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Dim_Reapa: Necromunda Guru????

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#1
Dim_Reapa

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Okay, the appearance might be of someone probably quite ‘up’ himself, but I honestly couldn’t think of a title more appropriate for the task I’m trying to take on. For those of you not aware, I plan to expand and revolutionize this section. I will be working hard on getting the Gorkamorka and Necromunda sections up to a standard with some pinned resources that I will write up exclusively for the-waaagh. Some of these are currently Top Secret, but I will reveal some of them to you, and then talk to you about what this particular thread is about. I am currently engaged in writing many articles, some are game tactics, others are advice for starting a gang, running a gang, information about the all the gangs of necromunda and suggestions for them, and countless other things. So this is where I need your help. I need to know what people need to know. I want to answer Questions (i.e. Frequently Asked Questions, so I can write an FAQ). And I don’t just mean “Are redemptionists good?” I mean questions that are actually about playing the game, such as “What ammo do you suggest taking with Shotguns?”, and try and make them situational, such as “What ammo do you suggest taking with my shotguns initially for my gang?” Any questions you can ask that are sensible – I will endeavour to answer them to the best of my ability. Regardless, I’m working on many articles for this section, but any questions you need to ask now I will answer now how I can and also include them in my guides, articles and tacticas. Yours, Dim

#2
Grisnog

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how much experience do you have playing and how many rescources do you have for the game. Do you just have what was posted on the specialist games website or do you have additional material from white dwarf and gang war magazines?

#3
Dim_Reapa

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how much experience do you have playing and how many rescources do you have for the game. Do you just have what was posted on the specialist games website or do you have additional material from white dwarf and gang war magazines?


Very interesting question to start off with! I have at least 14 years experience playing Necromunda, it's my favourite game of all of games workshop, and I have played it an awful lot. I've done a fair bit of GMing, most notably a campaign in a GW that peaked with about 15 people playing on one day (although I had at least 20 signed up for the campaign that lasted 6 weeks). I write my own rules for Necromunda, and I was published by Specialist Games (but unfortunately for Inquisitor, not Necromunda), I'm also an avid hoarder of Necromunda stuff, which means I have a fair amount of the extra models you can get for Necromunda, not to mention a pretty hefty tonne of the terrain.

As far as additional resources go, I've got 3 of the gang war magazines, all 13 of the Necromunda magazines, the original hardback of the Necromunda Rulebook (which I tend to use more than anything else), a fair amount of the White Dwarf Necromunda articles (including a Q&A), a book or so compiling some of the rules and battle reports from White Dwarf, not mentioning my own resources of rules and such from previous game incarnations.

As for the website stuff, knowing I was doing this, I grabbed the lot, and will refer to them when answering questions, although I doubt I will use many of them myself.

#4
Grisnog

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so it looks like you seem qualified. Im trying to get a bunch of friends into the game and im llokin for a scenario that will fit about 4 peopl. Im really looking for one thats more fun than competitive for my first game. Any suggestions

#5
Dim_Reapa

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Hmm. First thoughts definitely point to 'Lord of the Spire' - it can be found in the Necromunda Hardback, page 249 and the old Outlanders Book, page 89. Let me know if you have either of those resources, and in the mean time, I'll do some swatting around for you and see what else I can come up with. Note: This is an extremely quick answer that I've done off the top of my head - I will follow on with a much more detailed answer as soon as I can, but if you do have access to 'Lord of the Spire' you shouldn't need much else. A couple of things to bear in mind, Lord of the Spire runs a handful of members of a gang at a time, and is basically a sort of arena event. I did however adapt it myself (I still have my big red button I made) to include full gangs, and all you need for that is more cover and terrain (although having too many gangers involved tends to make it all or nothing). Lord of the Spire is a good and fun starting mission because it is an arena game that you can make harmless (as if they're using paintball guns/airsoft) and is an extremely wacky scenario. It also offers lots of experience points without having any complicated mission objectives - you just go for the big red button!

#6
Waaagh_Baron

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Hey do you know if there is actually a genesteeler cult rule set?
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#7
Dim_Reapa

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Hey do you know if there is actually a genesteeler cult rule set?


