I want to check in and see how other groups are dealing with long-ranged weapons like long rifles, heavy bolters/stubbers, and (in particular) the combination of these with the Overwatch skill.
The situation I've been in is this: I set up a short intro campaign to try and interest folks in Necromunda; it turned out to be mostly unnecessary for anything but getting the rules down pat (and agreeing on the interpretation of ambiguous or poorly worded rules) as people were raring to go on a full Dominion campaign. I made the mistake of allowing people a tournament packet-like setup- so 1350 credits, some free Specialists, extra skills and advances, all to give people more of a chance to experiment and see what the "developed" version of their gang would play like.
This led to a huge imbalance in favor of gangs that could field long-ranged firepower and close combat or mid-range oriented characters (like the entirety of my Goliath gang) being brutally shut down in every single game.
For example: in my game a few days ago against Van Saar, we rolled Sabotage (we're doing a straight d6 instead of the actual campaign mission table to get some more variety), with my Goliath defending. The objective was on a slightly raised pedestal in the center of the board, in what we thought was dense enough terrain. Previous games have notably featured far too few line of sight blockers, with plenty of wall segments that fully block advancing but have open windows to shoot through; for this game we decided they would fully block line of sight.
The Van Saar gang deploys on their table edge, traces a line of sight to the objective, fires with a heavy bolter and deals 4 damage, ending the game with a single roll (well, two rolls, since the first shot missed on a 1 and had to be Overseer'd).
We tried a followup game, just to try and have one that actually felt like a *game*, and rolled Looters. Both of my random tactics cards were traps, I was able to arrange the crates in what I thought would be decent kill zones, but two snipers managed to deploy on top of a crate and control virtually the entire battlefield, with a third further boxing me in. Instead of having a defensible position, I was corralled ever tighter in an effort to get away from sniper fire all while Van Saar juves with Sprint effortlessly carted away crates. I managed to get in range to fire a gun- any gun- a single time, missed, and was promptly taken out in the return fire. The sheer rate of casualties meant that despite the escalating reinforcements I was outnumbered 2 to 1 or worse in every round.
So my question is this:
This sucks, right? How do you prevent this from happening (in general, to anyone, not just for Goliath)? So far I've decided to ditch Goliath for Delaque in the Dominion campaign (Goliath were already a distant third choice based solely on already having the models), as melee basically never happens in our current meta (my chunky boys being unable to climb 5" ladders without using a double move certainly doesn't help). I also know (well, hope) starting from scratch with 1,000 credit gangs will further mitigate some of the worst excesses, particularly heavy weapons; our group has also agreed on a house rule that only Specialists will be able to field special weapons, instead of every single ganger after your starting crew (meaning that first ganger during creation gets a free promotion to Specialist, although no skill or advances).
I'm also going to try and convince my group to USE. THE TERRAIN. RULES. THAT ARE IN. THE BOOK, instead of having a third party set up a board in advance as they're so used to doing for 40k- the back and forth construction of a table is a good rule and seems designed to cut down on situations like this.
But apart from all this: do any of you have any tried and tested terrain setup guidelines to prevent this from happening? Every time we play we try to introduce more LoS blockers, and every time long rifles and heavy weapons still end up utterly dominating the game.
The situation I've been in is this: I set up a short intro campaign to try and interest folks in Necromunda; it turned out to be mostly unnecessary for anything but getting the rules down pat (and agreeing on the interpretation of ambiguous or poorly worded rules) as people were raring to go on a full Dominion campaign. I made the mistake of allowing people a tournament packet-like setup- so 1350 credits, some free Specialists, extra skills and advances, all to give people more of a chance to experiment and see what the "developed" version of their gang would play like.
This led to a huge imbalance in favor of gangs that could field long-ranged firepower and close combat or mid-range oriented characters (like the entirety of my Goliath gang) being brutally shut down in every single game.
For example: in my game a few days ago against Van Saar, we rolled Sabotage (we're doing a straight d6 instead of the actual campaign mission table to get some more variety), with my Goliath defending. The objective was on a slightly raised pedestal in the center of the board, in what we thought was dense enough terrain. Previous games have notably featured far too few line of sight blockers, with plenty of wall segments that fully block advancing but have open windows to shoot through; for this game we decided they would fully block line of sight.
The Van Saar gang deploys on their table edge, traces a line of sight to the objective, fires with a heavy bolter and deals 4 damage, ending the game with a single roll (well, two rolls, since the first shot missed on a 1 and had to be Overseer'd).
We tried a followup game, just to try and have one that actually felt like a *game*, and rolled Looters. Both of my random tactics cards were traps, I was able to arrange the crates in what I thought would be decent kill zones, but two snipers managed to deploy on top of a crate and control virtually the entire battlefield, with a third further boxing me in. Instead of having a defensible position, I was corralled ever tighter in an effort to get away from sniper fire all while Van Saar juves with Sprint effortlessly carted away crates. I managed to get in range to fire a gun- any gun- a single time, missed, and was promptly taken out in the return fire. The sheer rate of casualties meant that despite the escalating reinforcements I was outnumbered 2 to 1 or worse in every round.
So my question is this:
This sucks, right? How do you prevent this from happening (in general, to anyone, not just for Goliath)? So far I've decided to ditch Goliath for Delaque in the Dominion campaign (Goliath were already a distant third choice based solely on already having the models), as melee basically never happens in our current meta (my chunky boys being unable to climb 5" ladders without using a double move certainly doesn't help). I also know (well, hope) starting from scratch with 1,000 credit gangs will further mitigate some of the worst excesses, particularly heavy weapons; our group has also agreed on a house rule that only Specialists will be able to field special weapons, instead of every single ganger after your starting crew (meaning that first ganger during creation gets a free promotion to Specialist, although no skill or advances).
I'm also going to try and convince my group to USE. THE TERRAIN. RULES. THAT ARE IN. THE BOOK, instead of having a third party set up a board in advance as they're so used to doing for 40k- the back and forth construction of a table is a good rule and seems designed to cut down on situations like this.
But apart from all this: do any of you have any tried and tested terrain setup guidelines to prevent this from happening? Every time we play we try to introduce more LoS blockers, and every time long rifles and heavy weapons still end up utterly dominating the game.