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Post by emptyhat on Dec 15, 2017 2:49:26 GMT -5
Aside from any little details and maybe smoothing out the white, I've finished my Goliath leader. I've got four of the others part way through painting and the last three still have some greenstuff drying on them. It should be group shots next time, don't worry I won't upload pictures of every single ganger as singles. Question is though, will I regret giving my leader a grenade launcher, makes him very points heavy but he's got multi wounds and the better ballistic skill.
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Post by treadiculous on Dec 16, 2017 14:17:45 GMT -5
a leader with the best gun, sounds goliath to me! (also sounds like the most effective way to use it to as it'll hit more often and be on the table longer)
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Post by Machine Gun Kelly on Dec 25, 2017 13:31:51 GMT -5
On christmas I opened my gift from Santa Claws and to my big surprise it was a box of armed female punk-rockers. I have built and put paint on four of them and here are my thoughts on the models.
Damn they look good. Lots of details and the artists have managed to capture the sense of motion in the poses. The modularity of the models are great, but the way they have made the connection of neck and body makes it hard to put the head excactly as you want it. But with some knifing and green stuff it is easily overcome. The same problem are there with the arms, they can only be posed the way they are intended to be posed. Another issue I have to think about is painting. I strongly recommend getting the base colour on before glueing arms to the body. Especially if you are going to use the coat model. some places are incredibelly hard to reach when assembled.
It is very clear that these models are designed to be skirmish figures and not for large scale battles. Take your time when modeling and painting; dry fit and try out weapons and bodies to make sure you get it the way you want it. I rushed a miniature intended to be a Bounty hunter armed with two laspistols. After glueing everything I saw another laspistol right arm that would have been even better, so now I will have to do a clone with a different right arm. (totally Worth it). Also I didn´t like the whip, but it was easy to exchange it for a chainsword from Cadian sgt arm, and the end result looks great on a running body. The shotgun looks stupid with magazines so they had to go. The result is a quite cool shotgun. Unfortunatly I can´t find my Statuesque heads but I have a feeling they would fit perfectly on these models.
On an overall I am very fond of these models and I can easily see that they have a place in my Collections.
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Post by emptyhat on Dec 27, 2017 1:55:17 GMT -5
Leader with a coat and chainsword works really well. I think I used the Storm Trooper (Scion) sergeant's for mine. That kit is also full of daggers and stuff for Escher conversions but I didn't end using any. I have been meaning to get my Goliaths done but I haven't been much in the mood for painting. However I did paint a few of the board pieces: I might add some of the technical paint rust to them but I'm giving it a few hours to see how I feel.
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Post by Machine Gun Kelly on Dec 27, 2017 7:05:23 GMT -5
Warning! These models are like 25% done and there is still much painting to be done. They have just gotten a slotch of paint and a quick blackwash, but I wanted to show them anyway. In IRL they already look dirty, downtrodden and very much dangerous. The models are built and painted to function in three different settings: Necromunda, Fallout/PA and Cyberpunk. This is the model where I exchanged the whip for a chainsword. It really fits the running body and make her look vicious. At least thats what I think. This was the first model of Carro the Bounty hunter. I really like the model and pose but there is a right arm that is even better. So this model will just be a ganger. The new Carro is on the workbench and is turning out to look even better.
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Post by emptyhat on Dec 27, 2017 11:30:13 GMT -5
The posing looks good for both. Chain sword Escher looks like she is making a wild charge. And I think the duel pistol Escher looks good too, so I'm eager to see the better one. There is certainly something satisfying about double pistol Eschers, Ii did an x2 autopistol, and a x2 laspitol ganger and I'm a little sad I didn't model a double plasma girl. Especially since Reds has been telling me about how great his one is in the dummy games he's played. (Obviously I'll have to buy another box, but not until I get at lest two gangs and all the board scenery painted.)
Is chain sword Eshcer wearing tights?
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Post by Machine Gun Kelly on Dec 27, 2017 16:37:02 GMT -5
Thanks for the input and praise. The sword lady isn´t wearing tights, she´s wearing leather with spikes. I chose that colour because it is used on raiders in one of the Fallout games (3 or New Vegas I think). It will be clearer when I start painting them properly. I really like the clear painting you´ve done on your terrain. If you are playing in the underhive perhaps some weathering on them?
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Post by Aeon on Jan 13, 2018 21:45:53 GMT -5
I'm pretty hyped for this game. A few friends and I proxied our 40k models to play it back when we were much younger and didn't have the attention span to play a full campaign. But we enjoyed it, I was sad to see Specialist Games be removed. The GW ceo is really kicking butt
As a law enforcement officer, I am really hoping the Enforcers come out. I'm going to paint them up in my department's uniform colors
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Post by Machine Gun Kelly on Feb 10, 2018 14:23:24 GMT -5
Looks like we´ve got Orlocks on pre-order. I´m am so looking forward to them. Ts they seem to be the most generic looking gang. Hopefully there is much kit-bashing magic to do with them.
