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Author Topic: Necromunda and photos *updated 09/07*  (Read 22742 times)

Offline Siberius

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Re: Necromunda and photos *updated 09/07*
« Reply #50 on: July 30, 2011, 05:53:04 AM »
Hehe, you are right Crim.

I figured if there's one gang where you can just about fluffify that, it's Van Saar.

Sadly I never got round to using the Heavy Plasma Gun guy, I was just too affraid he'd be catured and ransacked... or worse straight dead.

The leader with melta gun though... that's some nasty firepower, pretty much auto wound once you get close enough.
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Offline Midaski

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Re: Necromunda and photos *updated 09/07*
« Reply #51 on: July 30, 2011, 08:29:05 AM »
It's about time this thread died ............................ it's too tempting.  :engel:


I bought a new piece of board 4' x 4' and am going to try and paint it this weekend.
I already have a variety of Mordheim 12" square scenery pieces, and I was going to edge the new board with a lip so I can put all my Mordheim boards on in a 'chessboard' style. The idea is that the boards can generally go randomly so you can have different set-ups.

Rather than use 'goblin green' emulsion as on my other boards and movement trays, I was going to paint this new main board a sort of Wild West sand & light brown colour, which it had occurred could be used for a 40K world too.

It has also occurred - as I have a lot of those Mordheim torsos with the frock coat, and a lot of IG plastic sprues, that I could probably make a gang out of plastic.   :icon_rolleyes:


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Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #52 on: July 30, 2011, 09:29:22 AM »
You know you want to Midaski  :)

My groups necromunda table can be seen on these photos;



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Offline Siberius

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Re: Necromunda and photos *updated 09/07*
« Reply #53 on: July 30, 2011, 03:34:19 PM »
Wow, way nicer than anything I've ever played Necro on. Lots and lots of cover too.

What are the buildings (like, who makes them? I don't know, they might be GW for all I know, been a long time since I kept up with 40 scenery)? I like the look of them with the first and second floors - plenty of room to move across.
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Offline GamesPoet

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Re: Necromunda and photos *updated 09/07*
« Reply #54 on: July 30, 2011, 03:38:15 PM »
Most of those buildings are from the 40K city kits.  You can buy each of the four kits seperately or a combined box of all four.  If I recall, there is also a newer 5th kit, but I dont' see it on that table top.

- - -

Would like to know where the city mat underneath the structures came from?
« Last Edit: July 30, 2011, 03:40:35 PM by GamesPoet »
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Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #55 on: July 30, 2011, 03:57:51 PM »
That is more or less right GamesPoet.  We have two of the Ģ50 sets and a single other building from Cities of death.  I am unsure what the yellow stone coloured building is called, but it is quite old now.

There is also the fallout guy from Fallout 3 special edition!

The mat is also from cities of death [so I am told, its not mine, but it definately was from GW in the past] but it is a nightmare to keep flat, as it normally lives in that cardboard tube you can see in that second photo.  My house seems to have some kind of model magnetism, as I keep finding my friends leave more and more bits and pieces at my house.

Some of the ladders we are using come from the old Warhammer siege kits, some resin walls and I beleive there are some bits of Lord of the Rings terrain as well. 
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Offline GamesPoet

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Re: Necromunda and photos *updated 09/07*
« Reply #56 on: July 30, 2011, 04:07:55 PM »
I want one of those mats. :icon_cool:
"Not all who wander are lost ... " Tolkien

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Offline Siberius

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Re: Necromunda and photos *updated 09/07*
« Reply #57 on: July 30, 2011, 04:44:14 PM »
I'm off to GW to have a look at those kits  :-P

All the city type stuff I've seen recently has had no floors which means it looks lovely but would be useless for Necromunda.
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Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #58 on: July 30, 2011, 05:01:13 PM »
They are really good kits Sibby.  The only issue I have is that I really want at least another set, so I can make some specific buildings for Necromunda.  As it is, most of the buildings we have are only 1 story and are long.  I want to make some higher ones, with built in walkways between them.
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Offline Novogord

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Re: Necromunda and photos *updated 09/07*
« Reply #59 on: July 31, 2011, 09:12:48 AM »
That is a nice table Sphinx.

