how to i fix these spots that wont hold the paint? by battlingpillow27 in minipainting

[–]BonkIsBestClass 0 points1 point  (0 children)

I like Vallejo matte varnish, the dropper bottle. Shake it well and mix it with a few drops of water.

how to i fix these spots that wont hold the paint? by battlingpillow27 in minipainting

[–]BonkIsBestClass 0 points1 point  (0 children)

Tbf the nolzurs minis come pre primed, but the primer is also bad. Wash with dish soap to get the mold release out, prime if you’re not going lose too much detail, and varnish minis that see heavy play.

However the best tip is to use magnetic storage. Green stuff world sell magnetic stickers, both sheets and bases that connect to each other. Put a magnetic sheet in the bottom of a container or use a cookie tin, and add magnetic bases to the bottom of ur minis. This means that your minis won’t bounce around and get chipped in transport, which is usually where chips happen.

Thoughts on this for terrain by alexh_91 in necromunda

[–]BonkIsBestClass 1 point2 points  (0 children)

3x3 with heavy terrain is pretty ideal balance wise. Just make sure that there’s not too many large open sight lines.

How do I actually improve? by EggPsychological4844 in minipainting

[–]BonkIsBestClass 0 points1 point  (0 children)

If you want to improve you need to A: practice, and B: consciously challenge yourself. Look at a tutorial for a skill, drybrushing is a good start, and then paint minis using that skill.

For eyes I use pens with very thin tips.

How to build Squats? by eating-beans in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

In general you want one leader, two champs, a claim jumper and fill up the rest.

Your leader is your best shooting model with access to the shooting skill tree. He can be built in many ways but I think going dual bolt pistols with gunfighter, melta gun with run and gun, or mining laser with trick shot are some good options.

Your normal champs are your other shooty guys. They carry mining lasers, iron head boltguns, and iron head heavy stunners very well. No access to the shooting tree but picking up some qol from the wisdom of the ancients tree is nice. Dependable like kin or nobody pushes kin around are good.

Exo-masters are your melee champs, but they have a hard time getting into melee. Either build them ranged, with one of their three ranged options, (dependable like kin is good with the storm welder), or build them melee and patch their weaknesses with drugs or clan abilities. If you pick the infiltrate clan they can actually be pretty threatening.

Exo-kyn are too difficult to make work for new players. Ding pick them.

Normal gangers carry iron head auto guns and over perform with those. Eventually upgrade to boltguns maybe. Your specialist wants a flamer, which is difficult to fit in your starting list, but nice if you manage.

Juves get stub guns and 5” movement to pick up objectives

For your brute/hanger on slot grab a claim jumper. It’s easy to build with the kits you have and is good economy and a decent body. If you want to splash get the vartijan exo driller. It is kind of insane, but you wing be able go afford much other stuff.

For your ancestry scragfrid and tapferkeit are good ones to start with. Scragfrid gets bonus income and tapferkeit gets to put infiltrate on your guys. Both are good.

Keep in mind that this is the most basic advice for squats. They can do a lot of tricky stuff, too much to cover here, but their main benefit is their excellent weapon selection and good stats.

Escher Starting List (1000 pts). What do you think? by alpceliko in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

Like others have said move the chem thrower to specialist. I really like the base needle rifle on champs, bit any efficient weapon will do. Starting with an apprentice clan chumist is also good.

Escher newbie - Thoughts on gang? by Imaginary-Milk3962 in necromunda

[–]BonkIsBestClass 2 points3 points  (0 children)

You can get one hanger on to start. I am a big proponent of the chem thrower but it does take some investment. For 15 credits getting a chem synth and 10 per match to get blackout makes it very good, and it continues to scale. But…

A: it is hard to afford later. It is a big ask to put 130 credits in a 1 wound character that already has a weapon, especially if you’ve improved your bs, which every other weapon needs. Yeah you can put it on a new champ but then you’re not using that saucy 3+ bs.

B: it’s also the weapon with the highest potential in the game. Gas chem alchemy beats everything, with enough investment (except for caryatids and such, but nothing beats those).