Yes, there is somewhere. I believe they were in either a fanatic magazine or a old Gang War. I shall look into it for you. I can definitely confirm that the rules exist however, because I ran a campaign where one of the players used a Cult, and showed me his copy of the rules.

#8
Dim_Reapa

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Waaagh_Baron, keep your eyes open for a Gang War issue 1, which contains the rules for Genestealer Cults. @Grisnog: I am still fumbling around for scenarios for you, but you could help me by letting me know if you can get the Lord of the Spire scenario I mentioned in a previous reply.

#9
Grisnog

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The only rescources I have are the ones on the specialist games website which are at the moment down so I dont have access to anything

#10
Dim_Reapa

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Okay, well failing anything, I can probably script you up a scenario or two.

#11
Dim_Reapa

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Okay, well anticipating a question/issue that itself needs resolving, I thought I'd sort it now.

The Specialist Games Website is now down, and is no more. If you search through Google, you can still find all the Forums, but the site itself and all the documents are no longer to be found there. Specialist Games has been integrated into the main site, which may or may not mean that all the articles are still available. As of the last time I checked, most published submissions (other than the Core Rules Files) are not to be found, and I'm not sure they will ever be posted up.

Currently however, the main rules you need are still available. They are the bare bones though, not very extensive, and locked away in a very hard to navigate GW Main Site.

Here, I have attempted to compile some direct links for you to the PDFs - please let me know if they aren't working for you.

Necromunda Rulebook
Gang Roster
Enforcers
Ratskin Renegades
The Redemption
Skavvies
Spyrers

You'll notice the Pit Slaves and an awful lot of important stuff is missing. It might be difficult to get a hold of the PDFs via the GW Site. (PM ME)

I will try to help where I can, and write rules for what I can without violating any IP (it means doing entirely fresh stuff, of course) and I suggest that you all watch Ebay for the Old Hardback or the Necromunda Rulebook/Sourcebook/Outlanders for a better publication altogether.

#12
Grisnog

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wow they literally just took it off today. I think GW just killled off most of its specialist games revenue. Thats years of work that they just eliminated entirely.

#13
Dim_Reapa

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wow they literally just took it off today. I think GW just killled off most of its specialist games revenue. Thats years of work that they just eliminated entirely.


Yeah, don't get me started - all the more reason for me to fill in as many blanks here as possible.

#14
Grisnog

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So I guess you've played a lot of different gangs, which one do you think you had the most fun with, not necessarily the most success.

#15
Dim_Reapa

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So I guess you've played a lot of different gangs, which one do you think you had the most fun with, not necessarily the most success.


Hi Grisnog, sorry for the late reply, but I've been putting a bit of thought into the answer for you.

I have indeed played many different gangs, including some of my own devising too. But I don't think I've found any I haven't personally had fun with.

I mean, if you look at the game, you are bound to find a gang that you like, and if you buy into them, you're going to have fun, especially if you play in their style effectively (Yes, I will be trying to show you how to do that in one of my articles!).

With the House Gangs, you do have a slightly repetitive style from all of them, in that they don't really have any rules of their own. However, you'll find that the skills will allow you to shape them, based on what you're more likely to gain access to. Van Saars will all be inventors and fixers (because of Techno Skills), Goliaths will be huge, muscular and angry (Muscle and ferocity), Cawdor will be generally angry and zealous (Ferocity and Combat), Delaque are just sneaky (Stealth), Orlocks are nice and balanced (although are the main 'shooting' gang), and Esher are fast and agile (agility).

So with just the skills to work from, what is most common to a particular house does make a huge difference to the way you play them, and every single skill table in the game has some real gems.

Skills seem rare to acquire, but they actually aren't. I tend to get a fair share of skills, and to begin with, your gangers and juves will be levelling up an awful lot.

A lot of people think the House Gangs are bland, because of all of the Outlaw gangs with their fancy rules, but House Gangs are very easy to use and get into. Generally when a beginner asks me what to get, I tell them that, unless they are determined to play a specific outlaw gang, they should get a House Gang, simply because they don't have extra rules, and with the extra rules come extra problems.