Maybe you could add some containers to the side? Made from old cans? Easy and nice :::cheers::: And it would fit the necromunda feeling very well :).

Else, some sandbacks and piles of rubble are always nice :happy:
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Offline GamesPoet

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Re: Necromunda and photos *updated 09/07*
« Reply #60 on: July 31, 2011, 12:35:47 PM »
The GW kits can be built in multiple stories and with floors.
"Not all who wander are lost ... " Tolkien

"... my old suggestion is forget it, take two aspirins and go paint" steveb

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Offline Siberius

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Re: Necromunda and photos *updated 09/07*
« Reply #61 on: August 05, 2011, 09:31:52 PM »
Cawdor Leader I painted up for my brother's gang (a long long time ago, as you can tell by the chipping paint and very iffy paint job - great model though).





More to come.

You know, I'm wondering about starting a little Necro picture thread in the B&P, see if anyone has any other pics they wanna put up. I love looking at Necro gangs...

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Offline Fandir Nightshade

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Re: Necromunda and photos *updated 09/07*
« Reply #62 on: August 05, 2011, 10:50:20 PM »
How come the agility skills seem pretty shitty and the technology ones are AWESOME?

Combat too....on a 4+ a weapon is permanently destroyed?  :ph34r: what please?

Yes finally I found a power sword.....*plonk*

well....gee off to the search again.

I think Van Saar looks pretty powerfull on paper but I really dislike the models I would like an Esher gang with Van Saar rules.

Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #63 on: August 06, 2011, 03:19:45 PM »
Disarm is probably the most over the top ability in the game, since you can disarm heavies and remove their hugely expensive heavy weapon.

I actually rate agility pretty highly.  Sprint and Leap are top notch on a close combat ganger/leader.  Techno are decent, but you only need a handful of them spread out through your gang, as quite a lot of the skills are only useful after a game. 

A lot of people hate muscle skills, but I think on the right model, they are incredibly useful to have.
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Offline Siberius

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Re: Necromunda and photos *updated 09/07*
« Reply #64 on: August 07, 2011, 01:12:12 PM »
Sprint Leap and Catfall I had on one ganger in my Escher. She was a shotgunner unfotunately, but boy could she change position on a hurry!

I can't remember what it's called but the run and hide skill is also very handy.

I always thought the muscle skills were a bit useless, ferocity too, but on rereading them recently, I had to admit there are some good ones in there and maybe it was more that they didn't fit how I liked to run things.

Anyways, here's my old Orlocks. On taking pics, I realise they really should be repainted too, ah well....

This is about half of them. I had a huge gang back in the day.








As to disarm, I'm not sure, but I only remember a couple of us getting that. The good thing is that you have to be reasonably lucky, first to get it, then to have that person close enough to someone with a weapon worth taking out and things going well. But it was things like that and the potential of being captured that always stopped me from daring to take any of the seriously expensive heavy weapons. I have a model for each gang with one, but could never justify it. Can't go far wrong with the heavy stubber.  :happy:
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Offline Brad

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Re: Necromunda and photos *updated 09/07*
« Reply #65 on: August 07, 2011, 10:21:28 PM »
I've got a lascannon  :icon_eek: heavy.  Don't believe I've ever fielded him though.  I did do a give-a-spare-figure-a-plasgun conversion.  That's why I don't much care for the House Weapon lists; they invalidate every single one of my weapon conversions.

Speaking of Disarm, I've got some semi-official skill update rules somewhere, trying to remember where I got them from.  Probably the SG forum.  But anyway, they changed this skill so that you only lose the weapon permanently if you get taken out of action.  Or some such similar.

Offline Fandir Nightshade

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Re: Necromunda and photos *updated 09/07*
« Reply #66 on: August 08, 2011, 07:29:40 AM »
Why are plasmaweapons bad? They donīt seem to be overly expensive for the power they offer.

Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #67 on: August 08, 2011, 09:08:54 AM »
Plasma weapons are good!  Easily work out the best value weapons using the standard rulebooks. 

