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Cool gang you have there Dosjetka, you have really given them a unique look.

Glad to hear youre enjoying them - you ever try a Deathmaiden? They are just vicious in melee or counter assault.

 

Good call on the Ammo jack - great way to get a quality bolter in there.

Thanks for stopping by, Akrim. :)

 

I had tried a Death Maiden in the past with two stiletto swords and she was a mean killing machine. In my current campaign, I have just added a Death Maiden using the 250 credits obtained during Downtime, though this time I have given her two power swords. In her first game last night against Enforcers, she sent four (!) fighters OOA (luckily for them, they were only Out Cold or Grievously Injured) so I've been reminded of how good she can be!

 

Love the Ammo Jack, I need to build one myself and this has given me some ideas.

Keep up with the great work, you've some inspirational stuff going on here.

Thank you, Castigator! It means a lot coming from a talented hobbyist such as yourself: I check out your blog for inspiration every few weeks. :)

 

Whats the benefit of giving the Death Maiden twinned combat weapons? or is that just how her weapon choices come?

 

Actually is there any benefit of giving normal gangers twinned combat weapons or would that just be a waste of creds? 

Whats the benefit of giving the Death Maiden twinned combat weapons? or is that just how her weapon choices come?

 

Actually is there any benefit of giving normal gangers twinned combat weapons or would that just be a waste of creds? 

 

You get an extra attack for having a second melee weapon; but you also have to evenly split your attacks between the two melee weapons. So if you have power sword and a fighting knife with 4 attacks, two of those attacks have to be made with the fighting knife, which is obviously not as good as the power sword; and arguably not even as good as just making 3 attacks with the power sword instead.

 

You can also get a bonus attack if you're armed with a weapon with the sidearm trait (most pistols), but you can only make a single attack with that weapon. So if you has a power sword and plasma pistol with 4 attacks you'd make one with the plasma pistol and 3 with the power sword. So in some ways a pistol and melee weapon can be a better option than two melee weapons.

 

With a Death Maiden, it's quite likely you'll take Combat Virtuoso skill to start with. This gives them the versatile trait with a selection of melee weapons (various types of knife and sword), which significantly extends their threat range. Versatile melee attacks can be made at a range rather than just in base-to-base; with Combat Virtuoso that range is equal to the strength of the model (3" for a base Death Maiden). No pistols have the versatile trait so they can't be used for a bonus attack outside of base-to-base contact, so a second weapon compatible with Combat Virtuoso is the best way to get that extra attack.

 

Dos decided to splash the cash on a twin power sword Death Maiden, and I'm guessing Combat Virtuoso was the skill of choice. Expensive? Yes. Absolutely brutal? Hell yes. Plus there's definitely cool points for having a resurrected Escher channelling her inner Ahsoka Tano!!

 

Whats the benefit of giving the Death Maiden twinned combat weapons? or is that just how her weapon choices come?

 

Actually is there any benefit of giving normal gangers twinned combat weapons or would that just be a waste of creds? 

 

You get an extra attack for having a second melee weapon; but you also have to evenly split your attacks between the two melee weapons. So if you have power sword and a fighting knife with 4 attacks, two of those attacks have to be made with the fighting knife, which is obviously not as good as the power sword; and arguably not even as good as just making 3 attacks with the power sword instead.

 

You can also get a bonus attack if you're armed with a weapon with the sidearm trait (most pistols), but you can only make a single attack with that weapon. So if you has a power sword and plasma pistol with 4 attacks you'd make one with the plasma pistol and 3 with the power sword. So in some ways a pistol and melee weapon can be a better option than two melee weapons.

 

With a Death Maiden, it's quite likely you'll take Combat Virtuoso skill to start with. This gives them the versatile trait with a selection of melee weapons (various types of knife and sword), which significantly extends their threat range. Versatile melee attacks can be made at a range rather than just in base-to-base; with Combat Virtuoso that range is equal to the strength of the model (3" for a base Death Maiden). No pistols have the versatile trait so they can't be used for a bonus attack outside of base-to-base contact, so a second weapon compatible with Combat Virtuoso is the best way to get that extra attack.

 

Dos decided to splash the cash on a twin power sword Death Maiden, and I'm guessing Combat Virtuoso was the skill of choice. Expensive? Yes. Absolutely brutal? Hell yes. Plus there's definitely cool points for having a resurrected Escher channelling her inner Ahsoka Tano!!

 

Cheers. :tu: Makes sense now. Guess Im gonna have to have a close read of the rules when I get the chance, missed that on the last read through. Got the basic idea of whats going on but as theres a lack of players here rules retention is non existent for me, I learn better by playing. 

 

Anyhoo, enough hijacking Dos' thread. BRING ON THE PAINTED MINIS!!!

