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Post by Adkenpachi on Mar 7, 2014 15:38:25 GMT -5
Ok so im starting this thread to put pics up as their done, I thought I made one ages ago but apparently I didnt :/ I have a deadline to get these done by so this wont be like my other threads... one or two posts then death Anyhow, heres my latest heavy just waiting for his decent legs before doing the painting/gluing. Over the top I know but its intentional... they ARE heavies after all.
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Post by Adkenpachi on Mar 7, 2014 16:33:39 GMT -5
Second heavy - nade launcher... Might stick a pistol on his belt some time. Ahh, you can't see the knife in his left hand from this angle!
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Post by Adkenpachi on Mar 12, 2014 14:38:57 GMT -5
Ok due to only being able to afford my leader and two heavies I've re worked my gang. I also had some other interesting ideas.
First idea was to have a leader and 29 juves wielding dual knives, I would of course use genestealers.
Second idea was to have my ready made leader the same and have 2 heavies+9 gangers with just lasguns, then I can upgrade them on the fly.
The idea I think I'm going to stick with however is this:
Leader- meltagun, chainsword. Heavy- lascannon, lasgun. Heavy- Flamer, lasgun. Ganger- lasgun. Ganger- lasgun.
Hopefully after game 1 I can afford to buy some better shiz with intent to give my second heavy a nade launcher but they're expensive and vaan saar can't get them easily.
Also I need help with names.
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Post by cheminhaler on Mar 12, 2014 15:09:56 GMT -5
Are lascannons useful in Necromunda? Can't you get a heavy stubber/ heavy bolter for cheaper points (or credits)/ more shots etc?
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Post by AshotNINJA on Mar 12, 2014 15:10:10 GMT -5
hey dude... your lists got mega fail written all over it.... dont buy a lascannon for an initial gang setup, its just too many creds to soak up in one gang member when starting out...plus a van sarr gan cant start with a lascannon anyway.... only delaque can my reccomenadion is if you want two heavies to start with, give them a heavy stubber and a meltagun or flamer, then buy as many cheap gangers as you can afford...
reason.... gangs usually bottle out from games after 25% casulties... so if you just have 5 members thats 2 down and your looking at bottle tests... so more than likely your not gonna get past a few turns without leaving the table.
im just gonna stick in a few tips too...
grenade launchers - not worth having unless your using the community edition rulebook which makes them alot cheaper.... too expensive at 130 creds plus you need to buy grenades aswell (frag 30, krak 50! and the rest are rare finds), and on a auto ammo roll you have high chance of running out fast if you get 6's to hit (auto roll means you automatically run out)
Juves... you need them - they act as meat shields for your heavies and leaders... just put them in front of them and the enemy has to hit the nearest target... juves are cheap and are great with autopistols and hand flamers.
hand flamers - get them! 20 creds gets you an automatic one shot teardrop flame that will mess up the enemy every time... just run your juve forward and hide until enemies get close then pounce! although this tactic will ony work a few times against opponants till they are wise of getting close to them.
gangers - you need at least 5 ... otherwise you wont be able to claim monies from territories... if a ganger goes out of action then they cant claim money... so you need more to compensate for out of actions in games...
heavy bolters... get one! (van sarr cant at the start though) they got good range, 2 sustained fire, dice strenght 5 and do D3 damage... meaning if you incur a hit you have d3 chances of rolling a 6 to take them out of the game... really worth it... same goes with the meltagun, although short range, they do D6 damage, and a guarentied out of action on most hits also because its a high impact weapon, 5's and 6's take enemies out of action....
backup weapons - use them... a single stub gun or autopistol as a backup means when you do eventually fail ammo rolls, your gang members are still capable of defending themselves.
this is a good starting roster.
leader - chainsword ,plasma pistol, plasmagun heavy - heavy stubber ,lasgun heavy - plasmagun or meltagun , lasgun ganger x 5 - autoguns + stubguns - or lasguns + hand flamers juves x 3 - autopistols and handlamers, or 2 autopistols (one as a backup)
also with spare credits, chuck in hand weapons... swords are great cos they give you a parry which rerolls one enemy dice in hth combat.
ive played a metric shiv ton of necromunda..as me anything dude... but please dont run that list unless you love losing.... every time.
