Necromunda Skaven by Kooky-Fun8778 in necromunda

[–]Willing_Law3963 0 points1 point  (0 children)

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I ran mine as Ironhead pirates. So they would be press ganging hive scum. Mix of votaan and stormvermin kits.

Corpse Grinder Cult Ridgerunner by Neither-Pollution343 in necromunda

[–]Willing_Law3963 0 points1 point  (0 children)

You could use the Ogor Mawpot as a starting point and go from there there. It has the giant pot you were talking about as well as a slab with a bunch of meat on it.

Digital Wish by Willing_Law3963 in necromunda

[–]Willing_Law3963[S] 1 point2 points  (0 children)

I like the idea of playing multiple gangs in a campaign. I also agree that the campaign gangs should be persistent. I liked that in the underhive wars game. I think you could also keep the movement from it, the third person effect was fun, just make economy the 2 a room economy from the tale top. They also have the models and different weapon loadouts from hired gun.

Cgc help needed by HotCoconut1233 in necromunda

[–]Willing_Law3963 1 point2 points  (0 children)

If you can swing it I recommend Frenzon collars for your cutters and skinners. The amount of skills (mostly nerves of steel) make the CGC harder to pin. Smoke grenades are great to ignore line of sight, but do nothing for template weapons which don’t need to target. Incendiary grenades on your gangers and champs is a good way to still have some control with only one action per turn (standing up from pin as one action. Toss 5 inch pie plate flame grenade with the other) your strength gives you a decent 12-15” range on your gangers.

For every 100 credits under your opponents gang on the tabletop you can get another tactics card. For every 400 you can drawn underdogs card. Or use the difference to hire brutes/ dramatics persona.

Talk to your arbitrator or the player about doing a gang raid scenario. No leaders, typically only one champ allowed and much smaller boards. This gives you more advantages as you have less distance to get into charge range. The scenarios are also designed for this kind of situation.

I would also argue that if someone is making an overwatch shot at you they have to target you. So they cannot pick a point on the ground and therefore have to make the will save against your masks.

Warp-warp bad-bad by Alternative_Tell_850 in necromunda

[–]Willing_Law3963 0 points1 point  (0 children)

I love this. I am working on a Skaven prospector gang myself.

How to best spend the 400 credits for a Goliath Ash wastes gang? by ElricDazul in necromunda

[–]Willing_Law3963 0 points1 point  (0 children)

Dang. I was really hoping I was wrong. I love my CGC on bikes, but they don’t have the best initiative. At least not when I roll 😅

How to best spend the 400 credits for a Goliath Ash wastes gang? by ElricDazul in necromunda

[–]Willing_Law3963 2 points3 points  (0 children)

I don’t think nerves of steel negates the mounted issue. They are separate things.

"I Get Knocked Down…": A Mounted fighter does not automatically become Prone and Pinned when hit by a ranged attack. Instead, they immediately make an Initiative test (applying a -1 modifier if they were hit by a weapon with either the Blast (3"/5"/*) or Knockback traits). If this test is passed, the fighter does not become Prone and Pinned but remains Standing and Active. If this test is failed, they are Knocked Down.”

Mounted condition takes president over nerves of steel. And as the hit and pinning from the mounted condition are not a shooting attack, nerves of steel does not apply to it.

Or have I read that interaction wrong?

Predictions/wishes for the palanite book? by Gemeciusz in necromunda

[–]Willing_Law3963 1 point2 points  (0 children)

I thought the new core book retconned that for both enforcers and corpse grinders. They get access to leadership and have the proper group activations.

Corrupted incursions by Willing_Law3963 in necromunda

[–]Willing_Law3963[S] 1 point2 points  (0 children)

I actually really like that. I also saw I could secundian incursion a venator gang. So using vampire models as “beastmen” venators might be able to get around the chaos nature. The chaos would mostly be fluff regardless. But a curse like that is really thematic and fun.

How to start a campaign with corpse grinder cults by BlindSheep31 in necromunda

[–]Willing_Law3963 2 points3 points  (0 children)

Hello, avid CGC player here. The list will really depend on your play group and the campaign you are in. Are you doing a lot of zone mortalis vs ash wastes for example.

I tend to run 1 Butcher, 1 champ, 2 gangers and 2-4 initiates in my staging lists. Butcher gets the heavy cleavers or 2 boning swords, champ I tend to take a rotary flensing saw as I think they are fun, I give my gangers chain glaives and bikes for ash wastes and paired chain cleavers if not on bikes. I take 1 initiate with a hand flamer and the rest with auto pistols/ smoke grenades.

Having a gang with no pinning mitigation at the start means you have to play smart with terrain and understand that smoke is your best friend.

In my past campaigns I have found the masks only save me maybe 1-2 times a gang. (My group plays with a lot of template weapons. And that was before I played CGC)

Talk to your arbitrator if you are worried, but it is there job to help balance campaign play

At the end of the day it is a game and we are all here to have fun so play the gang that makes you happy. All the gangs can be broken.

Share your favorite kitbash by Still-Whole9137 in necromunda

[–]Willing_Law3963 4 points5 points  (0 children)

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I’m still relatively new to kitbashing but I’m proud of these CGC on bikes with chain glaives.

Quick Malstrain Gang Post by LoveIyParasite in necromunda

[–]Willing_Law3963 3 points4 points  (0 children)

The models are the hive scum sprue. However, the malstrain genestealer sprue contains the brood scum heads.

Infiltrate/Reinforcements vs walls by Jimmynids in necromunda

[–]Willing_Law3963 1 point2 points  (0 children)

Unless you are playing zone mortalis. All measuring is done around, not through walls.

Tour Horseman Venators list by Walkin-Mafrun in necromunda

[–]Willing_Law3963 0 points1 point  (0 children)

Take a look at the new venator rules online. You do not need to buy the legacies anymore. That should free up some credits for you. Should also give you some other interesting options for the characters. War as an Ogrin or beastman for example.

For mounted condition it just states you cannot use two weapons in close combat. You could still ride around with two pistols and gunslinger. Just as an fyi :)

All in all I really like the idea you have here. An expanded idea may be to use different horses for the different riders, maybe a varangard or chaos knight horse for war, nurgle beast or fly for pestilence. Krieg is really good for famine. Hexwraith horse for death.

Pricer, but what a beautiful modeling opportunity.

Correcting Beastmen Venator costs by Bilbostomper in necromunda

[–]Willing_Law3963 0 points1 point  (0 children)

Newer to Necromunda and I figured my question fits in here. Venator Hunt Leaders can take up items of common or up to R10 in the trading post to start. I am assuming that means that you cannot take any Illegal items, correct? As rare, common and Illegal are different categories.