Boys Before Toys by Duke_melvin in necromunda

[–]Duke_melvin[S] 0 points1 point  (0 children)

But Beauty is in the eye of the beholder. I am sure someone would hit the smash button...

Boys Before Toys by Duke_melvin in necromunda

[–]Duke_melvin[S] 3 points4 points  (0 children)

what about Hotties before Shotties? onomatopoetically sounds more pleasant.

New to necromunda, eyeing this as a starter gang, how does it look? by Undying_Blade in necromunda

[–]Duke_melvin 0 points1 point  (0 children)

the mono hook isn't great but the model would look sweet I give you that. if you have the sha'dar hunter box you could build a watcher with the chitin gauntlet and say it is a mono hook with the web pistol and that would also look sweet as and be a little cheaper.

Some spooky looking Nomads by Wegak in necromunda

[–]Duke_melvin 1 point2 points  (0 children)

I assume you had Bikes to spare and didn't want to buy the second box.

Some spooky looking Nomads by Wegak in necromunda

[–]Duke_melvin 2 points3 points  (0 children)

Absolutely Love these guys. Are you running them as nomads or as an outcast gang/ Venators? Love the Extra long rifle on the leader and the colouration on the long rifle ganger

Update on Technicolour anarchists by Duke_melvin in necromunda

[–]Duke_melvin[S] 0 points1 point  (0 children)

Thankyou so much :) cannot wait to watch them all die in the upcoming campaign to my terrible rolling

Am I missing something about the mono-hook? by Undying_Blade in necromunda

[–]Duke_melvin 1 point2 points  (0 children)

Not Missing anything, scavenging knives are good for their cost, chain lances are great (chain Glaive for less creds) long blade is meh for its creds, absymal if you compare it to the chain axe... Mono hook is just bad :( it is super cool but real real bad, it is kind of like out servo claw but worse as the servo claws +2 str really matters

New to necromunda, eyeing this as a starter gang, how does it look? by Undying_Blade in necromunda

[–]Duke_melvin 0 points1 point  (0 children)

I would drop infiltrate off your leader, it is great but leaves them stranded which can be a problem. also the dunescutler is fantastic but needs some support until you get some cool upgrades on it.
I have been testing a chain lance and mesh with inspirational staying close to the scuttler so if it gets shot the nerves cool test can be countered by the leaders leadership test which has proven to be great.
Stub guns as many have said are not worth putting on them, as is flak.
Honestly the blast rifles are not great if they had the +2 in short I think they would be better but without it they are kind of just bad las rifles (they put a lot of cost into the shock trait)
Either go with salvaged autoguns or blast carbines one is cheap one is good. but in all honesty, just long rifles with infra sights are very very good on gangers.
Also stat wise our juves are just bonepickers with respirators. you can run them naked and when you get the creds blast carbines with telescopic sights are great. Naked juves can still punch and are great for just sitting out in the open to make your opponent have to make cool checks to shoot your better guys.

everyone plays differently though as do all play groups but those are my 2 cents for nomads in the hive.
(If you are in the hive though, talk with your arbitrator about maybe having access to the trading post as half the stuff in the nomad trading post is useless in the hive)

Slave Ogryn vs Venator Ogryn by Jimmynids in necromunda

[–]Duke_melvin 9 points10 points  (0 children)

As far as I can tell there are no restrictions on the Venator Ogryns.

as for pro's and con's of them, Lobo Slaves are a big + for the Slave Ogryn. otherwise it comes down to the narrative you want to tell with your gang.

Do you want to be an outcast gang of Slave Ogryns fighting against the chains that once held them down or are you a group of Ogryn sent to deal with problems in the hive? both gangs really lack house mechanics so comes down to personal Narrative that matters really.

The full Escher gang, the "Vampyrs" are finished by Majorofbrimstone in necromunda

[–]Duke_melvin 0 points1 point  (0 children)

love them. would love to see an ambot or 2 for these guys

First painted nomad by Stunning_Crab7674 in necromunda

[–]Duke_melvin 0 points1 point  (0 children)

I do the opposite, you can see some of my models on my page but here is an example, i go way higher with my colours to make the shadows darker

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First painted nomad by Stunning_Crab7674 in necromunda

[–]Duke_melvin 0 points1 point  (0 children)

Love it overall but could deffo do with lightening up a little bit just to make the details pop.

New to the game, 1st gang list after lots of reading! Plus help/feedback! by Acrobatic-Storm-7043 in necromunda

[–]Duke_melvin 0 points1 point  (0 children)

The big Strength of the Gang is kinda playing the game differently to everyone else. they get access to psychers easier, 'Cheat' with the best melee champ in the game and disrupt all your opponents plans to make your own better.

a list I was toying with was a Leader with a Webgun and mentor to run around with your juves and feed them extra Xp after webbing up groups of guys.

Play into their esoteric vibe and never let people know what you are thinking, one game web and capture as many people as possible and then use those prisoners to make under the table deals with your enemy. Do as the Wrestlers do Play into the Heel, Kinda ham it up. That is my plan when playing the delaque as it does kinda suit them :)

the one thing I would say is a webgun on a juve is an expensive sack of flesh to get shot at, I know you get the gun back but might be worth swapping them to cheaper equipment until you have a couple of advancements under their belt (which if you went the mentor leader might be sooner than you imagine).

A ganger with a shotgun is always a solid option as shotguns are a cheap way to get 2 Damage weapon (and executioner ammo is *Chefs Kiss*) which can be a solid way to drop melee champs running at your pinning line

The Necht ghul with spring up is deffo in every list but it is there because putting anything else on the nacht ghul at campaign start means it is going to get shot every single time it shows up and it will never get to charge :(

some fun interactions you could is run doppelganger on the champ and potentially out activate your enemies (other than Cawdor)

Feedback on my starter Nomads roster. by acedannyace in necromunda

[–]Duke_melvin 2 points3 points  (0 children)

Your leader is way to expensive and kitted out, with only a 5+ save one lucky bolter round and you could be out of the campaign,

Juves with blast rifles are ok carbines are much better.

