Post your first game SWA

rippounet

Ganger
Apr 29, 2016
170
228
48
Paris
CLOWN QUESTION
Another strange question? Harlequins don't take falling damage. Can they move, jump off a building and continue moving their full distance? Or do they have to minus the total distance they fell off their movement? OR can they move, jump, fall, and then stop movement for the round as soon as they hit the ground?
If you jump voluntarily (insteand of falling) you substract half of the height from your movement ("jump" in the advanced rules).

And to asnwer the question you asked in the other thread, I played three games last saturday but I've been too lazy to type a report. I don't feel I have much to say, the game is pretty much Necromunda with 40k squads. The campaign system is disappointing (it lacks depth), but that's pretty much what I expected.
 

Insurgent

Gang Champion
Mar 17, 2016
469
501
103
Springfield OR
If you jump voluntarily (insteand of falling) you substract half of the height from your movement ("jump" in the advanced rules).

And to asnwer the question you asked in the other thread, I played three games last saturday but I've been too lazy to type a report. I don't feel I have much to say, the game is pretty much Necromunda with 40k squads. The campaign system is disappointing (it lacks depth), but that's pretty much what I expected.
That's why I'm happy to just continue playing Necromunda with the opportunity to beat up some 40K players every once in awhile. With Inquisimunda you could see how the warbands were scaled to fit into an autonomous skirmish setting. SWA kill teams are dedicated military units with mission profiles. They aren't autonomously pursuing their own interests like a Necromunda gang or an Inquisimunda warband.

The exception to this in Inquisimunda was of Eldar strike forces and IGKT. Those two factions just felt to linked into a bigger command structure to be operating autonomously. In Inquisimunda I felt like Eldar would work better if they were modeled after an old school eldar scout band and the Guard could be just pared down into a PDF force.

Is that 1/2 distance falling move a LRB rule or a SWA rule?
 

dabbk

Gang Hero
Yak Comp 2nd Place
Tribe Council
Nov 26, 2016
701
1,492
163
Berlin, Germany
We had decided to try out a game or two tonight with @rippounet, and ended up playing three of them :p Great evening, was really happy to play with a Necromunda veteran and obviously lover! Please add your point of view @rippounet !

Ok, so, he played Nurgle CSM:
h2h boss
autocannon heavy with visor
2 bolter csm
2 shotgun cultists
more or less, please correct me.

I was playing Orks:
boss with kombishoota and visor
heavy stubber + visor
4 boy slugga (one with 2 slugga and one with choppa)
1kid slugga
3 kids shoota and visor
more or less, from memory.

We played on my table, which is ORB bulkheads and cardboard stuff. @rippounet brought 0.8" cubes (shittons of them) that make awesome modular cover. I am stealing that idea.

We played three games, starting with the simple scenario. His first dice roll were autocannon: 3 shots, 1, 1, 1. And these were a good idea of what was to come ..!

I ended up winning 1st game (he failed first bottle check). We had the side event where winner gets +100 creds, I burnt a cache, and thus spent 300 to bring in four more guys: 2 boys and 2 kids with equipment as previously.
One of his wounded csm died, he burnt a cache to bring in another one + a cultist.

Then for 2nd game I was the attacker in an ambush for 2nd game. It was a massacre: again badluck for his rolls and above average for mine. Orks boys can easily charge a CSM, even a nurgle one, and krump him: you just need to get good rolls, and bring in several boys ;)

We both burnt another cache, I chose to bring two more kids and a (naked) boy for 3rd game. At that point, I had seventeen equipped guys ready to go in my team and things were not super fun: we decided to keep the experiment going anyway just to prove a point. Even if lucky, starting game 3 with 17 equipped guys is crazy.

We played guerilla, I was attacker again (good rolls on my side!), with 9 guys on the table to loot. Once again I won, even if his leader kicked 3 of my boys in h2h. I had only half of my team, in the scenario that seem the best option for him, but won anyway.
Boys with 3d6 +2 when they charge is brutal ; they cant parry but duh. When you can bring in three of these to charge a dude, it gets absurd.
Kids with visors and shoota are rough too: I had 5 of those to start game 3, plus my heavy and boss. That is 9d3 decent shots per turn... and remember there are a bunch of tough h2h boys running forward, at the same time. Oh, also bottling that requires to take down 5 guys.
Honestly, this is scary, and Im not sure Id have played a 4th game even if we had had time for it.
Sooo I will try other teams, orks are definitely strong ! Might try my redemptionnists against a team, or a "weird" team, eg one very different from a Necromunda gang.

