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Wider Wargaming => General Discussion => Topic started by: Vulpine on 21 September 2012, 10:30:41 PM

Title: Necromunda - Putting together a gang!
Post by: Vulpine on 21 September 2012, 10:30:41 PM
(http://img825.imageshack.us/img825/5951/imageizc.jpg)

Greeting's scum!

If you aint scum, and you are of nobal Lions, then, why have you found your way from the Spire, passed through the wall, down through the hustlling claustrophobic city's of Necromunda down into the collapsing vermin infected underhive and found me here, in the Sump?

I know, your either looking to give advice, or looking for advice...?

Well perhaps, Scum...  we can help one another?

Oh, weres me manners, I'm Vulpine, Leader of the D12, the most ruthless gang of Orlocks this side of Glory hole.... What...? Glory Hole is a real town in Necromunda... I don't know what you are talking about, and we're you think I could find a drill peace large enough for such a thing!... However we can discuss the idia later..




PUTTING TOGETHER ME GANG!
Eye, as you will see by my load out am as tight as a Ash Clams gob... The reason for this, in me opinion , is if you load out with weapons and speshal ammo and stuff you have small numbers. Weapons don't get experience, gang members do.

Leader:
That's me! As I said before, I like to keep the cost low and number high, however, I don't want to underarm myself! Spesh when I'm the best in the gang! So, a half decent close combat wep, such as a massive axe, a bolt gun and a las pistol seams a good load out and compared to the tempting speshial weapon leader, it is cheap (although the flamer is cheap, it's a posibility!) The pistol not only helps with combat but with your main weapon jams, wich mine did last fight your in trouble... Remind me to kick the heavy's butt who cleaned my weapon last.

Heavy's:
Now, one thing people say is, if you go for all Juves you get out gunned buy smaller gangs... Heavies is we're I tip that balance back in our favor! I have gone for two heavy stubbers. This may seam costly but the two kept together can guard large areas on overwatch or mince groups of gangers at long distances. Pining and harassing is what its all about! My Delaque (spit!) counter part has one hev stubber and the other has a flamer.... Flamer is 40pts and I must admit when a flame comes towards your men, you leave, it's cheap it hits automatically it set you on fire, it really is a good option. However, two stubbers is my idia and I'll save the flamers for any guys who pic up the specialist skill.

Gangers:
After the two Heavy stubbers and my own equipment I've spent about 400pts. So this is where I like to tighten up even more, more than a Esher gang leaders hot pants after they have waded through chem sludge! I go for 4 to 5, each with a shotgun, lasgun, auto gun or pistol and Extra knife. The lasgun is reliable, the auto gun cheap, the shotgun is lethal but to use you must be brave and get close, the pistol and knife is good in combat and cheap.

Juves:
There's a lot of debate about Juves, it's do you want stats now or very skilled latter. My ansure is the same as when I asked an Esher ganger if she prefers nice men or rough women... "bit of both". So I have four ganger, so I went for four Juves. 25pts+pistol, cheap. If they die they can be replaced for the cost of wild snake! I understand Juves can't hit for toffee - oddly enough that's what I pay them! But as a back up for my leader/ganger or to stand closer to the enemy than my heavy so they have to be targeted first they will either die or become rock. By the time they are gangers they already have 3 roles on the skill table. I have one Juve who after only two games has the shooting skill that let's him fire twise with his stub pistol, if he does not move (issue him with dum dums) and he picked up the horrific scars injury, he realy is as ugly as Bull-Gorgs belly fold, but this means he causes fear! Defiantly a member to watch out for.




HIERD GUNS
Often overlooked, but I think there worth thinking of. Let's have a quick scan at some of them...

Scum:
They can kill the enemy and if they die in the process that's fine! But like all hired guns any experience is lost. That's why I personly like to avoid these until I have cash free later into the games. Although some say having them early gives you well trained gangers when yours ain't yet... Good point!