With the Outlaw Gangs (we'll talk about the Proppa Outlaws first: So Redemptionists, Ratskin Renegades, Pit Slaves and Skavvies) you have serious issues with income and survival. With house gangs, starvation isn't a worry unless you're outlawed. Cropping up money requires extra cash from scenarios if you actually want to buy something.

Saying that though, the Outlaws (well, Outlanders) are just so much fun! Redemptionists need to be played as if you're using a bunch of mad psychopaths, seeing as they pretty much are a bunch of mad psychopaths. The Zealot with an Eviscerator/Giant Axe is really a must in your gang, because regardless of him doing anything, there is nothing that strikes fear into the hearts of every Necromunda player than facing down one of those nutters. After a few games a few Ferocity skills later, it can often be difficult to drop the guy. The huge amount of flamer weaponry is simply put, awesome. The new rules aren't too bad either, but it gives you modelling issues (that I will also be working to solve for you) to deal with.

However, there is nothing more funny that running a Redemptionist gang, they are probably the best, or were, until those terribly bad models with pathetic options for modelling came out.

Ratskin Renegades are interesting - especially when you play missions with a lot of hazards and environmental effects. Their abilities are quite interesting, especially the shaman - they are something different and worth trying out at least once.

Skavvies are good fun as well. I've used these guys a few times, and I've been slowly building myself up a gang, converting all the way. There's no feeling on earth like watching a load of Plague Zombies start munching on enemy gang members. Scalies' Guns are just awesome - the spear gun is a family favourite, seeing as it can pin a whole family together onto a bulkhead, tree or mongoose. Mutations are intensely fun also, and a great way to customise your gang. I haven't read the new rules for these guys yet, but I will shortly before I embark on their tactica.

Pit Slaves are quite hard to use, but their collection of nasty snippy weapons and such makes them a very combat heavy gang that can rip your arm off and beat you with it. They have some interesting features, such as armour plates and the gang leader with the extra arm - so they are a quite colourful gang that is worth a look if you can actually find their rules. They were in a White Dwarf - I'll look into the issue number and get back to you, as I have it somewhere.

Okay, and now we have the badasses at the end here.

Firstly, there is the Spyrers, who are always a bit of a laugh. Their rather crazed weapon loadouts makes them an interesting addition. They will always be outnumbered, but they just wont care - their armour and constantly improving weaponry makes spyrer hunters rather interesting, not to mention deeply irritating to take out. They're a bit of a Power Gamer's choice, but trust me, their being outnumbered is a far bigger handicap than what they get for it - initially, at least.

Then there's enforcers. These guys aren't the easiest to use, but their access to equipment and their armour makes them good fun (although they used to be better **moans**) although you will, like me, tire of seeing Kasrkins/Storm Troopers turning up and saying 'Hey, we're enforcers!'

To Conclude, pretty much all of the Necromunda Factions are fun to use; there will be something there that is most definitely for you. I suggest you look into what you can for most of the factions and look for what interests you. I always select gangs by their character, and try to play in character. My Tacticas will focus on this in particular.

I would say that the House Gangs, Skavvies, Spyrers and Redemptionists are the most fun, but it depends on what you're looking for. They are all vastly different, and that is one of the best features of the Necromunda system.

#16
Grisnog

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I was thinking about maybe allowing gangs to buy vehicles for the prices listed in the ash wastes section. do you think that this will make the game more fun or do you think it would unbalance and ultimately ruin the game?

