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After a 10x year Necrom. break I have re-started a gang with my spare guardsmen & bits (Van Saar):
I started off with a Leader (plasma Pistol and chainsword), 2x heavies (Flamer and H.Stubber), 5x Gangers with Lasguns and 4x Juves with autopistols (and A ratskin with Shotgun)
With dreadful territory rolls I also got: 3x slags, Drinking Den and Mine. then kicked myself for starting with a 12 man gang.
Game 1: Gangfight, Won
2x Juves dead. Loads of increases (Including 2x Techno rolls, both medic. I whinged I wanted inventor until it was pointed out how good medic is.) 1x Opponents juve captured. Sword and screamers bought.
Game 2: Rescue (defender), won (Technically as he bottled it, but captive escaped)
Ratskin legs it. some skills, including a stupid ganger (Head wound). C/C competent juve now a ganger, replace ratskin (now tough and gets up when alone) and buy 1x juve. Realise screamers were waste.
Game 3: Caravan Raid (defender), Won
Although i seriously misjudged ratskins ranged capability, with some of my gang going up and down like they were doing pressups due to sustained shotgun volleys, Not one opponent got through my deployment. My 12x man team got large income bonus, paid well for mission. Shotgun for stupid ganger, Juve with autopistol and spare sidearm bought. got medley of skills/stats. Including an inventor and a fixer. Scared of ratskins, but happy with pay.
Reviewed gang and realised I'm definately leaning towards melee with my skill rolls. Or initiative.
Game 4: Gangfight, Won
With some shockingly good opening shots put down 2x opponents with Heavy stubber. Opponent loses a combat, fails bottle. I win random territory and get tunnels. Hop up and down with glee as heavy gets +1BS .
Game 5: Raid, won (He bottled, however meltagunned the objective)
Nothing too interesting bar juve dies. (one of the originals, but had +2LD, +1 Init and +1BS.) ah, well. Stupid ganger gets horrible scars.
Game 6: Gangfight, Won
Hairy bottle tests on both sides, both with about 6x men down (and I had 3x in a clump without working gun amongst them). Lucky his leader stepped into sight to get my heavy, got one shot off and misses. Nailed him.
Multitude of skills and stats, including 2x armourer rolls. Wish i hadn't bought lasguns now. Realise horrible scars are a problem, as you charge opponent who runs back to cover, and then shoots you as you stand in the open.
Buying, rolled 3, had ganger come with: 1st roll a mung vase. Bought for 40, sold - after a six - for 100. Grinning like cheshire cat.
second roll - ratskin map - bought for 10 - asked for extra witnesses as treasure map - - fake.
3rd roll - Isotropic fuel rod - bought.
Have 72creds and the option of getting a red dot sight for 50. (4th roll)
Unsure whether to save, with my income still quite poor, buy, and save for a plasma gun, or save for a special / heavy weapon (Heavy 2 is walking around with a lasgun after a ganger got "specialist" and promptly got the flamer. He has long shot as a skill.)
I'm currently converting the gang so i can see what upgrades they have just looking at the model:
+1 WS = Ornate Weapon Hoster (Using spare F/W knives)
+1 BS = Ornate Ammo for weapon (Using spare F/W ammo packs, to convert Heavy still)
+1 Str = Catchan Arms
+1 T = Knee or Elbow pads
+1 W = Helmet
+1 Init = Small marine ammo pouch
+1 Attack = One foot off ground. Will pose jumping in air if 2x ever acheived.
+1LD = Long, thin ammo pouch (cut up old sp ork pouches)
Medic = F/W medpack
Stupid = Skull on bases (Negatives go on the base)
Fixer = Spade/pick
Specialist = Catchan legs
I'm still in design for reprasenting escape artist / combat master / armourer, to be decided.
Oh, I also used old citadel arms for everyone bar gangers, who get the cadian shoulder pads (convert juves as required), juve and ganger torsos are old citadel ones (cut and posed), catchan heads all around, Heavy torsos are Catchans.
Bases show how they were originally bought (To know what stat to add to) - sand for juves, smashed slate with sand for gangers, special bases for heavys and Leader (I did space hulk floor tiles with the basing kit mesh for the leader, a kerb with drain gulley for heavy 1 (Then realised drains go on a lower level than the kerb after doing it and drilling his feet in place. pillock) and "I" beam and concrete block with rebar for Heavy 2 (You can drill slate to insert clippered staples, it just massacres the drill bits.)
May do WIP blog for modelling if i can be bothered. Or just photo's.
Last edited by stayscrunchyinmilk; May 30th, 2008 at 09:25.
Always nice to read about a few good games of necro and see a gangs progression. Some picks of the models you have so far would be nice too. Unfortunately there isn't much of a necromunda base on librarium so don't expect all that much attention. Still, I always enjoy a rousing tale of a gang war and usually have a good laugh at the expense of my gangers.
Also you seem to get a lot of your Juves killed, you think that would blunt peoples interest to join.
Gargrimz Green Deff
W:10 D:4 L:5
I decided against the red dot - I want my juve so i have 12 gang members and a hired gun - 9-12 on the income chart, but 4x casualties required for bottle.
He'll get my spare autopistol, and the rest i'll just save up for a heavy bolter. Maybe in 2009. However ratskins next, and if i get caravan raid again I'll be confident - I won't fall for the same mistakes again, and it pays very well.
Yeah, i must do the photos as i'm proud of them and the conversions so far. (Alins style heavy stubber conversion) And maybe write down and post the backstory.
Cool, looking forward to seeing them/hearing more about their exploits. I pretty much just started my first necromunda campaign recently and things have been going pretty smoothly so far.
Good luck against those ratskins.
Gargrimz Green Deff
W:10 D:4 L:5
On Necronet as Captain Harwoods Boys,
Have just bought a Heavy bolter, and have enough (just) for a just offered auto repairer.
Necronet Leaderboard (and where my club is putting most of it's dedicated campaign gangs):
Necromunda - Hive Primus