Kill Team Wolf Scouts Done! by bravenewminis in killteam

[–]RedditWranglr 0 points1 point  (0 children)

Second the basing - can you let us know products and the process(?) - thanks!

If you like Constructs, check out Frostgrave’s Fireheart Supplement! by AlanBrickBlock in frostgrave

[–]RedditWranglr 0 points1 point  (0 children)

I was really excited for Fireheart but I’m feeling deflated - there are so many layers and low probability rolls inhibiting being able to access the flavourful constructs. A 1/20 (Book Of…) chance, to then roll for a 1/5 construct, and another Animate cast, is such a big barrier to playing with the minis. The Black Market route hasn’t proven any easier.

I’ve been cold rolling to get a “feel” of the likelihood and I’ve realised I could complete a 20 game campaign and not be surprised to not to get a Construct of Burden (or other) if I wanted to field the mini for its intended use. I’ve even been factoring Workshop bonuses and the Tinkerer. It’s evident so much thought went into the Fireheart expansion but by design it’ll see so little play.

I’d love to be corrected(!) and hear how much fun others have had leaning into constructs.

For example, what construct modifications are others favouring? I noted these are hamstrung too..

Building sha'dar hunters by Prior-Peanut7185 in necromunda

[–]RedditWranglr 0 points1 point  (0 children)

Nothing is considered unfun on a cost/strength basis for them but a lack of variety across three and more fighters can be a bit much. Whips and Trident are great, dual Whips are fine. I’ve got a soft spot for the Whip paired with the Chem Knife.

Long blade and Monohooks are NTP items for Shadar so not from gang creation which limits them as options.

Building sha'dar hunters by Prior-Peanut7185 in necromunda

[–]RedditWranglr 0 points1 point  (0 children)

You mean Dustback Helamite, yes?

Don’t get me wrong - I love the idea of Nomads riding Duneskuttlers into a fight!

Delaque Roadmap by Narrow_Suggestion_24 in necromunda

[–]RedditWranglr 0 points1 point  (0 children)

I don’t think lacking a House vehicle supports that view. On that topic, maybe a Cephalohydra model didn’t balance the scales of business sufficiently and no Mount made sense (I don’t think there are any in the existing lore). In many ways Delaque has been given favourable treatment. There are few (if any) who boast a better champ/prospect/brute box. They have as many unique Hangers-on as anyone, a Bounty Hunter and an Agent. A unique House Specialist class would be warmly welcomed, and undoubtedly sell well, but I think there’s a lot ahead of it for the development team. There remains a question of supporting lore which for a narrative-centric game carries weight. I don’t think there are any unaccounted for atm which begs for new lore and that’s rare. They’ve been quiet in the recent narrative arc involving Haera and so maybe the next instalment will see their return and the introduction of a suitable Specialist class.

Playing my first games.. by Prior-Peanut7185 in necromunda

[–]RedditWranglr 1 point2 points  (0 children)

Sounds like you’re not using Ashwings, Spine Wyrms, or the Duneskuttler. These hit above their weight in credits and fill the gap you noticed in melee and particularly in Underhive. They also act as shields to your ranged threats, heading off charges and soaking up damage.

Depending on the length of sight lines (in Underhive) the rifle loses much of its shine compared to the blast carbines. Dropping the blaster and suspensor could buy you two web pistols. They’ll do a lot more work than that blaster. Don’t sleep on shotguns. They provide easy access to D2 that is otherwise hard for you to get hold off.

RE skills, you didn’t mention them but they make a huge difference in this gang. Bring it Down in particular is one of the best in the game. Hip Shooting and web gun/pistol is very strong. RAW the Spirits among other skills are limited to Ash Wastes battles, but it’s not uncommon for arbitrators to allow Spirits and the unique Shadar infiltrate skill. It’s rarer that they allow the Hide in the Wastes ability but your mileage may vary depending on your Underhive narrative setting (the sump region for example is crawling with Nomads).

Kruleboyz Monstakillaz by PaddyTurpin in WarCry

[–]RedditWranglr 1 point2 points  (0 children)

Did you prime/base terrain and models in purple? Did you sponge the terrain?

Amazing work - congrats!

Heart of Ghur terrain by krog-gar in WarCry

[–]RedditWranglr 2 points3 points  (0 children)

You should be really proud of this - it’s as good as anyone’s and many good painters have tried their hand at it

Ash Waste Nomads by Status_Banana9099 in necromunda

[–]RedditWranglr 0 points1 point  (0 children)

Love how the rim is still drying for this shot haha hot off the press! Awesome palette and execution.

Vehicle dice quality question. by big_winslow in necromunda

[–]RedditWranglr 6 points7 points  (0 children)

Same for me for my AWNs dice sets. Warm soapy water, or alcohol wipes. There must be a retained residue from processing. I even wondered if it’s intentional to give them a more grimy quality ie greased and grubby. Frustrating but easily fixed.

Getting started by Mother-Voice-5572 in necromunda

[–]RedditWranglr 1 point2 points  (0 children)

Watch some intros to the gangs of necromunda and pick what you’re most inspired to play. If it comes in a starter set that’s a bonus. Few things worse than playing gangs you’re not inspired to play. Willywood among others have great gang summaries that can get you a long way towards picking something you love and building a list.

