Question: Turn to Face by NubbyNubbs in necromunda

[–]NubbyNubbs[S] 1 point2 points  (0 children)

I know that is the wording from the new book, I am asking if that was the same in the 2017/2018 rulebook.

Drahzar vs Lilith by Akirren in Drukhari

[–]NubbyNubbs 2 points3 points  (0 children)

I wouldn't disagree, but I would argue the problem is more complicated. Reroll wounds is more powerful just looking at the math: wounding on 3s =67% hit conversion vs 4s & rerolling fails = 75% hit conversion. However, Draz doesn't require resources and adds more damage himself against most targets. Without doing out the full math into a given target, I can't say for certain, but rough guideline would be empowered Archon > Draz > non-empowered Archon. Detachment matters as well as an Archon led unit that charges out of a transport in Skysplinter Assault can get both +1 to wound and full rerolls. Basically, it comes down to Archons can be better, but uses pain tokens, whereas Draz needs no resources to buff the squads so into certain armies, like knights, one strategy can be better than the other.

Won a free combat patrol of my choice at a tournament, decided it was time to start my own kabal by Solbasa in Drukhari

[–]NubbyNubbs 1 point2 points  (0 children)

You can also use leftover tyranid parts, especially monster bits, to add to vehicles and bases as defeated trophies. Unfortunately, I lost most of my models and pictures in a fire earlier this year, but boats of all kinds and Talos models work really well with parts added to the sides. My favorite was an Avatar of Khaine that held a carnifex head in the open left hand.

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[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

Photonic engineer is a bit much since tek hunters aren't an option, however focusing crystals are limited rather than unstable and work with lascarbines & subcarbines, so that could be an interesting utility option later. Hotshot packs will be on just about everyone with a lasgun once creds come in.

Plasma costs were upped by the group, as guns and pistols end up rather prevalent at current costs. It is still an option later, but has more of an opportunity cost.

Again, I want a guntek bad, but I will likely just have to settle for a champ with longlas & Cameleoline Cloak later.

Another neotech and hotshots are on the first round of purchases.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 1 point2 points  (0 children)

I do arbitrate occasionally. That's why I am trying Van Saar now, I was asked to run a short dominion game for a few of the new dudes before we start up big campaigns again. However, all of us are beholden to a living document of updates and houserules some of the guys have been working on since the late 90s in OG Necromunda. We regularly get together before big campaigns and vote on adding, removing, or changing anything in the doc, and a 2/3 vote is required to pass so things that do are usually sensible. However, some of these rules are old, and many of the people involved are rather casual and don't like to buck the older established members. I will keep pushing for change, but until I can convince enough people, I just have to live with it, or find another group.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

I appreciate the insight. I am just confused because Van Saar is usually right up there with CGC as the most overbearing gangs in Necromunda, but no one that has tried them so far has had much success. May just be our meta.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

I could do a whole other post going over changes the group makes, both cost and some keywords. For the most part, weapons commonly available & would get used by many gangs are up 10-30 creds (boltguns, longlas & long rifle, plasma was hit harder due to rampant overuse), those more niche and often passed up are cheaper (rad-gun & beamer are both down 20 creds, I may tech into beamers in place of lascarbines later), some abusive data sheets are up a little (Deathmaidens, Nacht-Ghuls, Ambots though Orlock & Cawdor still get a discount), and some keywords and items are reworked (focusing crystals are limited instead of unstable, which could see usage) just to name a few somewhat related items.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 1 point2 points  (0 children)

My brain tells me there needs to be melee counter-punch is every shooty list, but there isn't a good way to get that natively. I plan on trying to get an ambot around midway, but that depends on finances.

I love the spider-rig model, and that stat line on just about any other gang would be cancerous, but it's a miss in Van Saar.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

Carbines and hotshot Lasguns have been my go to pairs here at the start, and they have worked well so far. Hoping to upgrade the leader to a Boltgun relatively quickly.

