Hi all,
so, two friends and I have started a campaign last week and each of us had two games so far. After having spend three days thinking about the result and my further possibilities, I am at a bit of a loss because from what little Necromunda experience I have, I may have as well run it into the ground from my side. So I hope someone can give me some general and specific advice on how to proceed.
But I feel like I have to add a little disclaimer and background first: From the three of us, I estimate myself as being at the bottom skill-wise, hence why I wasn't surprise about the overall result. I play WH40k and AoS from time to time but, again, not as much as the other two. General rules for Necromunda are sitting ok with me, but I don't have the overview over things like different scenarios etc (This is something I will definitively look into before the next games). I started with Van Saar - and Necromunda for that matter - a bit before the release of House of Artifice. The enemy gangs consist of Delaque and Escher.
I started the campaign with the following list:
Prime (Leader): Mesh Armor, Lasgun, Hystar Pattern Energy Shield, Skill: Overseer
Augmek (Champion): Mesh Armor, Plasma Gun, Laspistol, Skills: Munitioneer
Augmek (Champion): Mesh armor, Suppression Laser, Skill: Fast Shot
Tek Specialist: Flak Armor, Rad Gun
Tek: Flak Armor, Lasgun
Tek: Flak Armor, Lasgun
Subtek: Flak Armor, Lasgun
While building the list I wanted to go for additional survivability, especially for the leader(s), hence the energy shield on the prime. The champions were supposed to bring some heavier equipment than lasguns.
Over the last days I already did some reading and some possible errors became apparent: Energy shields are not worth it to take during gang creation (and at this point I agree), the leader should have gotten a weapon with more oomph because BS2+... So there is room for improvement. Or rather, was.
The first game was against the Delaque gang and we played Sneak Attack with me as the defender. The game seemed even, I managed to spot the enemy gang early, fighters on both sides went down. Still, it was a loss for me with Delaque defiling the gang relic in the 4th or so turn. In hindsight, the most damage to the enemy gang was probably made by the gully monster, snatching one of the top fighters of Delaque early on and taking a lot of fire from them afterwards. I was rewarded 130 credits, 80 of which I had to spend to have the specialist be treated by the doc. Furthermore, the Augmek with suppression laser died.
For the second game, the recovery time of my gangers was neglected for balance reasons. Against Escher, Sneak Attack was played again, and again I was the defender. This one went considerably faster, with them defiling the relic in turn 2 while my gangers stumbled around helplessly. Some went down and I retreated as soon as possible to cut my losses. This game rewarded me with 50 more credits and two gangers of the remaining 6 in recovery.
As for the terretories, Delaque holds the Generatorum (win against me) while Escher holds a tech bazzar (win against Delaque) and the Colllapsed Dome (win against me)
TLDR: My gang currently stands with 4 out of 6 remaining gangers for campaign week 2 and has 100 credits available to spend.
While weigthing my options I came to the following conclusion regarding equipment: With 100 credits I can acquire infra-sights or ocular cybertechnika (as far as I understand, contrary to the infra-sight itself, they also work on rapid fire weapons) for at least part of the gangers. Or I can spend them on Juves or an additional ganger. Personally I prefer Option 1, since the Generatorum grants Delaque the ability to cut the lights at the beginning of any priority phase and Escher likes to play with smoke grenades. On the other hand, I am missing bodies as well.
If the Cybertechnika turns out to be a realistic option, the next problem will arise when sending the Augmek into recovery. With 3 or even 4 out of 6 gangers available (some with permanent damage) against gangs in at least full starting strength (Escher is thinking about recruiting a Chemyst), I just don't feel confident enough to make a significant impact. There may be scenarios for this, but at this point I would prefer to save the ressources I (don't) have and wait for the recovering gangers to get back up again. Yet, it doesn't sit right with me to "throw a game".
Regarding experience, most of the gang is sitting at around two points, except for the remaining Augmek who sits on 11 points, 4 of which he received through the house favour I rolled up. Another 4 for disabling important enemies, 1 for rallying after panicking etc.
So, what to do? For the equipment, I feel like I am damned if I do and just as damned if I don't get some visual gear/gangers. Is there other equipment I should focus on?