Wierd:
The Delaque rival has taken a physic last game we played... I must admit, I avoided it as I fear what I don't understand. It gave one of his gangers +1D6 BS on one turn. That's quite respectfully... However, I will menthion this to the underhive watchmen.

Ratskin:
I think this is the best choice. The thing I'm after is that on a 6 you get a role on the Territory's tabel. Unfortunately, my kingdom is full of ruins and slums and my only decent territory's are tunnels that make me no cash and a settlement. Also, it's another gun, for 15pts. I'm thinking shotgun. The shotguns fantastic, but risky to the user as you need to get close to the enemy. If the ratskin dies however, who gives a Lashworm's tail!



Well my scummy friend, I hope this all helps,

Vulpine

Title: Re: Necromunda - Putting together a gang!
Post by: WarrenAbox on 21 September 2012, 11:37:52 PM
First off, that's a pretty click write up, and it looks like a crazy amount of fun.

Second off, for a minute there, I thought maybe you'd figured out a way to play Necromunda in the One True Scale.  Don't tease me like that.
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 22 September 2012, 08:06:23 AM
My first visitor to my sump hide out!

It is crazy fun! It's a really good way to spend your day!

I killed his heavy stubber guy first time I bumped into the Delaque. I thought I'd had the campaign sorted and soon the bold freaks would leave! Next game My boltgun jamed and befor i could draw my las pistol I was hit and out of acthion and my gang fled! Giving my opponent all the scrap and he could then afford his stubber guy back!

However my men are advancing nicely! My ganger with a shotgun can run and shoot! I have the skill now to unjam my bolt gun, the irony! I have another ganger who demands he can use speshialist weapons and I have the creds to possibly give him a flamer. And my scard juve! He is comming on very well!

It's odd in this dark old vertical world. Even tho skills are picked up randomly, I do think if you will a guy to become good, they all ways seam to. For example, my opponent has a shotgun ganger who always always used to become a monster of a Ganger. Although at this stage he's a green inexperienced ganger... I do fear him! I know he will become brick again... Even if you put him out of acthion, the can sometimes give injurys that can help.

I ges you mean true scale as ten mill? Line of sight is important and I like to see what my gangers faces look like... Everything els 10m this, 25 ;)

Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 22 September 2012, 09:06:50 AM
Quote from: WarrenAbox on 21 September 2012, 11:37:52 PM
I thought maybe you'd figured out a way to play Necromunda in the One True Scale.  Don't tease me like that.


;D :D

Aye, one for the request thread - sci-fi gang scum...

And never say never on the 28's Pendraken/Minifigs seem to be creeping over the the hill to 28mmland...if you sell it we will buy... ;)
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 22 September 2012, 10:02:56 AM
Gang leader Luddite!

You shouldn't be reading this as you will be in the campaign in the new year... After two games I've become attached to my gang... You guys might have to just play underdogs as I can't bring my self to disband my D12 possy!
Title: Re: Necromunda - Putting together a gang!
Post by: Kiwidave on 22 September 2012, 11:14:59 AM
I had an Orlock gang years ago - was great fun, apart form the random allocation of new skills...

Had some hilarious moments: best was getting my leader killed by juve with a slugger (pistol) on overwatch whilst my leader was climbing up a ladder....
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 22 September 2012, 11:39:01 AM
Greetings to the underhive kiwi Dave,

(Making no jokes about NZ being underneath, at the bottom or below on the planet that could be based on Necromunda)

Well, the random allocation's, you do get to train your fighters in a chosen area when they stat getting skills, (shooting, combat etc) but I think lots of gang leaders are two literal. For ex sample, my bolt gun jammed and straight afte I lurned a skill to unjam my weapon... Makes sence as after it almost cost me my life I asked one of my Heavies to train me in the unjamming of this complicated weapon.

My Juve and my shotgun wilding ganger both got a gun skill, this might be down to the way they have been using there weapons? My Juve might be firing at a waist full rate and so has picked up how to fire his pistol accurately at quicker manner, one my shotgun guy might have been trying to fire his shotgun from the hip, now he has picked up this skill.