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Post by RedsandRoyals on Feb 10, 2018 15:53:38 GMT -5
Looks like we´ve got Orlocks on pre-order. I´m am so looking forward to them. Ts they seem to be the most generic looking gang. Hopefully there is much kit-bashing magic to do with them. I'm excited, I think they'll be great for making acolytes, genestealer cultists, and other 'generic" humans. I've got two boxes plus the new Gang War supplement on order at the hobby store near my office. I also found a rather neat online tool for helping you create and keep track of your gangs on campaigns, per the rules in Gang War I. I'll post it if anyone's interested. I'm pretty hyped for this game. A few friends and I proxied our 40k models to play it back when we were much younger and didn't have the attention span to play a full campaign. But we enjoyed it, I was sad to see Specialist Games be removed. The GW ceo is really kicking butt As a law enforcement officer, I am really hoping the Enforcers come out. I'm going to paint them up in my department's uniform colors 'Palatine Enforcers" are alleged to be one of several new factions planned, althought I would be very surprised if they came out this year. My understanding was Q1 is the Orlock release, followed by Van Saar in Q2 (which I am also excited for), Cawdor in Q3 and Delaque in Q4.
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Post by RedsandRoyals on Mar 16, 2018 9:10:18 GMT -5
A double dose of Necromunda news this week. First, a Van Saar gang preview. They look frigging amazing, although I think they look more Necron-y than Imperial to be honest. They're due out "soon". Second, Forgeworld has released Escher weapons packs, and I suspect Goliaths aren't far behind. I'll probably get at least one, but I wasn't aware Eschers and Goliaths could take heavy stubbers, plasma guns, hand flamers, etc. I probably missed where they have access to those.
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Post by emptyhat on Mar 16, 2018 11:40:57 GMT -5
The Eshcers at least had those weapons on the old metal models, I think GW has stated that they are going to be options at some point; and are part of the 'legacy' rules?
It goes without saying that this is not as good as a release of a second and third box of full plastics for a gang, but maybe we'll get those after they've done the first round of factions (Though it is probably more likely that GW will just hibernate Necromunda rather than do that).
It also looks like they've actually added a couple of female models for this gang which is good.
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Post by RedsandRoyals on Mar 16, 2018 22:24:35 GMT -5
The Eshcers at least had those weapons on the old metal models, I think GW has stated that they are going to be options at some point; and are part of the 'legacy' rules? It goes without saying that this is not as good as a release of a second and third box of full plastics for a gang, but maybe we'll get those after they've done the first round of factions (Though it is probably more likely that GW will just hibernate Necromunda rather than do that). It also looks like they've actually added a couple of female models for this gang which is good. Yeah, the Legacy rules have options for those. I initially read it as being only applicable to non-Escher and Goliath gangs, but evidently I'm the only person who did- the weapons aren't in the house lists to start but you can get them during campaigns. I agree about Necromunda probably going into hibernation after they push the main gangs out. They'll probably drop extra gangs and occasional campaigns or models over next year, but my guess is they're using it as a way to keep their income high after a year where they introduced a new edition of 40k and a bunch of other blockbuster stuff. I don't mind though, a hold may actually mean balance is somewhat achievable within the system if they're not cranking out new amazaballs stuff every two or three months. I'm also starting to work on the framework of a zombie survival campaign for the system, using the nurgle zombies out of the current 40k starter box as the antagonists (was originally going to use Genestealer cultists but their proliferation of autoguns makes that a bit too difficult to balance). Basically there would be a 3-4 mission campaign where the player has to escape the initial zombie horde, raid for supplies, defend a location while they get some form of escape working and use it to get to an escape zone (or go off and create a distraction to draw zombies away), then hold the escape zone until rescue arrives. As an alternative, three or four gangs could be run through the campaign, but the last mission is the survivors from all the gangs fighting to hold the evac zone for a set amount of turns. Some other ideas... - Variants of Zombies. Not many to keep things simple, but a "Brute" and a smarter variant that can operate doors or use crude ranged weapons (albeit with bad BS) would spice things up. - Gangs can't hire new recruits, but on a dice roll between rounds they may pick up other survivors. These could be gangers (from any gang), hive scum or bounty hunters, or hangers on (who's functions may need to be adjusted, but could still work their magic between rounds). - Some sort of infection mechanic for gangers who are grievously wounded at the end of a game but still survive. The mechanics would be tricky, but the idea would be that a player has to choose between putting the ganger down and losing a fighter, or keep them on and risk them zombifying mid-game some time later on. The zombie stats and the number during on the field during games will be the hardest part. They need to be tough enough to actually have a chance to get into melee, but not so tough that they can shrug off all damage and overrun a gang. There's also the problem of the gangers just sprinting for the board edge without stopping to try to fight on those missions where they don't have to hold out for some time. Playing on the Zone Mortalis tiles would solve that since a well placed zombie can shut down an escape route far better there than when playing on a regular table. Any suggestions for additions or refinements are welcome.