We hope to play again soon, if anybody near Paris, France wants to join, message either of us :)

I want to think about a gretchin killteam... to compensate for some of the orks elements!
 
  • Like
Reactions: Insurgent

rippounet

Ganger
Apr 29, 2016
170
228
48
Paris
One of his wounded csm died, he burnt a cache to bring in another one + a cultist.
It was only one of the cultists with shotgun who died, fortunately. The silver lining for me was that all my CSM survived the three games, which means for the third game I already had 6 Nurgle CSM and 3 cultists. A pretty decent force which should have fared well against anyone... Except orks, who somehow seemed to be able to do everything better than my marines!

In hindsight, my worst mistake was actually splitting up my forces for the first game (scavengers). Since you set up first I could have sent my whole gang against one of your flanks. Instead, I tried to get both loots, which ended up being impossible against the green tide that rushed at me. In a nutshell, I badly underestimated the orks, which is ironic considering I repeatedly wrote (on this forum among others) that they seemed very powerful to me...

The dice were against me, but it was a great evening nonetheless, especially since we were able to play three games in less than three hours. Only in the last game was my leader finally able to show what he was made of. Funnily enough, he ended up frenetic after that, but I completely understand how these fights were traumatic for him. :LOL:

I'll be playing an IG team this week-end, possibly against some orlocks and a genestealer cult. I also want to try the inquisition soon.
 
  • Like
Reactions: Insurgent

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,252
11,973
283
Tilehurst, U.k.
Played two games last night, using an IG kill team. First game was against a nurgle marine team, second was against stealer cult. Both were hit and runs where I was the attacker. lost the first and won the second. The second was one sided but could have been quite a balanced game if I hadn't been a bit lucky. I rolled up kill his leader, so he went first, brought on 2 guys and a stealer! however we had the sub plot where any running roll a d6, on a 1 they go down. His stealer did! He then shot and downed a vet, and pinned my leader. My return fire downed his leader, he then bottled out rolling a 9 for his LD check.

first game was me having to kill a chaos meltagun toting marine in combat, his team was 2 boltguners, the meltagunner and his boss with a p/fist and pistol. all with MoN. He went first and downed my vet with a hotshot lasgun, my turn my sniper out of actioned a boltgunner, but with no real avenue to approach the surrounded marines, my leader, flamer and a cadet try to rush it. My flamer is ooa and the leader is downed, I then pass my bottle roll with snake eyes, but figure with a sniper and cadet still alive, my chances of achieving the mission are nill and bottle out.

I don't think I ever had a look in in the first game, that mission was just never going to happen really. The second was very quick to resolve, but I think that's the nature of hit and runs.
 

rippounet

Ganger
Apr 29, 2016
170
228
48
Paris
Ok, so this isn't my first game at all but since my first session was rather uneventful and the second one was described by @dabbk already I'll take the time to describe my third session.

So after playing six games with Chaos I was getting bored already. Yeah, I get bored easily. So I switched to an IG kill team (actually, rebel guard, I almost only play Chaos), which I deemed to be the weakest faction. My list was:
- Leader with bolt-pistol and chainsword.
- Specialist with sniper gun and red dot laser sight.
- Specialist with sniper gun and red dot laser sight.
- Specialist with plasma gun and red dot laser sight.
- Veteran with lasgun.
- Veteran with shotgun.
- Veteran with shotgun.
- Veteran with shotgun.
- Recruit with laspistol.

My first game was against an orlock gang. He played a leader with grenade launcher (frag), a heavy with heavy stubber, a heavy with missile launcher (frag), four gangers with basic weapons and one kid.
The game was incredibly short because we rolled on the table and played an ambush with me as the ambusher. He didn't roll a 6 for any of his groups so I took the first turn and shot him to death. I got 2 promethium caches and +1BS on my specialist with plasma gun. I recruited another veteran with shotgun and red dot laser sight. He recruited a second kid.