But there are also skilled picked up between games, like my skill with unjamming, or one gangers skill to carrie a flamer, I had noticed a lot of things on fire around my old ruined and he may well have been practicing.

So in short, some will have picked up obvious traits during a game, but some will lurn during post games. In between games I'm sure weeks could pass when gangers and Juves are sent to the settlement to pick up protection money's, work machinery down in mines and territories. It's not all about the battles.  
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 22 September 2012, 02:04:12 PM
Hi scummers,

I would like to see your gang rosters and ideas also!

(Note we use the original rules)
Title: Re: Necromunda - Putting together a gang!
Post by: i_am_win on 22 September 2012, 04:06:12 PM
Oh I used to love playing this game back in the day, had a few gangs and a whale of a time! I tried to get hold of some original rules a few months ago as I know my son would buzz off this, but everywhere I looked they wanted £25+ for just the rulebook (and most of them were tatty as well!)
I think someone here should try it with 10mm figs though, I'd be interested to see what Necromunda-esque scenics would be like in that scale.... ;)

Thanks for the blast from the past Vulpine! 8)
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 22 September 2012, 04:24:08 PM
Ah ha! Mr Win!

As its speshialist GW realised all the rules for free download. The original rules are here:

https://www.google.co.uk/url?sa=t&source=web&cd=1&ved=0CCMQFjAA&url=http%3A%2F%2Fit.scribd.com%2Fdoc%2F16432609%2FCodex-Necromunda&ei=qONdUKmXG-PN0QXuyYGYBg&usg=AFQjCNF2W4dDj5g-mpQYxqIuokaT2eg8tQ

The new set 'underhive' are here:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330042_Necromunda_Rulebook.pdf

You can get loads of stuff on eBay, however GW still sell a load of the stuff and people on eBay make out there OOP don't be fooled. The only bits you can't get are the ones that have been replaced (Orlocks, Goliaths, Ratskins and Scavys) unfortunately you can't get the scum models and I loved the scummer with two bolt pistols and trench-coat and I ain't paying £12. But the Esher with plasma gun is one of the most costly at around £35 on eBay!
Title: Re: Necromunda - Putting together a gang!
Post by: Maenoferren on 22 September 2012, 07:04:00 PM
had a blast with this game
my gangs were:
Cawdor, about 16 figures worth
Escher similar
Ratskin Renegades similar numbers
Underhive scum hods of :)
Skavvies - a whole host
Spyre hunter gang x 6
not to mention various assains to play merry hell with them all

had some fab moments with them, but the are all being sold off now due to lack of space, actually all but the Escher have been sold onto new owners who will love them and care for them and lead them in a war that knows no end...

We had one tower that was 36 inches straight up, took for ever to get to the top but when you got there with a heavy it made it all worth while, sometimes by the time you got there he was the only one still standing  :D
most of the stuff we had was about 24 inches tall with walways everywhere, usually a four person game. ooh yeah, just remembered we even had Eldar in there too at times.
oh and thanks for the heads up on the Escher with the plasma gun... think I have one of those somehwere lol
Title: Re: Necromunda - Putting together a gang!
Post by: nikharwood on 22 September 2012, 08:47:47 PM
Yep - fond memories of Necromunda - was always a Cawdor & Ratskins fan myself...with some Scavvies thrown in for good measure. Oh - and the occasional Van Saar and Spyre Hunter too...

I never played it as much as Mordheim - but it is a great game; I reckon you could easily do this in 10mm y'know...plenty of figures from Pendraken that you could use & convert a bit for this...hmm...<thinking hat ON>  :d
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 22 September 2012, 09:10:36 PM
Oh sirs. I can imagine big 'gang wars!' Oh how I would love to lead a war on such scale!!!'

My only worrie about 10mm is the line of sight of it.

