially gang specific ones) detract from the game play rather than enhance it when used by gangs with a similar rating. My gaming group like the white dwarf rules from a couple of months back that allow a gang to make up the difference in gang ratings with Hangers on and/or a bounty hunter. The New cards sound like another option that will feel fairer (or more balanced) to all if players know that they could have access to them when the need arises. I agree on all points. Those WD rules sound cool, never heard of them before. Do you know of a place that has them available in PDF form? Link to comment Share on other sites More sharing options...
Kilofix Posted August 11, 2019 Share Posted August 11, 2019 May WD page 129 Link to comment Share on other sites More sharing options...
noigrim Posted August 11, 2019 Share Posted August 11, 2019 Looks like a plastic tyranid to me Link to comment Share on other sites More sharing options...
Darnok Posted August 12, 2019 Share Posted August 12, 2019 Stumbled upon this WC article from February of 2018 ... "coming soon" ... not so much. I wonder what stalled the process there, since the Guilds are a substantial part of "The Book Of Perils". Link to comment Share on other sites More sharing options...
Cognative Posted August 16, 2019 Share Posted August 16, 2019 New Bounty Hunters look amazing. Def going to pick up this set to use Kage in my Orlock Gang as a champ or leader. https://www.forgeworld.co.uk/en-US/Apollus-Kage-And-Krotos-Hark-2019 Reyner 1 Back to top Link to comment Share on other sites More sharing options...
Marshal Rohr Posted August 17, 2019 Share Posted August 17, 2019 Does anyone have any scale shots of enforcers next to the other gangs? Link to comment Share on other sites More sharing options...
Cognative Posted August 17, 2019 Share Posted August 17, 2019 I can get some when I'm home on monday Marshal Rohr 1 Back to top Link to comment Share on other sites More sharing options...
Cognative Posted August 19, 2019 Share Posted August 19, 2019 Palatine Enforcers vs Orlock, Cawdor, Guardsmen http://imgur.com/a/iwsgxRY Enforcers are def bigger, bulkier all around. Marshal Rohr and Darnok 2 Back to top Link to comment Share on other sites More sharing options...
Marshal Rohr Posted August 19, 2019 Share Posted August 19, 2019 Palatine Enforcers vs Orlock, Cawdor, Guardsmen http://imgur.com/a/iwsgxRY Enforcers are def bigger, bulkier all around. Thank you! Link to comment Share on other sites More sharing options...
Cognative Posted August 19, 2019 Share Posted August 19, 2019 Taking a second look at this, it looks like the 32s I out them on for this pic is a smidge taller than the 25s. Probably pretty darn close in height to most gangs, but bulkier for sure than most gangs except Goliath. Link to comment Share on other sites More sharing options...
MajorNese Posted August 22, 2019 Share Posted August 22, 2019 Well...as someone who hasn't played Necromunda more than once (half a year ago), I might join the handful of locals playing Necromunda. Mostly as a rather relaxed alternative to the general 40k games, which require latest releases and demi-apocalypse amounts of models nowadays. Not that I'll stop playing 40k, but something new once in a while doesn't hurt. A campaign is in the works, so this might be nice for a change. For starters, which of the gangs are playable and flexible enough for a campaign if you have no idea of the system? My first choice in design would be Enforcers. Paint red, add AdMech decals/bitz, and use as Mechanicus enforcers keeping up productivity and securing archaeotech in areas with high lead concentrations. Bulky design, almost-primaris heads and high-quality large-calibre weaponry is a win in my book. Every other required bit should be in my bitzbox, but I've read of limited campaign options. The second option would be Delaque (converted to lowly techpriests interested in salvaging tech), which I already have a box of at home (techpriest conversions). A lot of options for thematic conversion (especially with Black Market gear), but I fear they are not resilient enough for a beginner in Necromunda. Which I can't really tell - is the perceived difference in armour level drastic in game, or rather cosmetic? Van Saar has awesome tech design, but the gangers themselves look too futuristic for my tastes, that would require some conversion but would work. The other gnags are a no-go. As a side note, our club almost exclusively plays it on Zone Mortalis - having 96"x72" FW tiles, we are quite spoiled in that regard. Link to comment Share on other sites More sharing options...
noigrim Posted August 22, 2019 Share Posted August 22, 2019 Enforcers might be a bit hard as an intro gang due to the low model count and limited wargear the other two are more versatile Link to comment Share on other sites More sharing options...
Darnok Posted August 22, 2019 Share Posted August 22, 2019 Of those three, I only would recommend Delaque. Enforcers are not very beginner-friendly and not at all exciting for a campaign, and Van Saar will lead you down the road of "That Guy". Delaque can be a bit tricky as well, they rely on some more exotic weapons. You can have good fun with them though, and they are neither under- nor overpowered. Link to comment Share on other sites More sharing options...
MajorNese Posted August 23, 2019 Share Posted August 23, 2019 Thanks, that's good to know. I've built a delaque techpriest ganger to test the paint scheme, we'll see how it turns out. I'd love to go crazy with gun selection, but most of that stuff seems really expensive in points. And the only blast weapon is the grav one? So...long rifle is given, but anything else considered a must-have for champion/leader? I'd have given autoguns to gangers and autopistols to juvies for starters (unless there are spare points), but I'll have to read the rules more in depth... Link to comment Share on other sites More sharing options...
noigrim Posted August 23, 2019 Share Posted August 23, 2019 if you wanna go friendly limit the flamers somehow Link to comment Share on other sites More sharing options...