Second game was a bit special... Our genestealer cult player arrived so we all played a scavengers scenario together (but forgot the monster rolls completely).
The genestealer cult had two specialists with heavy stubbers, one with flamer, a leader with shotgun, and five other guys with basic weapons (shotguns mostly). We rolled three times on the random events table, which meant the winner would get 3 caches.

Here are two pics from the game:
2017-012.jpg

2017-013.jpg


Now if you look closely at those pictures you'll probably understand everything. The orlock gang and the genestealer cult were ridiculously close, with their heavies facing each other, while my own gang was deployed at the other end of the field (I deployed second, the orlock player third).You can also see a toxic river dividing the table in four and isolating my team from the others.
The house rule (the orlock player's) is that you need an initiative test to cross that river. I sent one half of my team against the genestealer cult and the other half against the orlocks... But failed all my initiative rolls on the first try! Which meant only my snipers were actually doing anything.
But that also meant that my opponents were tearing each other to shreds.
By the time I got into the fray the GC already had a bottle test. I punished the orlock gang by downing his two kids and his leader, downed the GC leader with a well-placed shot and got my leader into HtH with one of his remaining hybrids (won easily but somehow didn't manage to wound). By that point, I hadn't lost a single guy. Both bottled out voluntarily.
When they rolled for injuries, it turned out I had captured the orlock leader and one GC hybrid. Neither of them wanted to play a rescue mission so they both traded a cache for their guys.
I only had one loot, but I rolled a 6 for it, thus getting an amazing 6 caches in a single game.
None of my opponents begrudged me my luck: I'd done my best to reach them, but they'd focused too much on each other.
The GC player rolled a 6 for his loot as well, so he ended up with a cache that he used to recruit an extra member (two in total). The orlock player got 3 or 4 advances. Everyone ended up happy, but I'm not sure the campaign isn't already over considering my lead.

Anyway, the oddities of playing a game against two other players aside, I'm pleasantly surprised by the IG kill team. I still don't think it can compete with... Say... Orks, but it's far from being weak.

Those two games did illustrate some of the problems with SWA generally speaking:
- It was a mistake to combine a linear campaign progression system with Necromunda scenarios, which are completely random by nature. Basically, you can win a campaign just by being lucky with the scenarios and the pre-game rolls.
- It's pretty damn difficult to catch up once someone has taken the lead. Ok, it's unlikely to see someone win 8 caches in two games when you play 1v1... But it's not impossible. These campaigns can be extremely short. Too short methinks. The campaign system as it is definitely lacks depth.
I think we should seriously consider making a community edition of SWA.
 
Last edited:
  • Like
Reactions: Insurgent and spafe

dabbk

Gang Hero
Yak Comp 2nd Place
Tribe Council
Nov 26, 2016
701
1,492
163
Berlin, Germany
Anyway, the oddities of playing a game against two other players aside, I'm pleasantly surprised by the IG kill team. I still don't think it can compete with... Say... Orks, but it's far from being weak.
I like your IG list a lot. Pretty close to my own build (see below...). Also beware, I might take your doubt that IG can compete with ork as a challenge :p Where you play the orks and I play IG of course. And then we switch around.


Off topic, but here's my first IG list, part of my current game "for each team, build a team of 1000, and its evolution into 1200 and 1400. Alternative versions are welcome" . A fun one, that I highly recommend !
--------| Shooty IG |--------
Round 1, 9 men, 1000pts (* gets promoted)
1x Vet Sarge lasgun
6x Vet guard lasgun/photovisor
*1x SWO sniper/toxic rounds/photovisor
1x SWO lasgun/photovisor


About the campain mechanism in SWA, I agree that it can be very, very quickly unbalanced: potentially huge differences in income, zero mechanism to counter this, and as you said, cache winning conditions are not reliable.

Somehow, the campaign system is so basic it'd be easy to houserule a few modifications! A community edition would be cool (for just the campaign part, rest of rules being okay, I guess), and I'd say that key aspects could be:

- some sort of a challenger balancing system: you get more bonus if you fight a team much stronger than you (comparison # of games played, # of cache and pts value, to give an extra bonus to the weaker if needed)
- let players have a stash of their belongings & cash
- giving diffferent teams different objectives. Like, tyranids don't give a sh*t for caches, but they need to kill x guys to be happy.
- maybe having terrain (eg zone of influence) that give you different bonus/income, ala necromunda, would make sense. So as to not get that much income all the time.
- maybe give more depth to the advance system?