  • 1 month later...

Hello all!

Very quickly: I've been asked to paint a Goliath gang up for a friend. It's a simple commission: undercoat, basecoats, washes, basing. Here is my progress so far:

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I'll be back with more, and a quick recap of my local community's Outlander campaign, soon! Thank you for looking. :tu:

  • 3 months later...

Hello folks!

After a relatively looooong hiatus, I've decided to organise a Law & Misrule campaign for my local community. Of course, new campaign means new gang so...

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More updates soon; thank you for having a look! :biggrin:

As the title hints, I got bored with the Enforcer models very quickly so work has stopped after assembling two models... Now I am looking at running either another (new) Escher gang, the Toxic Trix, or a Van Saar gang, the Rustridge Regents. Before I share the lists, here are a few gang creation restrictions we have in place in our community:

  • No duplicate starting Skills.
  • No more than three times the same Basic, Special, or Heavy weapon (unless a good case is made to the Arbitrator).
  • 100 extra creds are given for Exotic Beasts (but not Familiars or Cherubs); these creds cannot be used for anything else.

With that out of the way, here are the lists:

Toxic Trix, Escher gang [1100 Rating]

  1. Nasryn 'Tox' Raine, Leader [245 creds] w/ needle rifle, needle pistol, stiletto sword, chem-synth, mesh armour; Inspirational*
  2. Ursi Goffe, Champion [220 creds] w/ plasma gun, lasgun, mesh armour; Dodge
  3. Idry Stiva, Champion [270 creds] w/ shock whip, laspistol, mesh armour, Phyrr Cat; Spring Up
  4. QT, Exotic Beast [0 creds] w/ talons
  5. Griza 'Grizzie' Wolsh, Specialist [110 creds] w/ shotgun w/ scatter, solid & acid ammo, stub gun, flak armour
  6. Damala Shik, Ganger [65 creds] w/ lasgun, flak armour
  7. Gao Hrun, Ganger [65 creds] w/ lasgun, flak armour
  8. Hana Wrex, Ganger [75 creds] w/ autogun, flak armour
  9. Thizi Lok, Juve [50 creds] w/ laspistol, stiletto knife

Rustside Regents, Van Saar gang [1075 Rating]

  1. Augusta, Leader [360 creds] w/ meltagun, laspistol, mesh armour, armoured bodyglove, Cyberachnid; Savvy Trader
  2. Engel, Exotic Beast [0 creds] w/ venemous bite, web projector
  3. 'Double' Detlef, Champion [180 creds] w/ plasma pistol, laspistol, mesh armour, armoured bodyglove; Fixer
  4. 'Halt' Heide, Champion [250 creds] w/ gravgun, laspistol, mesh armour, armoured bodyglove; Munitioneer
  5. Manfred, Specialist [90 creds] w/ lasgun, mesh armour, armoured bodyglove
  6. Konrad, Ganger [75 creds] w/ lasgun, armoured bodyglove
  7. Ortrun, Ganger [75 creds] w/ 2x laspistol, armoured bodyglove
  8. Elfreda, Ganger [45 creds] w/ lasgun, armoured bodyglove

I really like both gang lists and would be happy to play either. In an attempt to set a good example, I shied away from rampant optimisation and went for what I consider a decent balance between packing a punch while showing restrain and taking more fun/less seen options.

Given that I'm having a very hard time choosing, I'd appreciate any input that you folks may have. :smile:

Thank you for reading and I'll be back soon with more picture updates!

*For the Inspirational skill, we use a slightly modified version of the rule that you can find below (modifications in red):

Quote

If a friendly fighter within 6’’ of this fighter fails a Cool, Leadership, or Willpower check, make a Leadership check for this fighter. If the Leadership check is passed, then the failed check also counts as having been passed.

 

Edited by Dosjetka
Forgot Grizzie's armour!
  • 2 months later...

Hi, the gangs are looking great (though I agree, the enforcers are just, not very exciting to play with, the old Arbites were very much the same)
I was wondering, in your original enforcers pictures, where the heads you used came from, I don't think I recognise them and they look like they'd be great for a project I am working on

@Studio Owlbear thank you for your comment and praise. :smile:

 

The heads are from a resin upgrade kit for Stormcast Eternals that Forge World produces/used to produce. I got them ages ago so I'm not sure if they're still on the market or not.

 

****

 

The previously mentioned campaign didn't happen in the end so I haven't worked on any Necromunda stuff recently. I hoping to change that soon-ish though. :biggrin:

Ah yeah thanks
That is both pleasing and saddening to know, because I already have a set of those on order (it seems FW have dropped them from the lineup already despite being only a few years old, but I was able to find some in stock elsewhere) so I am glad to know they'll look good, but saddened there isn't an undiscovered source!
Thanks!

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