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Post by emptyhat on Mar 16, 2018 22:52:45 GMT -5
Are you going to try and run it as solitaire/co-operative like the Assassination game?
If you did it could provide a player with something to do when they don't have compatible schedules with regular opponents, or lack them and could also be folded into larger campaigns as team ups with otherwise rival gangs and could also act as a way of rebalancing a campaign that has already left one player ascendant before any player has finished enjoying it (especially if you include opportunities for betrayals).
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Post by treadiculous on Mar 17, 2018 5:44:08 GMT -5
I played a zombie themed game recently, it wasn't necromunda rules though more of a kill team game using 7th ed rules. (though I was using necromunda models for my team)
The scenario was geared around story and collecting objectives which worked really well. Zombies spawned at a randomised rate from random sides and followed simple AI.
It was great!
If I get time down the line I'll probably get necromunda - I'm planning to build a dense stack (probably 2' x 2') of terrain on top of a turn table (old record player) so that the scenery can be rotated on its base by players sitting around a table. I want to return to the great days of the ork tower but on a smaller scale. Might look to see if I can meld gorkamorka skills for orks with necromunda skills for 'umies. (there's probably a load of cross over so might be as easy to stick with necro).
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Post by RedsandRoyals on Mar 17, 2018 8:00:57 GMT -5
Are you going to try and run it as solitaire/co-operative like the Assassination game? If you did it could provide a player with something to do when they don't have compatible schedules with regular opponents, or lack them and could also be folded into larger campaigns as team ups with otherwise rival gangs and could also act as a way of rebalancing a campaign that has already left one player ascendant before any player has finished enjoying it (especially if you include opportunities for betrayals). I like that plan, and it should be pretty easy to do. I figure zombies will just move toward the closest fighter so they'd be pretty self directing. Most of the scenarios should also be easy to slot into a campaign and explained away as a gang that went a little too deep into the underhive and found themselves in a contaminated dome. I'm planning to build a dense stack (probably 2' x 2') of terrain on top of a turn table (old record player) so that the scenery can be rotated on its base by players sitting around a table. I want to return to the great days of the ork tower but on a smaller scale. Might look to see if I can meld gorkamorka skills for orks with necromunda skills for 'umies. (there's probably a load of cross over so might be as easy to stick with necro). That'd be an awesome display table, but 2x2 is awfully small for a Necromunda game, and some gangs deal with vertical fields a lot better than others (Eschers in particular excel at taking advantage of height due to their higher move). In my playtesting I've found you have to be surprisingly careful about mixing horizontal and vertical space or you risk completely shafting some gangs.
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Post by treadiculous on Mar 17, 2018 19:25:29 GMT -5
"That'd be an awesome display table, but 2x2 is awfully small for a Necromunda game, and some gangs deal with vertical fields a lot better than others (Eschers in particular excel at taking advantage of height due to their higher move). In my playtesting I've found you have to be surprisingly careful about mixing horizontal and vertical space or you risk completely shafting some gangs. "
agreed.
my thinking is to make 4 seperate columbs on 1' x 1' bases which are magnetised to fit on the rotating base, these can be interlocked in a number of differnet ways with each other and will all be surrounding a central columb. It may end up a little larger than 2' x 2' as a result but that's my guideline prior to making designs.
I've got a lot of 3D work to do over the next few weeks as I'm building shelving into a van, making a small stall and furnishing some quarters on a boat - by the end of which I should have got my head into a nice zone for crafting some interlocking city scenery.
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Post by emptyhat on Mar 18, 2018 5:40:37 GMT -5
[ In my playtesting I've found you have to be surprisingly careful about mixing horizontal and vertical space or you risk completely shafting some gangs. Heh, good use of shafting. I was assuming it was 2x2 that would sit in the middle and then have four other boards lock around it, or a number of flatter corridors coming off of it, or that the tower turntable would sit on top of four other boards that would make up the space. I wonder if we've got to the point where record players have stopped being cheaply available, obsolete, junk and transitioned into valuable antiques, or niche items.
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Post by treadiculous on Mar 18, 2018 16:07:57 GMT -5
not in brighton - most charity shops are grateful you take them.
however I believe this may be because brighton has an unusual bubble of wanna-be DJ's occupying it.