MajorNese Posted August 23, 2019 Share Posted August 23, 2019 if you wanna go friendly limit the flamers somehow So...one or two flamers are probably good to have. With autohit and template, yes, I see how that could work. The regular flamer is quite expensive, but the hand flamer seems acceptable for starters, to light everyone on fire and let them run around to get shot. As I've said, we almost exclusively use Zone Mortalis boards, range should hardly be an issue. Another combo I'm thinking of would be a leader with Overwatch and plasma gun. Chances are, it will be on short range whenever someone gets into CC proximity, all but guaranteeing a hit. What number of gangers should I aim for? I could get them up to 10 if just taking bodies and guns (SW on champs/leader), or 7 when also going for full smoke/goggles. The latter seems a bit expensive, but in a campaign should be doable after a while. Link to comment Share on other sites More sharing options...
noigrim Posted August 23, 2019 Share Posted August 23, 2019 Try to start with lots of people since they can work the turf and earn extra credits after the game and you're less liable to bottling out. You should talk with your opponents and agree a maximum number of flamers per gang. Two is a good limit. Link to comment Share on other sites More sharing options...
Gederas Posted August 23, 2019 Share Posted August 23, 2019 Having looked at it, Enforcers aren't a really good starter either. Because they're severely underpowered due to the combination of their stats and cost. Enforcers are in theory an elite(ish) mid-to-close-range shooting gang without any good cc capabilities. However, that's only in theory. Enforcers have worst stat line in entire game while being as expensive as Goliaths (most expensive gang model whose) models. Their leader is 3+ we 4+ bs with 2 wounds and flak/armored under suit while costing whooping 140 cr. They are also only gang that has champions with ws and bs 4+ and nothing better. In theory they make up for it with equipment sadly this is only theory. On top of that they can have only two champions ever. Which sucks, because I wanted to play those guys in a narrative campaign I was planning to do as the DM's crew to shake things up. But..... Now I'm reconsidering it. Link to comment Share on other sites More sharing options...
noigrim Posted August 23, 2019 Share Posted August 23, 2019 You can always play the models with venator rules Link to comment Share on other sites More sharing options...
MajorNese Posted August 23, 2019 Share Posted August 23, 2019 In today's meeting we agreed to stick to the options from the plastic sprues for the time being. The guy organizing it knows pretty much every option, and already said there's some pretty broken stuff out there if you were to aim for that. So yeah...I'm tossing around some ideas to get a diverse loadout in there, while I paint up the test model. Link to comment Share on other sites More sharing options...
noigrim Posted August 24, 2019 Share Posted August 24, 2019 Toxin weapons are also really good if your gang has access to them MajorNese 1 Back to top Link to comment Share on other sites More sharing options...
Darnok Posted August 30, 2019 Share Posted August 30, 2019 In today's meeting we agreed to stick to the options from the plastic sprues for the time being. The guy organizing it knows pretty much every option, and already said there's some pretty broken stuff out there if you were to aim for that. So yeah...I'm tossing around some ideas to get a diverse loadout in there, while I paint up the test model. You definitely have to restrain yourself in Necromunda, there are quite a few tigns that can easily break the game in general and a campaign in particular. In essence: don't be "that guy". Link to comment Share on other sites More sharing options...
MajorNese Posted September 2, 2019 Share Posted September 2, 2019 Yeah, I'll start with a mixture of rahter basic stuff - juvies with autopistol, gangers with autoguns and shotguns, and leader/champions with some of the more fancy stuff. Test model worked out so far, so I ordered a second box for some variety and spare bodies, to use when there's enough credits for the more fancy weaponry/gear. Link to comment Share on other sites More sharing options...
Gederas Posted November 18, 2019 Share Posted November 18, 2019 (edited) -blows dust off the canteen- So, now that we've got even more stuff for Necromunda, I've gots a question all:Vehicles I had an idea for having specific vehicles in Necromunda as things you can either steal during a mission and use (joyrides sound fun), or buy and add to a gang and use during more "open" areas. For the vehicles, I'm actually looking at the Taurox/Taurox Prime, Goliath Truck/Rockgrinder, Achilles Ridgerunner, and Rukkatrukk Squigbuggy. As all of those feel like they could be a civilian vehicle in 40k with some modifying (seriously, remove the Orks from the Rukkatrukk Squigbuggy and it looks like a Jeep Gladiator and a Dodge Ram had a very drunken night together) How would you all go about making vehicles balanced in Necromunda? Edited November 18, 2019 by Gederas Kolgrim DeathHowl and Zebulon 2 Back to top Link to comment Share on other sites More sharing options...
Kolgrim DeathHowl Posted November 18, 2019 Share Posted November 18, 2019 Sounds like an interesting concept, definitely would like to hear more. New to the game myself so I can't comment on anything game play related. But I love converting things for post-apocalyptic type stuff. Link to comment Share on other sites More sharing options...
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