I am not sure, though. Maybe SWA is not even trying to have "long", "sophisticated" campaigns, and the current system is perfect for a day long campaign. Also the quick growth of teams can be part of the fun.
 

rippounet

Ganger
Apr 29, 2016
170
228
48
Paris
I like your IG list a lot. Pretty close to my own build (see below...). Also beware, I might take your doubt that IG can compete with ork as a challenge :p Where you play the orks and I play IG of course. And then we switch around.
That would take a lot of time since whoever is playing the orks would have a considerable advantage if he took the time to move his guys hidden.
I played Escher a lot and that's basically how HtH gangs have a chance against shooty ones (with two heavy stubbers for instance). But the games then take ages and end up being a bit underwhelming.

Off topic, but here's my first IG list, part of my current game "for each team, build a team of 1000, and its evolution into 1200 and 1400. Alternative versions are welcome" . A fun one, that I highly recommend !
--------| Shooty IG |--------
Round 1, 9 men, 1000pts (* gets promoted)
1x Vet Sarge lasgun
6x Vet guard lasgun/photovisor
*1x SWO sniper/toxic rounds/photovisor
1x SWO lasgun/photovisor
*red dot laser sights. IG doesn't have photovisors.

I am not sure, though. Maybe SWA is not even trying to have "long", "sophisticated" campaigns, and the current system is perfect for a day long campaign. Also the quick growth of teams can be part of the fun.
Yeah, I've seen this argument, but I find it hard to buy. Even if the deisgners were aiming for lightning-fast campaigns they still could have included a mechanism to compensate for the randomness of the scenarios.
The most basic one being: the kill team with the fewest caches is always the attacker, you only roll if both teams have the same number.
That alone would go a long way to fixing the system. Alternatively count the points and use a gang rating, as you say.

Nah, I think people give the designers too much credit on this one. GW obviously didn't expect the game to be a commercial success. They did a decent job updating the ruleset, but the campaign system is botched, however you look a it.

Somehow, the campaign system is so basic it'd be easy to houserule a few modifications! A community edition would be cool (for just the campaign part, rest of rules being okay, I guess), and I'd say that key aspects could be:
Yeah, I created another topic to discuss ideas on the subject. I agree it should be ridiculously easy to improve the system.
 
  • Like
Reactions: spafe

dabbk

Gang Hero
Yak Comp 2nd Place
Tribe Council
Nov 26, 2016
701
1,492
163
Berlin, Germany
Damn, you're absolutely right, I misread the part about the photovisor.

As for orks advancing in hiding: nah, you've seen me play, they basically run forward! :p The difference is that orks are many, and some can shoot. So those who shoot give cover to the H2H ones that run forward. Works most of the time! I understand that hiding is your only solution if you dont have numeric superiority though.


Also, yeah, it looks like they weren't expecting that type of success... interesting to see what they will make of this in the future!
 
  • Like
Reactions: Insurgent

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,252
11,973
283
Tilehurst, U.k.
Great write ups dude. Very interesting to hear your perspective. I am playing guard and have found them fine, although we don't have an ork player. I agree though the missions kinda make or break games at times.

The other side is it depends how bothered you are about wanting to 'win' the campaign. Our group has basically decided once we get to like 10 caches to blow them all on silly stuff, like I'm aiming to get myself a squad of storm troopers to come down help me, when the cult guy unleasehed an entire brood of 10 stealers at once and stuf like that. The chaos player is looking forward to having a squad of terminators too! Just for silliness and fun.
 
  • Like
Reactions: Insurgent

rippounet

Ganger
Apr 29, 2016
170
228
48
Paris
The other side is it depends how bothered you are about wanting to 'win' the campaign. Our group has basically decided once we get to like 10 caches to blow them all on silly stuff, like I'm aiming to get myself a squad of storm troopers to come down help me, when the cult guy unleasehed an entire brood of 10 stealers at once and stuf like that. The chaos player is looking forward to having a squad of terminators too! Just for silliness and fun.
That sounds like a lot of fun.
Are you still playing a Shadow War campaign if nobody is trying to win it though? :p
 

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,252
11,973
283
Tilehurst, U.k.
Are you still playing a Shadow War campaign if nobody is trying to win it though
How do you win necromunda?