Plasma pistol is much better than the bolt pistol for only a small amount more.  Better ammo roll, and option to crank up the power.  Plasmagun is miles better than the heavy stubber [IMO, although some will disagree I think] and it is certainly a good deal on price when you compare it to meltaguns, grenade launchers and flamers, which it competes with in special weapons.

The heavy plasma gun/plasma cannon is comparable to the other roughly 300 cred heavy weapons such as the autocannon and missile launcher using crack missiles.  I prefer the autocannon here, but there is nothing wrong with the heavy plasma gun.

We only use the official rules/faq, so disarm is seriously powerful, if you get  it.  But so far noone has rolled the skill in my group, and even if you did, you need it on a guy who isnt going to die in combat.  Sure it could be useful against a heavy, but how many people get heavies in hand to hand?  If that happens to me, my whole gang must have been overrun, and I am likely to have long since bottled!

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Offline Fandir Nightshade

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Re: Necromunda and photos *updated 09/07*
« Reply #68 on: August 08, 2011, 09:30:09 AM »
Well Van Saar every guy has combat except the juves or not? Plasma guns available and the technoskills often add up, the roll a dice on a 6 you get an item thingy seems pretty good to have on some guys.

Well I am curious about the game...Aldaris...lets make gangs.

Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #69 on: August 08, 2011, 09:34:16 AM »
I don't seem to get many skills, nearly all my advances are statistics, although I do have some "useful" skill that helps me if I need to spot hidden people...yay!

Van Saars seem to just take techno skills till they have all they want from them, then they usually take shooting to compliment all the specialists!

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Offline Fandir Nightshade

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Re: Necromunda and photos *updated 09/07*
« Reply #70 on: August 08, 2011, 09:40:16 AM »
Well I guess you have to roll good to get the skill you want or to be able to choose but the other combat skills donīt seem too bad either. I think most Van Saar just stay fluffy as the mix of plasma guns galore and some combat skills to safe their skins would be what I would try...hmmm gw still sells the gang boxes and boosters.

Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #71 on: August 08, 2011, 11:13:41 AM »
If you go over the top in plasma, I don't expect too many people will play you Fandir.  Characterful or not, a bunch of gangers all with specialist and plasma guns will mean you wont be very fun to play against.

I have a heavy with a plasma gun and even one of them is pretty powerful.  We have an escher gang with two of them, and people hate fighting against two, even though they dont have any heavy weapons.

A plasmagun on full power is d3 shots at s7, which is the same as the vastly more expensive [over 4 times as much] autocannon, although range and wounds dealt are less on the plasmagun, both still have high impact.
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Offline Fandir Nightshade

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Re: Necromunda and photos *updated 09/07*
« Reply #72 on: August 08, 2011, 11:15:29 AM »
Are there any good balancing rules?

I like to work the numbers and find the best possible option to field a band, gang, army and it is always hard to tie my hands behind my back.

Perhaps making the plasma guns fire once per game better or reduce the ammo roll to 6+ too?

Offline Crimsonsphinx

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Re: Necromunda and photos *updated 09/07*
« Reply #73 on: August 08, 2011, 12:34:12 PM »
Some of the unofficial community rules have imported the gets hot from 40k.

Plasmas is not inherently unbalanced, but the fact with Van Saars you can have a whole gang with them fairly quickly into a campaign, does make it so.  Your choice of gang if you insist on maximising cost effectiveness is basically making your gang unbalanced rather than the plasma weapons.  Noone can call you out on it, as plasma is characterful as well.

The three other special weapons are either not particularly cost effective [flamer, you can get hand flamers a lot cheaper],  over priced [meltagun] or horribly overpriced [grenade launcher when grenades cost extra and has a poor ammo roll].

If your into grinding out the best bang for your buck for a gang, Redemptionists and Scavies are both believed to be the best gangs due to certain builds you can do with them.


« Last Edit: August 08, 2011, 12:36:29 PM by Crimsonsphinx »
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Offline Aldaris

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Re: Necromunda and photos *updated 09/07*
« Reply #74 on: August 08, 2011, 01:34:15 PM »
That's nice, because I like the look of Delaque and Redemptionists best.  :icon_biggrin:
Ratskins look neat as well.

I'd be interested, Fandir. Really have to download and read the rules first though.