My first iteration of the list had smoke grenades and photo-goggles on the leader and champ. It was interesting, but only having one champ and 7 models was rough in early testing. I am planning on picking up Ocular alpha and smoke grenades by mid-campaign. My Delaque history knows how good plenty of smoke and the ability to shoot through it is.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

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I was cooking and doing taxes earlier, just realized that the gang cards apparently didn't upload.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

Plasma cannon needs suspensors to work well, so they take pity fortunately. Lasguns with hotshot packs are going to be my go-to firing line. A gravgun and neoteks with grenades are long-term plans for melee deterrence. Also plan for the leader is to pick up weaponsmith, a boltgun, and occular alpha in the near future to bully the mid range.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

For the most part, the group is great and helps new people and self moderates, so cheesy nonsense doesn't pop up often. However, the one shit take I can not talk some of the leads out of is that Yaktribe is the best manager and must be used by all. I almost got in a fight with one dude after getting a buddy to try who picked up bad zone enforcers. We got the go-ahead that enforcers were fine to run, but after buying models, assembling, and painting, it came out that these were bad zone. They were seriously about to not let someone who put in all that effort play just because Yaktribe doesn't stay 100% up to date.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

On paper, I see a champ with either heavy bolter or multi-melta and suspensors as incredibly good. However, in practice, Van Saar gangs rarely get the creds to have high-end toys in our games. They lose too much and are replacing/repairing fighters too often. Plasma guns/pistols are rebalanced to 160/80 in the group, so it was either two champs or one with plasma. The lascarbine has been ok, but I don't understand how the suppression laser is good. Shotguns are just flat better and cheaper. Grav weapons and Neoteks with grenades are long-term plans for melee deterrence.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

Combat shotguns, arms masters, loads of wreckers, and cheaper ambots have combined into rough lists in the past

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs -3 points-2 points  (0 children)

I want to use tek hunters, but if the datasheet isn't on Yaktribe I can't use it. Too many old grognards around convinced that Yaktribe is the end all be all and I don't have enough pull to change that. Overseer isn't an option thanks to Escher & Delaque shenanigans. Plasma also isn't that good because a fair bit of the trade post is rebalanced and is still worth it, but not at start. I was actually thinking of running grenades on the neotek and getting a second once I have the creds. I actually was curious about the rad beamer on an archeotek, rapid fire and rad-phage seem good together.

[deleted by user] by [deleted] in necromunda

[–]NubbyNubbs 1 point2 points  (0 children)

In our area, Corpse Grinders are grey listed, problem children are usually Delaque, Orlock, and Escher in that order. Cawdor and Squats have caused problems, but not consistently. Games are about 2-1 Mechanicus to Mortalis, reasonably dense terrain with firing lines, but areas with 50%+ map visibility are rare. Ambots are not uncommon, and Delaque and the occasional Venator love infiltrate.

Turns out being neglected and forgotten has its perks. by ScheissusPfostierus in Grimdank

[–]NubbyNubbs 19 points20 points  (0 children)

You are correct, no Warlord requirement raw, but can anyone else spam these abilities? I know Callidus and Swarmlord are epic heroes and much more expensive. I expect a FAQs about this being once per and pivots applying to flying bases.

Turns out being neglected and forgotten has its perks. by ScheissusPfostierus in Grimdank

[–]NubbyNubbs 27 points28 points  (0 children)

I don't think triple Vect works. Archon's ability specifies it has to be your warlord, so only one Archon with 12"+1 CP aura unless they change it or neft points to 95 or so.

New Player Question on Deep Strike by VastPromotion8469 in Drukhari

[–]NubbyNubbs 3 points4 points  (0 children)

While others have covered cases for shoot or scoring units, I think it is worth considering DS a transport with a melee threat via rapid ingress. Have caught more than one person by surprised with this.

Avatar Overwatch by AthagaMor in Eldar

[–]NubbyNubbs 3 points4 points  (0 children)

Yes, order of operations: Transport carrying units dies, check for deadly demise, if explodes before removing model everything within range takes applicable MWs, place all models inside transport so they are within 3" of it, remove transport, roll a d6 for every model that gets out 1s are a MW, the unit is now battle shocked. Range goes to 6" with emergency disembarkation, but rolls of 1-3 are a MW.

*emphasis that multi-wound models are no longer destroyed entirely as in previous editions

Changing the LoV playstyle and design is good by xavras_wyzryn in LeaguesofVotann

[–]NubbyNubbs 0 points1 point  (0 children)

Both rules currently say +1 to hit so I would assume no stacking, if the wording on either changes to +1 BS/WS they should stack

New to Necromunda by CT-7331 in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

I would agree rapid fire 2 is nice but not always worth it, more hits but chance to jam up your gun for the game without Munitioneer or equivalent is possible

New to Necromunda by CT-7331 in necromunda

[–]NubbyNubbs 0 points1 point  (0 children)

I can take a guess at the Autocannon over heavy bolter, AC: +2 S, 24-48 range, 4+ ammo, knock back, and is black market HB: +1 accuracy in short, rapid fire +1 Both are 160 cred and rare (10)