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Post by cheminhaler on Mar 12, 2014 15:11:46 GMT -5
Nice list , Ashot. The juves look like useful cannon fodder too.
Edit - also if you need hand flamers I can send you 2 or 3 gratis from my BA bitz.
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Post by Adkenpachi on Mar 12, 2014 15:54:05 GMT -5
Cheers for the response, a few things; when I last played a campeign the guy who took a lascannon from the start won EVERY single game. Theyre insta-kill with 2d6 (vaan saar can take them). The hand flamer idea is a good one but as for juves being shields were thinking of removing the "you must shoot closest target" rule for realism. I had thought about a HB instead of the nade launcher but I wanted that lovely blast marker I think I'll go for the HB though... il have a rethink later on.
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Post by AshotNINJA on Mar 12, 2014 16:14:57 GMT -5
Cheers for the response, a few things; when I last played a campeign the guy who took a lascannon from the start won EVERY single game. Theyre insta-kill with 2d6 (vaan saar can take them). The hand flamer idea is a good one but as for juves being shields were thinking of removing the "you must shoot closest target" rule for realism. I had thought about a HB instead of the nade launcher but I wanted that lovely blast marker I think I'll go for the HB though... il have a rethink later on. thats what the marksman skill is for though...to be able to shoot at any target.. also... im looking at the ORB right now and van sarr cant take the lascannon as a starting weapon.... they get heavy stubber and heavy plasmagun... like i said, delaque gangs are the only gangs that can start a campaign with a lascannon. (page 79 ORB) blast markers are better once there are more fightiers on the table, then start lobing nades all over the place. i also recomend you look at the CRB (community edition rulebook) over at yakromunda... and get the campaign leader to run those rules insted... they enchance almost every aspect of the game and add in new weapons and reset the skill rules. also... just thought... you really dont want to use, shoot at any target rules ... because as far as tactics go, your heavies are gonna die with alot of expensive lost loot very quickly in your camaigns.... just cos you can snipe them, dont mean you wont get sniped first turn too... oh and thats closest target within their 90 degree view... if theres a more attractive taget elsewhere they just turn your charachter to face them.
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Post by Adkenpachi on Mar 12, 2014 16:30:07 GMT -5
Didnt know about the 90degree thing, il suggest we keep that rule then. Ive managed to convince him to use LRB instead of the first edition, ugh, but I couldnt push as far as CRB. In LRB :
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Post by Adkenpachi on Mar 12, 2014 16:53:10 GMT -5
Right.. so...
Leader meltagun chainsword and snub gun, 250.
Heavy flamer lasgun 125
Heavy heavy bolter lasgun 265
(4xgangers with lasguns and one unarmed for the first game) 350 Or (5xgangers with autoguns) 350
Im not keen on juves cause their stats suck and it's only a bit of fun, I don't need to winwinwin... Just not suck.
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Post by AshotNINJA on Mar 12, 2014 18:31:22 GMT -5
guess they revised the start weapon list in the LRB then... cos in the ORB cawdor dont get autocannons and delaque dont get heavy plasmagun...
how did the heavy with a heavy flamer and lasgun be 125 points? im guessing you meant flamer for 40 creds right?
but i think you made a good choice with the list...
id go with the 4 lasgun gangers and an unarmed one... but give him your leaders knife so he has two hth weapons.... so he gets an extra dice
yeah the 90 degree rule thing is really good and almost nessasary for some missions, as well as getting round annoying overwatch camping.
that list isnt power gaming, but will defo be competetive and fun to play... if you wanted to power game, you would run loads of plasmaguns... but you really do want to get some juves into your list early on in the campaign, as they will quickly rise levels and be good gangers after 3 or 4 games.... juves also have the ability to be the most powerful people on your roster as they have the ability to gain the most stat upgrades,as well as skills...
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Post by Adkenpachi on Mar 12, 2014 19:31:22 GMT -5
Yeah I may well hit some more numbers another time and swap the gangers for juves or something, its not a big deal since everyone in the campeign hasent played for YEARS and years so its pretty even. I did mean the flamer for 40. Thanks for all the input, now I can work on those models... im still making the lasgun guy cause of all the bits I had to use for him!
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Post by Adkenpachi on Mar 20, 2014 19:04:04 GMT -5
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