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  1. Kairae

    Necromunda War for Luther's Prospect - Balanced Perpeptual Campaign Ruleset

    Love the overall direction. First thing that really stood out to me was that Escher get simultaneously hit by 3 nerfs: Leaders, Champs and Juves get their Iniative reduced to 3+ (affecting battlefield mobility as much as the desired outcome of reducing Spring Up). Lasguns have a price increase...
  2. Kairae

    N18 Weapon balance / relative 'deadliness' spreadsheet

    Yeah, I agree ideally that FW are non-linear. The first is meh, the second is better, the last is gold. But to an extent you can let the fact that you're doing it instantaneously cover that. You're likely fighting a T4 character one round and a T3 the next because multiple FW outcomes are...
  3. Kairae

    N18 Weapon balance / relative 'deadliness' spreadsheet

    Also, I think your numbers on SI and Flesh Wounds are off. At the moment a Pinned T1 Fighter is worth 550pts whereas a SI Fighter is worth 500. A Pinned T1 Fighter is still a threat whereas an SI Fighter is not: so an SI result should be worth more. I think a SI T1 Fighter is just worse than...
  4. Kairae

    N18 Weapon balance / relative 'deadliness' spreadsheet

    @Thorgor that's exactly what I was getting at! I think the next step is defining the scenarios. I think 'Short/Long/Out-of-range' and 'vs tough' is too generic. The list I posted earlier I think is better. It adds up to over 100% because it's actually 5 different variables mixed together...
  5. Kairae

    N18 True Grit and Injury rolls without Damage

    True Grit says: "Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit, can then choose one dice to discard before the effects of the other are resolved." How does this work against attacks without Damage (Toxin and Gas) or Injury rolls caused by...
  6. Kairae

    N18 Weapon balance / relative 'deadliness' spreadsheet

    @Kiro. It depends a lot on terrain. If you're looking at a table where you can hide from fighters so that they need to Move + Shoot to draw a bead on you then Pinning is really quite important for managing the overall fight. But yes, much less significant than a Blaze or SI. Not...
  7. Kairae

    N18 Weapon balance / relative 'deadliness' spreadsheet

    SI is also the point that kicks in for Nerve tests, which can actually be extremely important. I really don't think you can dismiss Pinned and Burning etc as results. Compare a Flamer and a Chem-thrower: whilst Chem-throwers are scary against 2+ w characters, flamers are more generally useful...
  8. Kairae

    N18 Escher damage dealing units

    That's why you have to give them an advance to 3+ WS
  9. Kairae

    N18 Escher damage dealing units

    Flame Templates > Chem Throwers. Primarily template weapons are crowd control: Pinning and Blaze mean that even when you absolutely fail to kill anything, you've probably still disrupted your opponent's plan. Whereas Chem-throwers are far more 'all or nothing': basically either it takes out the...
  10. Kairae

    N18 house rules for adding abhumans to gangs (N18)

    Why are the Escher and Van Saar Ratskin Aux different? Why Move 4" as standard?
  11. Kairae

    N18 Weapon balance / relative 'deadliness' spreadsheet

    I think there's actually four 'success' conditions that need to be considered: 1. What is the likelihood that this weapon will pin the target in [scenario]? 2. What is the likelihood that this weapon will do damage to the target in [scenario]? 3. What is the likelihood that this weapon will put...
  12. Kairae

    N18 Escher damage dealing units

    There is not one best weapon at the 30pt and below bracket. Lasguns in Escher come close, but if you put it in the right spot at the right time then a shotgun or Long Las will outperform it. So I think you should run mainly Lasguns but mixing in weapons that give you tactical options isn't...
  13. Kairae

    N18 Escher damage dealing units

    Why Whip over Power Knife? Power Knife seems 1000% better than the Whip on a CC champ.
  14. Kairae

    N18 Perpetual 'League' Rules for the Seattle Area

    Sure, understand (and to a large extent agree with) the conceit. The issue is that it advantages gangs with easy access to Bolters, Combat Shotguns and Blunderbus'. These are 'Special Weapon'-like while not strictly being Special Weapons (and out-perform many actual Special Weapons). Not really...
  15. Kairae

    N18 Escher damage dealing units

    Yup. "So, my juve can get a Hand Flamer after he's had one advance, but my Ganger can't get a Long Las...." But yes, I don't find 'Special Weapons' to be a useful category. It would be better as a trait so that it could be applied to Pistols and CCWs as well. It's interesting that 'Extravagant...
  16. Kairae

    N18 Escher damage dealing units

    Yeah, if house ruling that 'only Leaders/Champ/Specialists can take special weapons' my response would be: "cool, then either make Bolters, Combat Shotguns and Blunderbus' count as Special Weapons or Needle Rifles, Long Las and Long Rifles count as Basic Weapons". Both groups of weapons sit in...
  17. Kairae

    N18 Escher damage dealing units

    Yeah, that makes sense. And given that a Ganger with Needle Rifle + Lasgun + Chem-synch = Ganger with Bolter for cost. You're better off just running Orlocks with Bolters across the board. That's not entirely unexpected, but it is disappointing. You can probably skew the numbers a little bit...
  18. Kairae

    N18 Escher damage dealing units

    @MrAndersen. Thanks for that, I took a look. It doesn't look like you ran the numbers for Needle Rifles or other special weapons? That seems like a glaring discrepancy for Escher. I'm basically convinced that Escher are 'designed' around Needle Rifle + Lasgun Gangers.
  19. Kairae

    N18 Escher damage dealing units

    Not having a go, and it doesn't change my answer (I think Necromunda is best played with an eye on what's technically 'good 'but also with a bit of flavour and my suggestions leverage Escher's characterful options well) but do you have the analysis to back up your answer, I'm actually quite...
  20. Kairae

    N18 Escher damage dealing units

    With Escher the absolute go to skill is Spring Up. It's just way too useful in pretty much any situation. On CC fighters Move + Dive For Cover is a staple unless you're fighting vs lots of templates or blast weapons. It gets you a 7.5" move and results in you being immune to most return fire...