#17
Dim_Reapa

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Ah yes, Vehicles and Necromunda... That's certainly a toughie, but my personal feeling has always been that the Ash Wastes Vehicle rules are so blatantly taken from Gorkamorka that you might as well do that (although I do love the 'create your own vehicle' approach to it). Unless your Necromunda campaign runs into serious terrain problems (i.e. you don't have enough of it, or multiple levels built into the terrain), then taking an Ash Wastes approach to your campaign is certainly a decent option. I have only played one game of Ash Wastes I must admit, but it does seem like a lot of fun, and included into a regular Necromunda campaign, your Gangs could end up running trafficking rackets and such through the ash wastes, allowing you to break up the regular gaming with another dynamic based on vehicles. This could certainly allow you to add much more narrative to your campaign. Would it unbalance the game? Difficult to say. It would create a situation where some gangs could feel themselves in a Catch_22 situation, where they can't afford/don't want to buy vehicles but have the problem that everyone else does. It depends on how you limit it (or not). If say, you plan to put a large emphasis on Vehicles, then all the gangs will need the budget for it, so they either have a smaller gang to make their 1000 creds stretch to it, you introduce it later (but not all the gangs may have the cash for it), or you budget for it, giving them extra. The trouble is, that this becomes less about Necromunda, unless you keep their presence limited, such as what I described - if not everyone buys into that, you will have your work cut out to provide alternative scenario options for them that glean similar rewards - making them go on foot, would definitely be unbalanced. The main problem you will probably have is with your players. Now first, I'll qualify this, because it's a little harsh. I have been gaming for almost 15 years now, and the experience of playing games involving GMs (Games Masters) or Arbitrators (same thing) is not new to me; in fact for most of those years I have probably spent more time being a GM than experiencing one, and after a short while there is a few things you come to expect, many of which I will mention in my 'Being an Arbitrator (GM) and Running Campaigns Article'. A fair whack of these experiences have to do with the usual things you see when dealing with that most irritating and unpredictable aspect of gaming - the players. Most of the 'players' I tend to GM for are close friends and people whom (perhaps a while after some events anyway) tend to be more of amusing reminders of humanity than frustratingly annoying, deeply fussy, unrelentingly ungrateful, constantly impatient bunch of toerags - but they do have their moments. The problem with them will always remain that your players are a tight bunch of gits who don't want to spend any money on this game that they know they will probably only bother with for about a week, and you can generally count on them to be cutting corners just about everywhere, until the moment arises that you see what they've got ready for your campaign and it's pretty much second hand Guardsmen running as Orlocks/Goliaths (Catachans), Van Saar (Cadians), or Arbites (Storm Troopers/Karskins). When it comes to vehicles, chances are when they realise they need to model, most wont bother. If you're lucky, this wont be a problem, especially as when I run campaigns I try to provide stuff for them to use just so the best bits of the game actually get used for once. To conclude, can vehicles unbalance the game? That is uncertain. It all depends on how you handle them, use them and provide for them. There is the problem of them getting too crucial, but certainly, some effects could work in your favour. It makes sense that Arbites for instance have riot response vehicles, and that your gangs have something to pootle around the Ash Wastes in - you could even include some NPC stuff, such as Nomad gangs to attack convoys and such. Vehicles can add a new dynamic to the game, but if you're going to use them, make sure you're prepared to cater for them and the implications they come with - if it sounds like too much work, it probably is and you might want to steer clear of them. A good start is actually chatting to your Necromunda players and seeing if they're actually remotely interested in having vehicles in your campaign - after they see the rules, they might not be...

#18
Boss_Snarsnick

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although you will, like me, tire of seeing Kasrkins/Storm Troopers turning up and saying 'Hey, we're enforcers!'


Yes that sucks big time...And EVERYBODY does it.

I use the real enforcer models but i'm trying to go retro with 2ed Arbite models.

On the topic of remptation gangs i had a a guy infltrait a envisorator/flamer guy right behind 3 enforcers. Perfect for flaming (at -2 :crybaby )

But i got the last laugh!!! :biggrin I got the first turn and turned my 3 guys around and put a soild slug into him pushing him off the ledge falling to his doom :lol
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#19
Gitsnik_Arse_kika

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Hey i dont know if i should be replying with the question but What exactly is necromunda? I have looked at it briefly and i know its about gangs, i wanted to do it when i started and i wanna start but i dont know the difference between 40k and Necromunda etc could you help Guru Dim Reapa
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#20
Dim_Reapa

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Just to let you know I haven't forgotten - this is actually one of the most difficult questions I will get, so I'm going to take a little while with the answer.