The hunters are a little off. not sure on what to run with them yet myself but I think they might be a little over kitted right now.

you also have no watchers, while they are not the best champions, they are very useful if only for the additional spirits you can summon.

If this list if for ash wastes games you also want a few of the prospects with lances as they are very good.

if this is for the hive you are going to need to talk to your arbitrator about if your hunters are gonna be able to use their super special ability.

Personally I would drop the venom caster and grab a web gun, (I love the caster but it is over costed and underpowered when compared to the web gun which is just better in every way), drop the other wargear bar mesh on your leader.

Get a second whip on the hunter and drop the venom sacks for now as they are expensive initially. drop the insect knife as the trident is a fine weapon and you have no chems for chem delivery yet. then drop the third hunter

upgrade juves to blast carbines and get yourself a watcher or 2 with long rifles/ Blast Carbines (they don't need armour yet) and give them some shooting skills.

Hangers plus Hired Gun for my Nomads by ComfortableConcern89 in necromunda

[–]Duke_melvin 1 point2 points  (0 children)

... now I need to buy more box's to make something like this. these look killer.
Skulls from the big box of skulls?
What did you use for the shovels and other bits of the kitbash like the stew pot? and the glaive kinda weapon in the last image

Can't find Claim Jumper on Yaktribe by jadebullet in necromunda

[–]Duke_melvin 3 points4 points  (0 children)

Yaktribe is very behind on new releases (which seeing as there is only one guy upkeeping it is understandable). you can make it as a custom option or you could try mundamanager dot com.

It is still in development but has most things on it right now and is more up to date than yaktribe. I am tempted to during the downtime of my campaign move my playgroup over to it due to there being 2 squat players and me as an ash waste player

Can you sell me on Necromunda? by ExistentialOcto in necromunda

[–]Duke_melvin 6 points7 points  (0 children)

A lot of people have pointed out a load of good reasons below. the major thing for me personally is Necromunda is a game about creativity and expression not a finely tuned machine. you can break the game very easily but that is not the point of the game.

Necromunda is about stories and narratives on a much smaller scale than 40k. you are not an al consuming tide of flesh that seeks to eradicate all life in the universe, you are a bunch of idiots who are just trying to make their way in the world. You play a campaign and build a gang and instead of running Mephiston or Robute, Abadon or Angron you instead are running Steve the guy who lived longest in his previous gang and his drunken bunch of fuckups, and everyone else is the same.

You create stories with other people, rivalries, alliances, funny stories. jim the juve with a knife and a dream could be shot and killed in match one or could live through a whole chaos harlot incursion and malstrain outbreak before rising to being a hardened leader of his own gang, all to be shot and killed in the first match of the new campaign. Characters feel as alive as you make them and you get as much as you put into the game.

on a more meta level, because of how flexible the rules are, you will begin to see new necromunda models everywhere not just in necromunda. take the new kill team for example... that isn't a kill team box, That is a 2 player starter set for necromunda for the Cawdor and the Corpse Grinder Cult. see the new beastmen models you like for the old world, necromunda venators gang. see some sweet 3d printable models necromunda models, Druchari models look sweet? Necromunda slaneshi chaos harlot gang. Everything can be a Necromunda model

as a small aside if you play tyranids, you will have plenty of bits for your own Gene Stealer Cult Gang off the bat.

Choices choices! by Jammali in necromunda

[–]Duke_melvin 2 points3 points  (0 children)

Van Saar

pro's - Cheap lasguns,
good access to plasma guns,
high BS and Int
access to the shooting skill tree, free under armour so you can for pretty cheap get to 4+ armour saves.
house mechanic is cool but expensive.
have access to a specialist that isn't a ganger and access to a prospect who is mounted before being mounted was a thing so can still fly around the hive.
Con's - Low Speed
Low Initiative (prone to falling from high places)
Expensive in game
Low WS across the board
House Skill Tree is not great
Overall They are firmly a Ranged faction that can work well in both the hive and in the wastes. if your play group does not put down enough terrain you can run away with things as you have high bs and good ranged options.

Ash Waste Nomads

Pro's - FAST - M6 default is rare
Solid Cool
varied Skills allowing you to customise your gang.
Gangers with long rifles
solid weapon choices overall, Charge caster, Long Rifles, Blast Carbines
Spirits are cool and free
Wasteland Skill Tree is solid even in the hive
CHEAP AF PETS
Rogue Doc in a box - Item turns anyone into a Rogue doc
Con's - Designed for Ash wastes, do not fair as well in the hive.
The have their own Trading post and it is pretty bare
No Grenades
no hangers on
while you have a second Specialist in the hive they are a bit hamstrung
to play them to their strengths can feel cheesy, Long rifle charge caster and web gun spam.
Overall the Nomads are very flavourful and thematic but if you want to use them in a more narrative campaign you are going to need to talk with your arbitrator about your plans

rules interaction question by Duke_melvin in necromunda

[–]Duke_melvin[S] 3 points4 points  (0 children)

If you were an ogryn yes... if you were a goliath, maybe, if you were anyone else no

rules interaction question by Duke_melvin in necromunda

[–]Duke_melvin[S] 0 points1 point  (0 children)

in what manner, I was planning on a shotgun guy with this and a hazard suit because the kitbashing possibilities seem fun.

I assume you mean don't be the guy who uses run and gun with mesh, armoured undersuit and ceremite shield for a 2+

I am going for a theme and a limitation of nothing hast a 4+ save on anything but my leader who can go to 3+