I know I only lead a small gang, but I know some main fights over territory in Necromunda were large forces of gangers. I remember Bull Gorgs rebellion and the load of hired guns and gang memebers sent to destroy the rebellion.

A massive 10mm  board would look fan-dabby-dosey! But the system would have to be less focused on individual skills, more abstract. Possibly even squad based, were you have skill tables for units. (Hal way between 2nd ed 40k and necro!)
Title: Re: Necromunda - Putting together a gang!
Post by: nikharwood on 22 September 2012, 10:35:54 PM
I reckon you can do this *properly* in 10mm - as 'pure' skirmish...you're right about having to be a bit careful & savvy with Line of Sight, but it's not impossible by any means. Terrain would be crucial (of course) but that's exactly what makes this level of game exciting.

I've done plenty of Pulp & Cthulhu skirmishing using 10mm Pendraken & Strange Aeons [check the batreps section], 10mm dungeoneering is lovely, I've got 10mm skirmish sci-fi forces [here: http://www.pendrakenforum.co.uk/index.php/topic,5006.0.html] & I know that others have played Mordheim in 10mm...

I'm in the middle of building 10mm forces for a STALKER post-apocalyptic game as well...so it's definitely do-able  :)

Thinking more about Necromunda gangs, Cawdor could be done in the same way that I converted my Cthulhu Cultists (http://www.pendrakenforum.co.uk/index.php/topic,2647.0.html) using Modern / WW2 figures...the new sci-fi range would work too (http://www.pendrakenforum.co.uk/index.php/topic,4419.0.html)

You've got me thinking now... :d
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 22 September 2012, 10:48:45 PM
I think it's a good idia. You could possibly use the Necromunda board? It's still just walkways, just wider.

I think you would have to remove line of sight. It's difficult in 25mm. Mainly as it ain't a flat battle field. It's been difficult as sometimes your looking form a high position, passed a walway, down through a building, through a bulkhead and onto a model (reminds me of the nights I used to go out perving with my binoculars!)

You would have to do some abstract way, just, if there on the same Terrain peace it's free to fire, one terrain peace away -1 two -2 etc..

Model wise, plenty I. Pendrakens range.

You would have to upscale to gang wars, not skirmish. Like I say, units of 5-10 gangers, each with the option of 1-2 heavy/spesh weps and a leader.

Infact, I would just use 40k 4th ed with city fight and gangs are guard squads from the codex and then do a cleaver exsperince table.
Title: Re: Necromunda - Putting together a gang!
Post by: Squirrel on 22 September 2012, 11:26:17 PM
Many happy hours spent playing Necromunda over the years ... I actually started collecting some 15mm miniatures (from Kurasan) recently to start playing again.

Cheers,

Kev
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 23 September 2012, 05:22:03 PM
Cash = Time x Fun I think Necromunda is quality (unless you need to find the bits for a board)

£25 can get you a gang! Hours of fun, as I have said, I'm already attached to my D12 possy! The game is quick passed also so it's neaver boaring and as your guys are untrained scum it's often a very random game.

I would say its one of, if not THE best game I've played. A few small faults but all can be solved with house rule's.

Title: Re: Necromunda - Putting together a gang!
Post by: Squirrel on 24 September 2012, 07:14:39 PM
Certainly one of GW's finer moments.

Cheers,

Kev
Title: Re: Necromunda - Putting together a gang!
Post by: Fenton on 24 September 2012, 07:23:43 PM
It was a fun game, though we did find if you lost a couple of games you had no hope in doing much in the campaign as the others got too far ahead..same happened in Mordheim
Title: Re: Necromunda - Putting together a gang!
Post by: Steve J on 24 September 2012, 07:47:11 PM
Ah Mordheim, so many happy memories of that game :). Easily do-able in 10mm I would have thought, but must not get distracted by the thought of this!
Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 25 September 2012, 10:08:45 AM
Quote from: Squirrel on 24 September 2012, 07:14:39 PM
Certainly one of GW's finer moments.