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Post by emptyhat on Mar 18, 2018 22:01:17 GMT -5
This is very true.
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Post by RedsandRoyals on Mar 20, 2018 11:23:07 GMT -5
How does this grab everyone for the zombie stats? Zombie Horde Rules
Zombies never have to take bottle tests. The size of the swarm and the number of "specialist" zombies are dictated by the scenario. Zombies do not gain XP, and the Horde does not perform any of the traditional pre or post battle actions normally associated with gangs. Only Advanced Zombies & Zombie Masters have options for wargear, but may only take one weapon option. ZombieMove | WS | BS | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Cool | Willpower | Intelligence | 4 | 4+ | 6+ | 4 | 4 | 1 | 2 | 1 | * | * | * | * |
Wargear: Club, Scraps & Rags (6+ save) Mindless Swarm: The zombie is considered to automatically fail any Leadership, Cool, Willpower, or Intelligence test it is called on to make, with the exception of Nerve tests (see the Life Beyond Death rule) Nothing Left to Fear: Zombies ignore pinning, automatically pass Nerve tests, and can never be broken. Life Beyond Death: Zombies treat Serious Injuries as Flesh Wounds, and are immune to the effects of the Gas and Toxin special rule BruteMove | WS | BS | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Cool | Willpower | Intelligence | 4 | 4+ | 6+ | 4 | 4 | 3 | 3 | 3 | * | * | * | * |
Wargear: Servo Claw, Scraps & Rags Bull Charge: See core rules Mindless Swarm: The zombie is considered to automatically fail any Leadership, Cool, Willpower, or Intelligence test it is called on to make, with the exception of Nerve tests (see the Nothing Left to Fear rule) Nothing Left to Fear: Zombies ignore pinning, automatically pass Nerve tests, and can never be broken. Life Beyond Death: Zombies treat Serious Injuries as Flesh Wounds, and are immune to the effects of the Gas and Toxin special rule Advanced ZombieMove | WS | BS | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Cool | Willpower | Intelligence | 4 | 3+ | 5+ | 4 | 4 | 2 | 3 | 2 | 9 | 9 | 9 | 9 |
Wargear (select one): Club, Maul, Axe, Grab Hook, autopistol, laspistol, autogun, lasgun, shotgun. A Glimmer of Intelligence: The zombie can make Leadership, Cool, Willpower, and Intelligence tests as normal, with the exception of Nerve tests (see Nothing Left to Fear) Nothing Left to Fear: Zombies ignore pinning, automatically pass Nerve tests, and can never be broken. Life Beyond Death: Zombies treat Serious Injuries as Flesh Wounds, and are immune to the effects of the Gas and Toxin special rule --------------------------------- I'll work on Zombie masters later, and maybe fast zombies of some sort.
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Post by treadiculous on Mar 20, 2018 16:00:10 GMT -5
good stats. like the special rule names.
what kind of AI are you going to build - do they follow sound? how far can they see?
How many zombies arrive?
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Post by RedsandRoyals on Mar 20, 2018 16:32:40 GMT -5
Good questions, ones I need to give some thought to. For the sake of simplicity I was just going to have them move toward the nearest ganger, regardless of line of sight and initiate a charge action when they're within 6in or so. This opens up the possibility of sacrificing a ganger as bait if needed, and adds some utility to the advanced zombies who can move more freely and change up their target priority if they pass a cool check. I'll probably have to add another special rule; Primal Instincts or something.
No idea about zombie numbers yet, I need to test it out. I'll start with 1.5 per ganger, rounding up. The trick will be trying to break up the spawn zones of the gangers so they can't just form up 8 or 9 dudes with autoguns and shotguns into a blob and do a Thunder Run to the edge of the board, gunning down everything in their path. For every zombie killed, a new one should spawn (either on a random board edge or the edge closest to a ganger, not sure which).
Had an amusing thought- Any zombie hit by a weapon with the Blaze special rule but not taken Out of Action gains the Blaze rule for it's melee attacks the next time it is activated. Basically what that means is if you light a zombie on fire but don't kill it, you're going to be looking at grappling with a burning zombie. I'll have to think more on this one too.
I may break out a dedicated thread for this tonight or tomorrow.
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Post by Machine Gun Kelly on May 5, 2018 14:30:38 GMT -5
For those of you who have missed it, but the Van Saar gang is incoming. They look real nice and is mixed gender as far as I can tell. Nice touch, perhaps I get a female head I can actually use...
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Post by RedsandRoyals on May 5, 2018 14:50:59 GMT -5
Mine are due in Tuesday. Looking forward to those snazzy lasguns.
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