There isn't really a set way to win that, you aim to win games but the campaign is just what happens as ongoing growth.
 

rippounet

Ganger
Apr 29, 2016
170
228
48
Paris
How do you win necromunda?
There isn't really a set way to win that, you aim to win games but the campaign is just what happens as ongoing growth.
The two games are different though.
SWA has an explicit system for "winning" and even if you ignore it, you still have mechanical limits on how much your kill team can evolve. For instance, my IG kill team reached its 10-member maximum after a single game, and with 100pts after each game for rearming I would expect them to be fully equiped after six or seven games. From then on, even with further advances, I'd expect to be quickly bored by the whole thing.
As for Necromunda, yeah, you don't really "win" it. But I've always believed that the gang with the highest gang rating was "leading" the campaign, as it represents its reputation and influence. Also, in my later campaigns I would set a maximum rating to reach and the first gang to manage that would be the "winner."
 
  • Like
Reactions: Insurgent and spafe

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,252
11,973
283
Tilehurst, U.k.
Both very good points. I think it's because in our group we suffer from having too many games to paly and never enough free time, so our campaigns are usually done with in 5-8 games or so, even that can take 3 months to conclude! Skews how our group plays quite a bit.
 

Insurgent

Gang Champion
Mar 17, 2016
469
501
103
Springfield OR
You know guys, if we are having problems with the SWA experience system we can just lay the Necromunda experience system on top of the different troop types?

This whole ending the campaign thing irks me too but I haven't heard of anyone reaching the 15 cache quota and winning a final game yet? A lot of people are getting close or advancing fast and then getting cold feet. I would like to see someone play it through.

I always wondered how Spyre players felt about this kind of thing as well? With Spyres the campaign still continued after they completed their vows. They could then re-enter the campaign and recruit some of their old veterans. In SWA the first victory essentially closes the campaign for everyone. It would be pointless for the victor to re-enter and recruit some veterans. He would essentially be giving the campaign lead to the 2nd place runner up untill that guy met cache quota also. I guess you could cycle through all the players until they met their cache quotas? But then what is the point of victory? You achieve victory so you can start over less powerful with some old veterans in your roster? Why not recruit all your veterans the next time you return to the campaign? Victory essentially leads to a self imposed handicap. Which would cause people to stall a victory by blowing caches as long as they could.

So in the end the first Kill Team to meet its quota ends the campaign and deletes everyone else's Kill Team. Unless everyone has to start over and can only recruit a couple of veteran troops at restart? Maybe that's the answer we are looking for?

Only problem is that my Necromunda gang is still hanging out and getting fat on experience and promethium caches. Then again gangs were never supposed to fit into this shitty campaign system. Fucking shitty campaign system. Necromunda's system was never amazing but it sure kept things rolling.
 

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,252
11,973
283
Tilehurst, U.k.
Okay, I don't know where this is from, but I was sent this by a mate yesterday morning, so since I was spending the afternoon playing shadow war I tried out these rules and used my goliaths.

image.png


I didn't know if they were balanced (heads up, they're not), but they are fun. My new goliaths were up against @DarkNwss nid warrior list, and his better halfs harliquins. They both had a few games under their belts.

As the single page doesn't explain what equipment lists, we used the NCE goliaths ones (and their skill tables access, but used shadow wars actual skills, subbing techno for guerilla). I started the gang using NCE costs, however after noticing after the 2nd game that the autocannon was 110 creds cheaper in the NCE, and there were various other discrepancies, from that point on I used SW costs. We also agreed that all my weapons had unreliable trait as it made the statistical chance to pass ammo rolls under SW make sense for underhivers.

So with those caveats out the way, my list is/was:

Leader, meltagun,
Heavy, heavy stubber
Heavy, Autocannon (costing 260)
Heavy, flamer
ganger, autogun
juve, laspistol
juve, autopistol
juve, stub gun

The first game was a 3 way 3 for all, claiming loot in the middle. As we rolled sludge again as a sub plot, 2 harlies went down in their first turn. My guys managed to take 2 wounds off a warrior, and meltagun a harli. By the time we were vaguely close to the center and the loot, the harlies had one clown upright, with a fusion pistol, so promptly said 'if I cant have it, no one can' and vaped the loot.