Cheers,

Kev

GW produced an excellent set of skirmish rules that have been replicated across various genres.  the same engine powers:

Warhammer skirmish

Lord of the Rings

Mordheim

Necromunda (its predecessors and successor rules)

Legends of...(the old west, the high seas, the Great War, etc.)

Gladiator

Etc.

These rules are an excellent skirmish set and really come alive into a truely great gaming experience when they are used in their 'campaign' modes.

When they stick to these, GW are top notch.  When they deviate from these rules and try to do other things using the core concepts of this skirmish set things fall apart.  Their core games for example (WFB and 40k) degenerate with each iteration and are currently unplayable drivel designed solely to 'shift units of Failcast'.

Its a real shame GW down't support their skirmish sets properly - but then i suppose they just don't generate enough sales.

Title: Re: Necromunda - Putting together a gang!
Post by: GordonY on 25 September 2012, 02:31:55 PM
GW is run by the bean counters.

"Sales are falling!"

"Change the rules so that they need a unit of 20 of these at £12 each or they lose."

"It'll be in the next issue of White Dwarf boss."

"Peel me a grape and light my cigar will you?"
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 26 September 2012, 09:13:56 AM
I put it down to these two things....

1)
I used to go, "hay dad, these models you got me from GW look fab, by me the rules and me and my mates can play!"

Now it's "wow, these rules are nasty, better buy the models! Pants there £12 per guy! How come hes the same size but due to him being harder he costs more*?"

2)
When you zoom the microscope out you lose detail. For exsample:
Inquisitor - Necromunda - LOTOW : High detail squad based, so 25mm+ models required
2nd-3rd ed 40k - Old fant : Skirmish so 25mm (down to perhaps 10mm) models required.
New mass army 40k/fant: 25mm is now ridiculous, 15-10needed!

Why oh why are they zooming out on 40k and fant, making bigger armies and keeping the scale the same!??? (I know the answer*)

Another thing ill say is, if they want to increase it at that scale do as warlord games have done, large units of men for around £1 each. Why don't GW do that with Orks, guard, guardians etc.... (I once again know the answer*)

*=£££££
Title: Re: Necromunda - Putting together a gang!
Post by: Rothgar68 on 26 September 2012, 02:07:02 PM
I've got a project that is still waiting for more work, but it's similar to Necromunda.

I definitely wanted the ganger aspect of it, as well as the campaign stuff.

I started collecting a large amount of 15mm characters.. That's when Blasters & Bulkheads came out..

It's a campaign/RPG system for Space Opera type stuff..

So instead of just gangs fighting, I can run a rescue the princess scenario or a rob the security payroll scenario as well..

Still up in the air about which ruleset to use, but I'm hoping to have some great tales from the spaceport bar.
Title: Re: Necromunda - Putting together a gang!
Post by: GordonY on 26 September 2012, 02:47:58 PM
There was no need as Vulpine said to "zoom out" the 40k/Fantasy rules.

Those sized actions already exist and are produced by GW, Epic 40k/Warmaster.

Trouble is those do not produce many sales at all as they have priced themselves out of the 10mm market, but looking at their prices I now know why Hawk Wargames believe that they are at a competitive price point.
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 26 September 2012, 11:32:52 PM
Well, there are plenty threads on ranting about GW (I've started a few my self) this was suppose to be a in charictor tutorial... So.... Ahem...

....

.... ahhh! There you are again my fellow scummer and swap rats!

So now you have your gang together but you need to ask old Vulpine how to arm your vagrants?

I won't go into detail on evry weapon ill concentrate (for now) on your basic weapons and the main pistols, it is sometimes hard to pick between them. So after talking to my Ratskin sidekick Luddite (Lud, please chime in if yoi disagree with anything) these are some of our conclusions:

Lasgun Vr Autogun :  This is actually rather cut and shut, the Lasgun is -1 save mod, and has the best ammo role going. The down side, compared to the auto gun, the cost. 25%more...But 5pts seams worth it to me and Luddite. But if you have totted your roster up and you need to shave off 5pts I think that this is the place to do it.