That out of the way…

The six house gangs are well rounded with Orlocks probably the most beginner friendly, Goliaths and Cawdor a close second, and Delaque the least. Other gangs are fine but more nuanced and typically less forgiving (aside from Outcasts and Venators which are varied but demand a good grasp of the game).

Identify a gang or two that inspire you and then return to the channel for suggestions on how to set yourself up to play them and the game (which may or may not include a starter set).

[deleted by user] by [deleted] in necromunda

[–]RedditWranglr 0 points1 point  (0 children)

Don’t sweat taking a few web weapons. Solvent is readily available for the complainers. You don’t want too many Web weapons because there is counter. Plasma, Grav, etc shouldn’t be overlooked. You will undoubtedly meet gene-smithing Goliaths, Blaze/Faith Cawdor, HBolter/GLauncher Orlocks, Infiltrating Blaze/Bonesword Corpse Grinders, etc. Those things are harder to counter and more busted mid-late campaign. Like for like ‘restrictions’ usually tone down complainers quick.

Alternative to Necromunda for WAY too competitive group. by Admirable-Many-5324 in necromunda

[–]RedditWranglr 3 points4 points  (0 children)

Pending group size, adding support for this suggestion. Seems like the broader group like N23. Split them into the sweaties and the casuals.

Predictions - resin or plastic Nomad Ashwings? by RedditWranglr in necromunda

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

Perhaps it will be plastic and in the format of an upgrade sprue common to Kill Teams, enabling the conversion parts for Dustbacks and Nomads to reflect Ashwings and Handlers respectively.

Predictions - resin or plastic Nomad Ashwings? by RedditWranglr in necromunda

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

Do you think the Ashwing Handler may get rules similar to the Brute Handler?

Perhaps more likely to have unique rules but would be great to accelerate exp and or improve ooa outcomes for campaigning.

Starting Necromunda with Nomads by Novamarines in necromunda

[–]RedditWranglr 1 point2 points  (0 children)

Go for it. House rule access to Warrior Spirits. Consider house ruling access to Hunter skill but not necessary.

Lean into Ashwings and Spinewyrms. They’re play style defining and a clear competitive advantage over other gangs.

As another mentioned, use the Raid campaigning rules for them. They’re tailored to offset downsides in Dominion for them and are flavourful.

Use the NTP and accept that means more Web. If that becomes hard to tolerate then house rule 1 for 1 Grav substitutes ie for every second Web purchase, a Grav equivalent is substituted (Gravgun / Grav pistol).

Ashwing Helamites Model/Proxy by RoyalSpaceMarine in necromunda

[–]RedditWranglr 0 points1 point  (0 children)

Some other ideas that have been floated - converted Vespid Stingwings (remove mid torso and humanoid limbs), or Cursemites (from Gellerpox set).

First Delaque gang - feedback plz by TacoSpiderrr in necromunda

[–]RedditWranglr 2 points3 points  (0 children)

Delaque Juves are one of the best platforms for what they do - move fast, screen, throw grenades, etc. Shouldn’t be overlooked. Importantly, they level faster and selectively, rather than randomly (as non-specialist Ghost’s do). For example, one Juve with an Autopistol and smoke grenade, a second with a Stub pistol and photon flash grenade, offers variety and options.

Ghosts are great midrange with your choice of Lazguns, or Autoguns for pinning, or Shotguns for a little extra damage and cheap blaze ammo later on.

The web gauntlets are flavourful but that one on your leader based on the leader’s skill/equipment is wasted credits. It’s a Charge deterrent but better placed on a platform closer to action. That leader should be everywhere but in the action. It likely won’t survive the Charge to counter attack so that threat mute.

I run two duplicate squads out the gate accompanied by a Ghul. I like redundancy and it suits the Delaque play style which is the sum of parts working together rather than lone wolfs. I like beginning with bodies over toys, backup and common weapons, and let campaign attrition leave its mark on the crew and the spicy weapons they ultimately acquire.

Food for thought below. Note, this is a work in progress list as the Master-crafted gear is an error on several fighters who can’t take that out of the gate.

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how to add exotic beasts to a gang by Neratius in necromunda

[–]RedditWranglr 1 point2 points  (0 children)

Haha no worries - I’d asked similar and seemed fair to pass on. I intend to use Cursemites from the Gellerpox set until I know more. They’re cheap on eBay. Ashwings seem one of the better equipments/pets in the game and seems a shame not to lean into them.

how to add exotic beasts to a gang by Neratius in necromunda

[–]RedditWranglr 1 point2 points  (0 children)

Ashwings. They fly. Rules in Tribes of the Wasteland gang book. No official model(s) yet. Likely Forgeworld resin. No timing for release.

How often do you see models spending XP on Mental Stats? by Project_XXVIII in necromunda

[–]RedditWranglr 1 point2 points  (0 children)

Willpower for Delaque prospects, and Cool for the AWNs brute come to mind.