My gang bottled fairly quickly, then 2 harlies stood up again, managed to kill a warrior or 2 before they finally gave up the performance and buggered off.

Next game was against the warriors, who brought a ravenor and a zoanthrope. I'd recruited another juve and a ganger with a boltgun and sword for this game. Overall it was me failing my second bottle roll, being down 3 juves and a ganger by that stage. However I will note I autocannoned his ravenor out, and downed his venom cannon toting warrior so he was taking tests before me, by a turn or so, but was never really looking on the backfoot.

After this game I appreciated the need for high impact and traded my last heavy's flamer for another autocannon (this one bought for 150). I also got another juve and a lasgun ganger. So now I'm up to 12 guys and the others are still capped at 5 and 6. However since my list has no spec ops, and I get a minimum of 1 cache per turn and can trade only 1 per turn for 100 extra creds, winning games for more has no incentive to my gang (other than win a campaign) to get more.

The lack of a maximum cap though means that after every game I am adding between 2 and 4 guys usually. I should add that my leader and one heavy have picked up scavengers by this point for an extra 100 creds after every game (averaging 270 to spend at this point). So onwards for my 3rd and final game of the day, against a solitaire.

This one ended with the colourless clown being finally 'downed' by my new ganger with a lasgun, who shot into the combat with a juve. The juve promptly stuck his knife in to pull the curtains down. Aptly this was his 3rd game so he became a ganger and promptly rolled up... true grit I think. Or whatever the new version is called, 6 on the ferocity table. I was down to 4 juves and that lasgunner left by then though, so my injuries were all fairly minor for the other 7 guys apart from my heavy stubber being captured. As it was late, and I didn't want to be limited if I play against 'not the harlies' I left him to his fate and bought a new heavy with a heavy stubber. I still have enough to buy... a ganger and a juve I think, as I ended up with about 300 that game. I also have 4 extra caches that I'll never use as I can only cash one in at a time and get a min of 1 per game.

So 2 losses and a win, and the gang will go onwards and upwards in numbers and skills from here. Sadly I can never get a specialist skill, have 4 other heavy models that I wont use (to be fair I might swap the stubber for a missile launcher at some point), and I suspect after a game or 2 more any game that allows my entire gang is going to be a pretty much landslide for me.

I intend on suggesting to @DarkNwss that we say my numbers rules are identical to orks, so I get more in raids and other ones, but I do cap out at 20 guys... otherwise I've only got 40 goliath models and will likely have used them all within another 5 games.
 
  • Like
Reactions: Insurgent

DarkNwss

Ganger
Aug 21, 2016
152
307
88
Reading, UK
Okay, I don't know where this is from, but I was sent this by a mate yesterday morning, so since I was spending the afternoon playing shadow war I tried out these rules and used my goliaths.

View attachment 11830

I didn't know if they were balanced (heads up, they're not), but they are fun. My new goliaths were up against @DarkNwss nid warrior list, and his better halfs harliquins. They both had a few games under their belts.

As the single page doesn't explain what equipment lists, we used the NCE goliaths ones (and their skill tables access, but used shadow wars actual skills, subbing techno for guerilla). I started the gang using NCE costs, however after noticing after the 2nd game that the autocannon was 110 creds cheaper in the NCE, and there were various other discrepancies, from that point on I used SW costs. We also agreed that all my weapons had unreliable trait as it made the statistical chance to pass ammo rolls under SW make sense for underhivers.

So with those caveats out the way, my list is/was:

Leader, meltagun,
Heavy, heavy stubber
Heavy, Autocannon (costing 260)
Heavy, flamer
ganger, autogun
juve, laspistol
juve, autopistol
juve, stub gun

The first game was a 3 way 3 for all, claiming loot in the middle. As we rolled sludge again as a sub plot, 2 harlies went down in their first turn. My guys managed to take 2 wounds off a warrior, and meltagun a harli. By the time we were vaguely close to the center and the loot, the harlies had one clown upright, with a fusion pistol, so promptly said 'if I cant have it, no one can' and vaped the loot.

My gang bottled fairly quickly, then 2 harlies stood up again, managed to kill a warrior or 2 before they finally gave up the performance and buggered off.