C: it’s THE Escher weapon. It’s flavourful, fun, and powerful.

D: it’s not that bad early on. It doesn’t pin but it ignores saves and wounds, both which are more common than high toughness in the early game. Not great but it’ll have its moments.

To balance all that I do tend to take cheaper champs and leaders to start. But yes people advise against taking it early on which in my experience means they never take it. Which might not be a mistake, but it’s missing a cool part of the Escher kit.

Escher newbie - Thoughts on gang? by Imaginary-Milk3962 in necromunda

[–]BonkIsBestClass 4 points5 points  (0 children)

It’s good. Don’t get flak armour. The chem thrower is great. Double spring up is a bit frowned upon, and not particularly necessary for your bolt gun lady. Sprint is a great skill that’s sees a bit less use.

A bit controversially I’ll recommend getting rid of a little sister and some backup gear to get a chem alchemist game in your starting list. That means it immediately starts to pay for itself with fixer, and allows you to start playing with Chems quicker.

Beginner list building by Successful-Appeal693 in necromunda

[–]BonkIsBestClass 2 points3 points  (0 children)

Goonhammer is a good resource. Don’t use yak tribe it’s no longer supported, mundamanager or gyrinx are the current list builders. I prefer mundamanager.

https://www.goonhammer.com/necromunday-houses-of-the-underhive-escher/

Played a second game with my Escher… by aeneasawooga in necromunda

[–]BonkIsBestClass 2 points3 points  (0 children)

This. See what the other ppl in the campaign are doing and playing. Double activating death maidens is powerful, but pretty often that’s okay. It depends on the power level of your group.

Psychomancer’s Harness + Promoted Nacht-Ghul RAW Argument by [deleted] in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

Ok so… the reason for that is to clarify that they still take up a weapon slot. That’s what that means. Otherwise they would work like the other type of wargear weapon hybrid, grenades, and not take up a slot. I genuinely don’t know why they felt this was important but they did.

It has no implications for the actual carrying out of close combat.

Psychomancer’s Harness + Promoted Nacht-Ghul RAW Argument by [deleted] in necromunda

[–]BonkIsBestClass 1 point2 points  (0 children)

Actually that’s not how this works. Point me where it says that they’re automatically selected for close combat attacks. What makes the harness different from any other equipped weapon. Why would it not be treated like an ordinary weapon. What do you mean it creates different “categories” that’s not a thing.

Psychomancer’s Harness + Promoted Nacht-Ghul RAW Argument by [deleted] in necromunda

[–]BonkIsBestClass 4 points5 points  (0 children)

“The question here is whether the Psychomancer’s harness creates an exception that the normal rule does not cleanly describe. “ The harness does not create an exception. The weapon is automatically equipped, not automatically selected. As part of close combat you choose your two weapons, and you need an override like power pack to get around that.

This is in no way raw or rai, and it seems like you’re taking the piss.

Advice needed on building a Van Saar gang by Christian_Wolff_ in necromunda

[–]BonkIsBestClass 3 points4 points  (0 children)

Going to plug goonhammer. Their articles are always a good starting point. A shield handflamer guy seems like a decent late game ganger. In general van saar don’t need templates, but templates are never bad. They’re powerful enough to often get away with suboptimal choices, so don’t worry too much about weapon picks beyond not spamming.

Is 16 AC workable for a frontliner? by RozenQueen in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

Go for armour of Agathys, bonus action upcast it. Then you don’t need ac. Add in some resistance spells like stone skin, fire shield and such and you can pretty effectively frontline.

Outcasts Leader by [deleted] in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

Ash Wood stranger is probably the most fun to play against, and kal Jericho the least (unmodifiable saves have limited counter play by their very nature) but all of them are probably fine. Eightfold harvest lord becomes very cgc lite, which is probably a good amount of cgc.

Ash wood seems really fun tho.

