N18 First time player, 1000pts Enforcers

Here we have a difference in playstyle preference. I *like* running around the battlefield like a maniac. :-D

Frank Chalmers (my melta gun toting augmek with hip shooting and a movement increase) is rightfully one of the most terrifying fighters in my gang.
 
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Sure. But if you start with trick shot and buy BS for your upgrade, then you will be in an even better spot. No need to run around the battlefield like a maniac. Aim and shoot, and you will always be hitting on 2+.
I'm a tad confused by your tables that give cover for every shot but also never completely obscure anyone so you never need to move to shoot them! Just lots and lots of girders? :p

But seriously I play a significant amount of tunnel fights which might explain me valuing movement and positioning enablers more than you do.
 
...until he gets pinned.
Yep. That said, a gang with access to Ferocity or Agility and Shooting and starting with BS 2+ fighters would probably be a bit OP. Hip Shooting allows me to hide Frank behind other fighters and then have him run out and melt faces; it helps me prevent him getting pinned/OOA'd.

There are a lot of varying factors that can determine the utility of a skill. Table size, arrangement, opponents, mission, ect. I'm generally not willing to die on any hill claiming that skill A is always better than skill B. I'd rather hear others make their cases and then file it away as possibly useful to me at a later date.
 
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I'm a tad confused by your tables that give cover for every shot but also never completely obscure anyone so you never need to move to shoot them! Just lots and lots of girders?

But seriously I play a significant amount of tunnel fights which might explain me valuing movement and positioning enablers more than you do.
We mostly use terrain from TTCombat, which provides a lot of cover but relatively few complete LoS blockers. It is a problem we have identified, and we are actively seeking to introduce more of the latter. So, yes, that is definitely a factor that makes trick shot good.

In a more Zone Mortalis type terrain setup, where you can reliably jump out from complete safety and perform your alpha strike, then hip shooting becomes a thing. It's just that I was under the impression that almost no one plays Necromunda in ZM. Maybe I was wrong there.
 
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We mostly use terrain from TTCombat, which provides a lot of cover but relatively few complete LoS blockers. It is a problem we have identified, and we are actively seeking to introduce more of the latter. So, yes, that is definitely a factor that makes trick shot good.

In a more Zone Mortalis type terrain setup, where you can reliably jump out from complete safety and perform your alpha strike, then hip shooting becomes a thing. It's just that I was under the impression that almost no one plays Necromunda in ZM. Maybe I was wrong there.

You should totally throw in the odd tunnel fight! They mix things up nicely and swing the balance of power around as this conversation shows.

I’ve played on tables with the no full LoS blockers issue. I’m tempted to port over the Killteam rules for obscuring terrain for girder heavy bits of scenery that allows line of sight to only extend 2” through certain bits of terrain.
 
Get some Pringles cans and small boxes and make a few pieces of LOS blocking terrain. I'm a big fan of multi-level tables with lots of LOS blocking terrain. It's one of the reasons I don't find my Van Saars to be OP; there are always plenty of places to hide from my guns.
 
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