Next game was against the warriors, who brought a ravenor and a zoanthrope. I'd recruited another juve and a ganger with a boltgun and sword for this game. Overall it was me failing my second bottle roll, being down 3 juves and a ganger by that stage. However I will note I autocannoned his ravenor out, and downed his venom cannon toting warrior so he was taking tests before me, by a turn or so, but was never really looking on the backfoot.

After this game I appreciated the need for high impact and traded my last heavy's flamer for another autocannon (this one bought for 150). I also got another juve and a lasgun ganger. So now I'm up to 12 guys and the others are still capped at 5 and 6. However since my list has no spec ops, and I get a minimum of 1 cache per turn and can trade only 1 per turn for 100 extra creds, winning games for more has no incentive to my gang (other than win a campaign) to get more.

The lack of a maximum cap though means that after every game I am adding between 2 and 4 guys usually. I should add that my leader and one heavy have picked up scavengers by this point for an extra 100 creds after every game (averaging 270 to spend at this point). So onwards for my 3rd and final game of the day, against a solitaire.

This one ended with the colourless clown being finally 'downed' by my new ganger with a lasgun, who shot into the combat with a juve. The juve promptly stuck his knife in to pull the curtains down. Aptly this was his 3rd game so he became a ganger and promptly rolled up... true grit I think. Or whatever the new version is called, 6 on the ferocity table. I was down to 4 juves and that lasgunner left by then though, so my injuries were all fairly minor for the other 7 guys apart from my heavy stubber being captured. As it was late, and I didn't want to be limited if I play against 'not the harlies' I left him to his fate and bought a new heavy with a heavy stubber. I still have enough to buy... a ganger and a juve I think, as I ended up with about 300 that game. I also have 4 extra caches that I'll never use as I can only cash one in at a time and get a min of 1 per game.

So 2 losses and a win, and the gang will go onwards and upwards in numbers and skills from here. Sadly I can never get a specialist skill, have 4 other heavy models that I wont use (to be fair I might swap the stubber for a missile launcher at some point), and I suspect after a game or 2 more any game that allows my entire gang is going to be a pretty much landslide for me.

I intend on suggesting to @DarkNwss that we say my numbers rules are identical to orks, so I get more in raids and other ones, but I do cap out at 20 guys... otherwise I've only got 40 goliath models and will likely have used them all within another 5 games.

@spafe I think considering you don't get armour and your not as high toughness perhaps a cap of 25? I'm happy with the extra numbers as of orks rule it makes sense for the underhive scum :p
 
  • Like
Reactions: spafe

almic85

Gang Hero
Oct 30, 2014
777
1,242
113
Palmerston, ACT, Australia
Had my first 2 games as part of a campaign last weekend with an IG kill team. First game against CSM and second game against Harliquinns. Both games part of the first round played as scenario 1 death match.

Starting team list as follows
Vet Sergeant with las gun
3x vets with lasguns (1 with camp gear)
2x vets with shotguns
1x SWO with plasma gun and camp gear
1x SWO with melta gun
1x SWO with flamer

Game 1 against CSM
Special conditions, slimy floor (model goes down when running or charging on a 1) and winner hats an extra 100 creds.

CSM decided to hunker down and wait for me to charge him. I lost 2 troopers running to his side of the board, before his CSM's took out another 5 of my team before I took a shot.
Lesson learnt, don't charge at hiding, overwatch CSM's with guard.

Game 2 against Harliquinns
Special conditions slimy floor x2 (models go down when running or charging on a 1 or 2).

He only had 3 models with no ranged weapons. I deployed all my models on a bridge and decided to wait for him to come to me.
Turn 1 one of his team slipped and went down.
Turn 2 his team bottled without me taking a single shot.

Lesson learnt, slippery floors are bad.

Honestly there are some major discrepancies between factions when you are just playing straight gang fights, especially when there is no incentive to advance, but I am hoping other scenarios will make it a bit more fun.
 
  • Like
Reactions: Insurgent and spafe

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,252
11,973
283
Tilehurst, U.k.
I think you got unlucky with having slippery floor both games... but it is very nasty!

It's worst for harlies I think, as they need to run to make themselves harder to hit, but if they do they risk going down themselves... there's a skil lthat lets you re roll the sub plot you roll, I think that's a very useful one for harlies to get to try and minimize the chances of slippery floors as best they can.
 
  • Like
Reactions: DarkNwss