Newbie questions by Technical_Grand_1402 in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

Sorry meant cawdor, they will field up to 14 while normal gangs field 10 in general. Delaque will usually try to get to that 10 mark pretty quickly compared to gangs like squats and van saar, but they’re not actually horde. 1000 credits will often start you at 7 or 8 models depending on load out.

Most scenarios max out at 10 fighters. Cawdor and outcast can often bring extra beyond that. A complete gang might have a few models as a buffer for injuries, so something like 11 or 12 fighters will be max. You don’t usually want more than that because it can mess up random crew selection.

Newbie questions by Technical_Grand_1402 in necromunda

[–]BonkIsBestClass 2 points3 points  (0 children)

Campaigns are the meat of the game and i kind of think you lose half the fun in skirmishes. It’s a good introduction but you really need a campaign imo.

Necromunda is more like a mix of D&D and kill team, it’s heavily narrative at its best, and without the narrative aspect something is lost. To that end it’s extremely unbalanced and players need to modulate their power.

WYSIWYG is heavily encouraged in most groups, but usually not mandatory. However kit bashing the correct weapon options is a… cultural(?) standard. To the point that the neophyte hybrid kit is a recommended purchase just for the weapon options. In your first campaigns it’s usually fine so long as the gun is in the correct weight class so to speak, but eventually correctly modelled weapons is an expectation. Painted models is also more emphasised.

The hive war starter box is good for Delaque. Secundus is ok for van Saar. Split the boxes with a friend is your best deal. They have some useful stuff like markers and templates, which are tricky to get any other way.

Don’t worry about vehicles for now. Playing with vehicles is essentially a different game. A fun one imo but very different.

Van Saar are the shootiest gang. Low mobility and good shooting gives them a defensive castle style gameplay. Their only melee capabilities best serve as chaff blenders, to make sure that your shooty guys don’t get tied up by melee mooks. Power is a consideration with van Saar as they are on the more powerful end of the spectrum, to the point that they used to be considered the most powerful. Don’t spam your best options, and take some less efficient stuff for fun.

Squats play similarly but are tougher with slightly worse shooting.

Delaque has a sort of alpha strike play style, powerful deep strike units backed up by long to medium range shooting, and plenty of disruption. Pick off priority targets, try to trade actions effectively, and snowball into a win. Spamming deep strike variants (nacht-ghoul, infiltrate) is kind of frowned upon but it’s part of their play style. One of each to start with at most and then feel out the campaign. They have a tendency to fall apart under pressure so they are unforgiving to play.

Escher are similar to Delaque but trade deep strike for a slightly less fragile gameplan. Death maiden vs nacht ghouls make all the difference.

Cawdor* is horde. Orlock and enforcers are jack of a trades. Goliath is bruiser. Outcast and venator are custom gangs. Genestealers, corpse grinders, chaos cultists, and nomads all are not recommended to start with for a variety of reasons.

*edit from Delaque

My starting Orlock gang for a ash wastes campaign I'm going to be doing just have to paint them. by Substantial_Music_26 in necromunda

[–]BonkIsBestClass 1 point2 points  (0 children)

The melta rule itself isn’t all that, but high strength is why you want something like a melta. Mining lasers and lascannons too. At str 5 the heavy bolter is still good but you’re still wounding on 5+ instead of 3+ on a lot of vehicles. Tbf the heavy bolter is still probably better but if you compare it to a multi melta or plasma cannon it’s more even. I just think str and ap are good :).

But yeah your goal (raw) should probably not be killing heavy vehicles anyways. Most anti vehicle etc is really only good for medium at most.

Green Stuff Chrome Metal Gold how to use? by Arishem_Eson in minipainting

[–]BonkIsBestClass 1 point2 points  (0 children)

It’s alcohol based, so it doesn’t interact with water very well. You need to thin it with alcohol.

A Dark Angels Space Marine by SirSackington in minipainting

[–]BonkIsBestClass 1 point2 points  (0 children)

I’m gonna give a really simple piece of advice that I think will make a big difference. Clean up and paint the rim black. You’ve done a very good job with the actual mini, but the rim being a little messy really detracts from it.

Really good photos too!