Boltgun: Stats wise it's a Lasgun with +1St but its ammo role is bad. Put it this way, if your unlucky enough to role a 6 and have to do an ammo role, you need another 6 to unjam it. I have a nasty wound due to my boltgun jamming!

Shotgun: At first glance it might be overlooked. Only good up close I here you say? The scatter ignores cover, if your -1 to hit long the cover might have been -2 or more, your already 1 up on other weapons. Also, due to gangers needing help to stay on there feet you usually find them together and the scatter can catch two guys! Solid shot is a right laugh if the enemy is near an edge as it knocks them over and it's strength 4. For all the Ammos I like the man stoppers, st4 no minus to hit long -2 to armour and unlike the other additional ammos it's still an ammo role of 4+.

Auto pistol Vr Laspistol: This is once again straight forwards but this time I think the cased ammo as it over the Zipping lasers. Both cost the same and the stats are almost identical. The Laspistol is -1 at long range, the Autopistol ain't. However the Laspistol has a better ammo role (1/3 better). For me the auto pistol takes it. As a hold out I reckon the auto pistol, as the chance of you jamming to pistols in one ge is unlikely... Although, you could look at it as, my main weapon jammed, better draw the las pistol, it won't!

Stub pistol: first up, stub pistol, stubgun sounds like a riffle to me... At 50% cheaper than the las and auto pistol it is a good cheap hold out. It is 2 less than the other two pistol to hit at short, and a addithional -1 tonhot at long. if a juve has this wepon its unlikly to hit. It does have the option to make it st4. Something the auto and las can't do. This brings the total cost to match the las and auto, but it's still inaccurate and now if it jams it explodes!

Bolt pistol: Stats are very similar to the Autopistol. It has strength 4 and -1 to save mod but once again it a 6+ ammo role and its 5pts more. That's all I can say about the bolt pistol. For me, if it was a 5py upgrade for the auto that was st4, SvMod, 6+Ammo would I? It's better than the dum dum upgrade for the stub.... But I still think 5pts here and there could be a Lasgun instead of a Autogun and so on....

So I hope this helps arm your gang to the teeth and you can set them loose in the deep depths of the spire!

Vulpine
Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 26 September 2012, 11:58:07 PM
Ratskin?!?

You'll suffer for that outrage...

Broadly agree mate.

Essentially in Necromunda the weapons are 'horses for courses'.  Each has pros and cons.

Lasgun/Autogun
Personally i think the lasgun wins hands down.  Its the go-to weapon of the game.  Good range, ultra reliable, decent killing power vs average Joes, and armour piercing to boot.  also can be upgraded with hotshots later on.
The autogun wins only if you can't stretch to those extra 5 Credits...

Boltgun
Status weapon, to be avoided.  The ammo roll kills.  Sure it packs a punch but its expensive and you WILL need a second weapon for when the damned thing clicks out.

Shotgun
I'm still making my mind up on this.  Range ain't great (4" optimum before your on -1 to hit), but scatter is really useful for pinning those enemies who are lurking in cover.  Its also versatile with scatter and solid and can be boosted with special ammo (although you gotta watch the ammo rolls on those babies).
Overall i think you do need one or two of these to sort out enemies in cover.
Plus...shotguns just look so cool eh?

Autopistol/laspistol
Both have their uses.  Laspistols are better up close as they suffer at range, and are useful backups for special weapon crews.  Again, ultra reliable.  Autopistols are better for Juves and with their longer range, for backups for heavies (who will no doubt be in a stand off situation and will need a bit of range in their pistol).

Stub pistol
Cheap rubbish.  That's about it. Sure you can boost them up with dumdums but they'll likely explode.  Only Juves should ever be given one of these, and only if you don't like your juves.

