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    Necromunda combat stats

    I differ from Goliath: I don't always parry while losing. This happens while losing if I have rolled badly but overall I am likely to win. Especially true if I have multiple wounds/high toughness/step aside. Sometimes you get better odds accepting your lumps than trying to dodge them. Even...
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    Necromunda combat stats

    Wow. I didn't expect so little to be in it between Escher max and the Orlock ones. I'm interested in the odds of the big wins occurring. I cannot easily trade what a few extra % chance of winning is worth vs reliably putting people down. Do you have in Orlock min: always re-roll lowest dice...
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    Necromunda combat stats

    Yeah I'd no plans either, it's why I agreed like a fool to re-balance ambush to be less grim. As far as i can tell the only thing missing is parry/deflect, parry/counter attack and deflect/counter attack interactions. As in, one figure has one of them the other figure has the other. That...
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    Necromunda combat stats

    I assume you did one simulation at +0 and pulled the data for the +2 graph from the same sim? If all you care about is if init is higher or lower, (Orlock optimal win ratio is similar Escher max when init is the same) you only need to test 2 times per ws run as opposed to 36 times for all...
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    Necromunda combat stats

    :D Nice to have solid numbers on this. I'm curious as to what the parry/counter attack strategy assumed is? This is because my parry/counter attack strategy varies based on my own initiative, because I might be happy drawing if I have higher init - but less happy if I have lower. Any chance...
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    Necromunda combat stats

    I have only just now begun to truly appreciate the graph at the bottom of page 5.
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    Necromunda combat stats

    For str 4 berserk fighters, I tend to grab a pair of clubs and a chain. I had parries as being worth around 5/6 to 4/6 of a WS (as a rule of thumb) and gets slightly worse as the one with parry gets more WS. So if my opponent has a parry, chains are worth it up until attacks 4 even without...
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    Necromunda combat stats

    Chains are good on berserk fighters (who cannot parry) as long as you have feint and/or counter attack. With a strength boost, it also turns them high impact if they are berserk via chip.
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    Necromunda combat stats

    Knew I'd seen it somewhere. Kudos for that. It's good to go last for talent activation and weapon declarations. The later you activate your talents, the more information you have and the better decisions you can make. I cannot think of any times when activating talents first is good for...
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    Necromunda combat stats

    I've realized that current player declares which weapons he is using before the other player and that there is no resolution order for deflect/parries. I always thought current player decided the order that everything was going to resolve. In the above example I thought current player could...
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    Necromunda combat stats

    Agility table needs a nerf you say? Sprint/leap change WS by at least 2 due to not being charged. The merits of being the charger gets even more interesting if you have weapon choices and talents - e.g. flails/clubs/swords/great weapons, as if it's your turn you get to decide order of...
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    Ferocity skill table

    I agree with the lackluster opinion. For a generalist I rate the tables as follows: Techno, Agility, Shooting, Muscle, Combat, Stealth, Ferocity. I shouldn't need to explain Techno and agility. I expect it's odd why I rate shooting, however I value hip shooting, gunfighter and re-rolls quite...
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    NCE Are shotguns any good?

    Yeah I don't rate the 12 inch +1 - That's asking to get mauled by autopistols next turn. The bonus to cover within 18-12 inches is worth at least 5 cred in my eyes. The +1 strength is worth about 20 cred. The bad ammo rolls is worth like -10 cred and becomes negligible as the game progresses.
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    NCE Are shotguns any good?

    Shotguns with bolt are better than autoguns if you are hitting on 4+ vs 3 toughness (to account for jamming). Versus 4 toughness they get even better relative to autoguns (as they are 50% more likely to injure on a hit - 3/6 compared to 2/6). Once you get some weaponsmiths and armourers, the...
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    NCE Are shotguns any good?

    On agility gangs I strongly favour bolt shells over manstoppers. That extra 6 inches of range is what I need to lay down covering fire without exposing my shooters 9 times out of 10. Anyone with a boltgun getting within 12 inches is asking for some grenades. 24-18 bolt shells, 18-12...
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    Starting Scavvies gang advice

    Scaly weapons are Special weapons. You can move and shoot with them. Scavvies have no access to heavy weapons. They are not interested in area control, the aim is to simply get as many of your dudes into melee as you can. Good scenario choices like blind fight can make heavy weapons useless...
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    Starting Scavvies gang advice

    Scavvies are really powerful for what they cost. Scalies cost 200 or so (with weapon) and add a huge chunk to your gang rating. That's 5 scavvies with autopistols. 11+ Scavies is good because it lets you take advantage of cannibal stew to eat your weakest Scavvies (LD, Jump back, Catfall)...
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    New Skill Ideas

    By play tested you mean, it's basically a berserker chip then yes :p. Yes I have. It's just berserker chips and body slam are a little too good together so no +2 strength. The unpinning is nothing revolutionary, the same tactics for dealing with high toughness nerves of steel or gang leaders...
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    New Skill Ideas

    It's that time again when I try suggest new/different skills for some of the tables. Namely Ferocity and Muscle, because I think they are a bit weak (minus body slam). Ferocity table - Unload (v2): 1/round after resolving a ranged attack with a pistol or basic weapon, you may make a second...
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    Necromunda combat stats

    maths for New Grit: 1 - Pinned only 2 - Flesh wound and pinned 3-5 - Down 6 - OOA 2 wounds. New grit - 11/36 OOA, 1/36 pinned, 2/36 flesh wound, 1/36 2 flesh wounds, 6/36 1 flesh wound and down, 15/36 down. True grit - 11/36 OOA, 4/36 2 flesh wounds, 12/36 1 flesh wound and down, 9/36 down...