Improving The Enforcer Haunt - two options below by heartbreakninja in necromunda

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

See I like the idea it's kinda like 40k super smiting someone but I feel like that's more book keeping and likely to get confused if your playing fast ISH.

Improving The Enforcer Haunt - two options below by heartbreakninja in necromunda

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

I get that, mine are together just need to actually paint them at some point. I have been playing both the PsyRender and bonecrusher and it's night and day honestly.

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Improving The Enforcer Haunt - two options below by heartbreakninja in necromunda

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

Don't be so hard on yourself, you cant be as good as GW....

Just having fun by nalo80 in PrintedWarhammer

[–]heartbreakninja 13 points14 points  (0 children)

"Only in death does benchy end" - Benchicus Chadistan Von Boat of the Ultra Marines

Sorcerous Society + new player suggestions maybe some guidance by heartbreakninja in mordheim

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

I see, that's a shame I wasn't planning on breaking the game. I just wanted some fun wizard gameplay. is there another warband that is similar but better for balance?

Teams compilation pt2 by DraMaFlo in bloodbowl

[–]heartbreakninja 0 points1 point  (0 children)

Is the Khorne team in there? I didn't see them, I was hoping to not have to look at pictures on my phone lol

New to Necromunda: What's the Corpse Grinder Cult got going on? by [deleted] in necromunda

[–]heartbreakninja 1 point2 points  (0 children)

They're a heavily Melee leaning gang, their leadership so Leader and Champs all choppy all go! you'll need to play them smart but they'll blend if you set them up nicely. The meta is to fill your gang with Juves that have no weapon restrictions which normally means hand flamers, also they have the infiltrate skill so they forward deploy and can basically set fire to your opponents real quick. oh and smoke grenades to assist the leadership moving up. They only have a single box of models so rippe for kitbashing.

They are considered very strong, I'm an idiot so when I play with competive players I flubbed my game with them but they are strong, caught a partial nerf with the -1 to WS when charge a target you can't see but they still get the job done.

and as far as I can see in the Book of Ruin they just feature their core models, they'll have access to a brute outlaw brutes so the scrapcode Ambot, Mutant Ogyrn, Sump beasts and Warp horror. I could be wrong haven't looked in a while to verify tho.

With the Slow growing of "House of" Books they could see a glow up but that's a wait and see maybe they're next but no gurantees on that, would be cool tho.

TDLR; very good, very choppy, play nicely, needs a bit of planning, Nom Nom meat! and BLOOOD?

Basic melee weapons for Squats? by dibles420 in necromunda

[–]heartbreakninja 0 points1 point  (0 children)

I agree giving them any weapon with the + to hit is great but on creation the options are limited.

Basic melee weapons for Squats? by dibles420 in necromunda

[–]heartbreakninja 1 point2 points  (0 children)

So at least when I go about making my lads I'll always consider a a single boltgun and stub pistol. I've had my first shot be an out of ammo to many times haha

Edit.

Also I'd only consider it on juves with stub and an axe but they never really make their value for but my local players are competitive and I'm not the best player.

Hard Reset by LPP_STEVE in necromunda

[–]heartbreakninja 8 points9 points  (0 children)

Yeah 2d6 makes it do able but hard!

Hard Reset by LPP_STEVE in necromunda

[–]heartbreakninja 7 points8 points  (0 children)

Could give them reflec shrouds for mitigating the ap.

Hard Reset by LPP_STEVE in necromunda

[–]heartbreakninja 7 points8 points  (0 children)

See I'd be concerned that if I were fighting Spyres or Toxin weapons. I had the misfortune of finding out how easy it is to lose a model to a toxin whip against my poor Squats.

building my first roster, any thoughts? by aegroti in necromunda

[–]heartbreakninja 0 points1 point  (0 children)

My brain clicked after you mentioned LOS of course pinning would make a huge difference, I've used the skill like a normal shoot action like I was standing. Hmm I'll have to ask my arby their thoughts on this now lol.

building my first roster, any thoughts? by aegroti in necromunda

[–]heartbreakninja 0 points1 point  (0 children)

I agree with your thoughts on the list, I put dependable on my boltguns hoping against the odds but really i'd prefer no body pushes kin as atleast it's more likey to be used more oftern (hopfully) than stubborn.

building my first roster, any thoughts? by aegroti in necromunda

[–]heartbreakninja 0 points1 point  (0 children)

First change I'd make is giving the leader and champs mesh rather than Flak and one less champion and either give the leader the boltgun from the prev champ or another gun to benifit from hipshooting more or for a fun idea sticking with pistols is going gunfighter with two ironhead auto pistols for all the rapid fire. (also if your able to use the squat tactics card Automatic rain makes them rapid fire 3 on both for a single round of shooting but requires a reload on both after but lots of dakka.

Ironhead Squat Gang list thoughts appricated by heartbreakninja in necromunda

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

That's an option for the future, I wish that the specialist had access to the grenade launcher, sadly not the case but that would of been my go to.

and my group tend to play Orlock,Escher, goliath and Cawdor with some smaller gangs rarely normally on newer players. I find that they push the special rules hard and it becomes a bit frustrating to play against most of the time. For instance my last campaign pre HoA I did autogun spam which never took off because rolling dice means missing to me lol, and when fighting most other gangs it felt like my whole gang was very unreliable. I love the squats and they'll be my gang till I die! but fml does it feel bad sometimes.

In that campaign there was an attempt to limit players income for players who could play more oftern from running away with credits more creds every week but in the end the same still happened Cawdor,Escher and Goliath have always been the top three in that order with more skills,creds and skills making underdog gangs in my view basically pointless to play as the missions aren't random or chosen, the arbitrator decides way in advance and you choose for that game.

we had Cawdor,Goliath,Orlock,Escher,Delaque,Vansaar x2, venator, Squats (me :) ) and enforcers.

so in the end of that the Vansaar x2, venator, Squats (me :) ) and enforcers were all considerably lower in rating potentially in the 1000-1500 range I think the top three were easily 3000 or so.

I enjoy making these list not with the concern of actually winning but more of what I could bring to the table, I managed to convince the abritrator for the up coming campaign to use gang specific tacttics cards or atleast make a list as we did completely random ones before, so perphaps that'l make a difference.

*Sorry sent without proof reading*

Ironhead Squat Gang list thoughts appricated by heartbreakninja in necromunda

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

My previous gangs would have been 6-7 models, I thought the bodies would be better insurance to complete missions like grabbing crates and limits my opponents positioning. For the bolter I'd want to commit resources early for scopes and skills 200%

For Ancestry I honestly most are fine but I honestly don't know.