Special weapons
Flamer
Good, solid short ranged choice.  Brutal effect, not need to roll to hits, etc.  But, you'll get maybe 2-3 shots at best from it.  So although cheap, your chap will need a backup weapon for when it flames out.

Personally i favour the plasmagun.  Solid mid-ranged mobile killing weapon, that can wind up to a maximal shot turning it into a brutal heavy weapon with sustained fire to take down that tough target.
Simply too lethal and versatile not to be taken.

Heavy weapons
Why would you take anything but a heavy stubber?  S4 does perfectly well and with such a high sustained fire rating, its the go to heavy weapon for me. 


The key thing i think is building in a mix.

A couple of fighters with Pistols and swords for hand to hand work
A shotgun or two to pin down enemies in cover
A good stock of mid ranged reliable las guns.
A small selection of 'killing weapons' (either a heavy stubber or two, or a few plasma guns.

Build that into a starting gang and you should have enough flexibility to take on any scenario.

My initial plans are here by the way.  http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is.html  (http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is.html)

Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 27 September 2012, 03:34:15 PM
Ok ok Ludite, you ain't a ratskin, your a Scavy.

One thing to point out on the shotgun, man stoppers are still 4+ ammo role. An awesome upgrade!

Boltgun, agreed, it's a symbol. But like the shotgun it's all about the look.... What leader would go without a weapon that's also used by the sisters of battle and Space Marines? I also think the bolt pistol is the same.

Flamer, to be fair how many times (if you did not have to role ammo role) would you use it in a game anyway?.. Unless you sat there torching the downed bodies you took out earlier.... BBQ

Plasma, if you have to reload (it depends on firing type) it means you will also get two-three shots per game? But it is true that it will kill all it hits and you can fire it all the time at Low power. That with bs4 would be mint!

Heavy weapons... Yeah, I'm using two Hev stubbers at the moment! It's keeping my enemy at bay while on over watching and this basicly pins them all without firing a shot! It's also good at firing at the enemy also! Although, I am considering a heavy Bolter! Do two wounds mean that the enemy must make two wound roles (so they either stay down with flesh wound, stay down, get up with two flesh wounds of go out?) but it also wounds on a 2 and can get a max of 6 shots! 60pts more than the stubber, however ammo role 6+ so Lasgun should also be taken instead of a pistol, so really I look at it as 75pts for the upgrade.
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 27 September 2012, 03:53:20 PM
D12 possy:

http://img3.imageshack.us/i/imagegynl.jpg/

http://img41.imageshack.us/i/imageiil.jpg/

http://img819.imageshack.us/i/imagedawx.jpg/

http://img825.imageshack.us/i/imageizc.jpg/
Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 30 September 2012, 01:57:33 AM
And mine ready to paint http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is_30.html (http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is_30.html)
Title: Re: Necromunda - Putting together a gang!
Post by: Techno on 30 September 2012, 07:28:05 AM
Great stuff from both Vulpine and Luddite ! =D>
Don't think Vulpine's photos really do his painting skills justice....Looks like a little bit too close using the flash  there Matey.
Like to see those again sometime, if possible.....?
Really good conversions Luddite....Damn good job on those.....Love 'em ! :-bd

Cheers - Phil.
Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 30 September 2012, 11:20:00 AM
Cheers Techno, that means a lot coming from you.    :D

I try to avoid doing this wherever possible but this gang just cried out for it. 
And 'conversion' perhaps is an overstatement.   ;D
Really just a bit of head and weapon swapping.  I tried to keep it as minimal as possible and cover any embarrassment in the painting. 




Title: Re: Necromunda - Putting together a gang!
Post by: Techno on 30 September 2012, 07:09:04 PM
No Luddite....Don't put yourself down.
They are conversions....even if relatively 'straightforward' ones.....But you've done them so well, that once they're painted up they'll look like really spiffy 'bought' figures.
I truly think they work particularly well.