I have read about catch-up mechanics before but it seems they are house-ruled for the most part except for the underdog tactics. Therefore, there isn't really a plan (yet) in that direction by the game master. This may change, though. The house favours are something I will continue to use since I can't lose a ganger via the result at the moment anyway.
so, two friends and I have started a campaign last week and each of us had two games so far. After having spend three days thinking about the result and my further possibilities, I am at a bit of a loss because from what little Necromunda experience I have, I may have as well run it into the ground from my side. So I hope someone can give me some general and specific advice on how to proceed.
But I feel like I have to add a little disclaimer and background first: From the three of us, I estimate myself as being at the bottom skill-wise, hence why I wasn't surprise about the overall result. I play WH40k and AoS from time to time but, again, not as much as the other two. General rules for Necromunda are sitting ok with me, but I don't have the overview over things like different scenarios etc (This is something I will definitively look into before the next games). I started with Van Saar - and Necromunda for that matter - a bit before the release of House of Artifice. The enemy gangs consist of Delaque and Escher.
I started the campaign with the following list:
Prime (Leader): Mesh Armor, Lasgun, Hystar Pattern Energy Shield, Skill: Overseer
Augmek (Champion): Mesh Armor, Plasma Gun, Laspistol, Skills: Munitioneer
Augmek (Champion): Mesh armor, Suppression Laser, Skill: Fast Shot
Tek Specialist: Flak Armor, Rad Gun
Tek: Flak Armor, Lasgun
Tek: Flak Armor, Lasgun
Subtek: Flak Armor, Lasgun
While building the list I wanted to go for additional survivability, especially for the leader(s), hence the energy shield on the prime. The champions were supposed to bring some heavier equipment than lasguns.
Over the last days I already did some reading and some possible errors became apparent: Energy shields are not worth it to take during gang creation (and at this point I agree), the leader should have gotten a weapon with more oomph because BS2+... So there is room for improvement. Or rather, was.
The first game was against the Delaque gang and we played Sneak Attack with me as the defender. The game seemed even, I managed to spot the enemy gang early, fighters on both sides went down. Still, it was a loss for me with Delaque defiling the gang relic in the 4th or so turn. In hindsight, the most damage to the enemy gang was probably made by the gully monster, snatching one of the top fighters of Delaque early on and taking a lot of fire from them afterwards. I was rewarded 130 credits, 80 of which I had to spend to have the specialist be treated by the doc. Furthermore, the Augmek with suppression laser died.
For the second game, the recovery time of my gangers was neglected for balance reasons. Against Escher, Sneak Attack was played again, and again I was the defender. This one went considerably faster, with them defiling the relic in turn 2 while my gangers stumbled around helplessly. Some went down and I retreated as soon as possible to cut my losses. This game rewarded me with 50 more credits and two gangers of the remaining 6 in recovery.
As for the terretories, Delaque holds the Generatorum (win against me) while Escher holds a tech bazzar (win against Delaque) and the Colllapsed Dome (win against me)
TLDR: My gang currently stands with 4 out of 6 remaining gangers for campaign week 2 and has 100 credits available to spend.
While weigthing my options I came to the following conclusion regarding equipment: With 100 credits I can acquire infra-sights or ocular cybertechnika (as far as I understand, contrary to the infra-sight itself, they also work on rapid fire weapons) for at least part of the gangers. Or I can spend them on Juves or an additional ganger. Personally I prefer Option 1, since the Generatorum grants Delaque the ability to cut the lights at the beginning of any priority phase and Escher likes to play with smoke grenades. On the other hand, I am missing bodies as well.
If the Cybertechnika turns out to be a realistic option, the next problem will arise when sending the Augmek into recovery. With 3 or even 4 out of 6 gangers available (some with permanent damage) against gangs in at least full starting strength (Escher is thinking about recruiting a Chemyst), I just don't feel confident enough to make a significant impact. There may be scenarios for this, but at this point I would prefer to save the ressources I (don't) have and wait for the recovering gangers to get back up again. Yet, it doesn't sit right with me to "throw a game".
Regarding experience, most of the gang is sitting at around two points, except for the remaining Augmek who sits on 11 points, 4 of which he received through the house favour I rolled up. Another 4 for disabling important enemies, 1 for rallying after panicking etc.
So, what to do? For the equipment, I feel like I am damned if I do and just as damned if I don't get some visual gear/gangers. Is there other equipment I should focus on?
I have read about catch-up mechanics before but it seems they are house-ruled for the most part except for the underdog tactics. Therefore, there isn't really a plan (yet) in that direction by the game master. This may change, though. The house favours are something I will continue to use since I can't lose a ganger via the result at the moment anyway.