OK..They're just head and weapon swaps....But as I say above, once painted people will wonder which firm made them, 'cos they'll want to buy some themselves.
They look 'right' !!....I love 'em !! :-bd :-bd
Brilliant Matey !
Cheers - Phil.
Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 30 September 2012, 08:38:11 PM
Cheers Techno.

Painting started http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is_6440.html (http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is_6440.html)
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 30 September 2012, 08:52:34 PM
Techno: Thanks mate, My basement Gaming room has **** lighting, ill try and do some decent photos soon (on a unrelated topic, keep an eye on my Dr.Who thread. It's going to be my and Dim Reapers first big middling project in 10mm).

Luddite: Almost 95% of the time the simple head/hand swap conversions are the best and most effective.

(Sorry Mod, did not mean to put a naughty word in, thanks for blanking it  :o )
Title: Re: Necromunda - Putting together a gang!
Post by: Techno on 01 October 2012, 07:41:31 AM
You can always use a substitute word V....
We'll all know the one you really meant. ;) ;D
Cheers - Phil.
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 01 October 2012, 07:53:19 AM
Quote from: Techno on 01 October 2012, 07:41:31 AM
You can always use a substitute word V....
We'll all know the one you really meant. ;) ;D
Cheers - Phil.

Pants?
Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 02 October 2012, 01:55:51 PM
More images added, included a few finished models.

http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is_6440.html (http://luddite1811.blogspot.co.uk/2012/09/in-grim-darkness-of-far-future-there-is_6440.html)
Title: Re: Necromunda - Putting together a gang!
Post by: Squirrel on 02 October 2012, 08:39:23 PM
Excellent paint work Luddite 8) you have indeed done the HF figs justice. They are some of my fav 28mm minis.

Cheers,

Kev
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 03 October 2012, 08:44:02 PM
Very nice lud, very nice indeed... sir..!
Title: Re: Necromunda - Putting together a gang!
Post by: Techno on 04 October 2012, 05:55:30 AM
Coming on A STORM Luddite !
LOVELY stuff !! :-bd =D>
Cheers - Phil.
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 25 October 2012, 07:58:18 PM
How are the gang getting on Lud?
Title: Re: Necromunda - Putting together a gang!
Post by: Luddite on 25 October 2012, 10:55:40 PM
Not bad  http://luddite1811.blogspot.co.uk/2012/10/in-grim-darkness-of-far-future-there-is.html (http://luddite1811.blogspot.co.uk/2012/10/in-grim-darkness-of-far-future-there-is.html)

;)

Working on my WWWI stuff at the moment though.  Which reminds me, i must get my order in to Leon...
Title: Re: Necromunda - Putting together a gang!
Post by: barbarian on 26 October 2012, 12:44:00 AM
Nice. I think you should push highlights on your 28mm. It is really a bit too dark.
Title: Re: Necromunda - Putting together a gang!
Post by: Techno on 26 October 2012, 06:09:17 AM
I like them lots  Luddite....They look 'dirty' and mean !
Great job ! :-bd
Cheers - Phil
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 26 October 2012, 11:28:31 AM
I agree with Techno! Very nice! Grimy buggers will be very hard for me to hit in the merc of the underhive... However, I'm sure ill manage!
Title: Re: Necromunda - Putting together a gang!
Post by: Vulpine on 09 November 2012, 02:18:30 PM
Hi Scavvy dogs!

Sorry I've been away so long, I was stuck inside a giant ash clam for a while.

I'm fiddling with my gang (that will soon face Lud's as well as other gangs) here's my new approach.


Mk2

Gang leader (120) - Autogun (20) Laspiston (15) maul (10)  = 165

Heavy (60) - HStubber (120)= 180
X2 = 360

Ganger (50) - Lasgun (25) = 75
X3= 225

Ganger (50) - Autogun  (20) =70

Ganger  (50) -Shotgun (20) Man stoppers = 75

Ganger (50) - Autopistol (15) = 65

Juve (25) - Auto pistol (15) = 40

Now I'm a Juve fan, but the plan is to get them as well as better equipment for my leader later!

What ya think?