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mo0g starts Necromunda

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3 replies to this topic

#1
mo0g

mo0g

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I've been wanting to have a go at necromunda for ages so jumped at the chance when a campaign started up at my local club recently. I don't mind the metal gangs on the GW site, but I wanted a bit more variety and as there's only going to be 10-15 models I figured I could put my own stamp on them. I picked up a cheap old Orlock gang on ebay, and some second hand Catachans at Salute2010 a couple of weeks ago and set about seeing what I could come up with.


Here's the leader. Picked him up from HassleFree miniatures. He's fractionally smaller (i.e. properly scaled) than the bulky plastics I'll be using for gangers and juves. Armed with Chainsword and autopistol.
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This guy got Hip-shooter so I figured it'd be nice to have him in a running pose. There's still some work to do on his torso to get it to match his legs:
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This poor bloke got a leg injury, giving him -1 Movement. I threatened to give him a walking stick, and I couldn't resist. Not sure how well it worked, might have to change it a bit.
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Flamer guy is a ganger that got the specialist skill (handily after my original heavy died in the pre-game sequence):
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Another hip-shooter, nothing too exciting:
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And finally

Got the heavy stubber in place and spent what feels like an eternity making him an ammo feed belt. Took a lot of patience getting the plastic to bend round like this. Calling him done for now:

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Still got a few more to convert, and I also want to do something to tie them together as a gang, and make them look less like catachans in the hive. Any thoughts?

PS I know Dim doesn't like Catachans as Orlocks, but they're far from done so plenty of chance to make them look less like imps as we go.
mo0g's Badmoons
mo0g's projects - Latest update: Kommandos (April '11)
Big Mek mo0g's Badmoon Blog (external blog)
Scratch Battlewagon - Now painted.
Rokkit Buggies - WIP builds
mo0g gets STOMPY - Optimash Prime Stompa build WIP
Big Mek Challenge VS Morfangdakka - An oldy but a lot of fun! (Lots of broken images, sorry) and the Voting thread. (more broken images...grr)

Other stuff:
mo0g gets tainted - Tzeentch-theme Chaos WIP
mo0g does Necromunda

#2
Dim_Reapa

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PS I know Dim doesn't like Catachans as Orlocks, but they're far from done so plenty of chance to make them look less like imps as we go.


Its more the case that I used to, back when GW's Necromunda range was still intact. Now if you buy the Necromunda Gang box you're likely looking at the only 8 gangers of that House/Type that still exists. These days I'm more likely to advise people to convert their own gangs. Catachans make life easier.

The only thing that annoys me is when you end up seeing tonnes of Catachan Orlock gangs and Karskin Enforcers. Besides, I'm hardly going to have a problem with someone's Necro Gang when they're going all out to convert them and make them to look as good (not to mention a lot less 'catachan') as you have. What I hate is people who 'go cheap' with their Necro gang and often don't even bother converting them. As a regular Necromunda GM, I've had this happen far too often that it has tainted my opinion slightly...

Still got a few more to convert, and I also want to do something to tie them together as a gang, and make them look less like catachans in the hive. Any thoughts?


Well you've got the first trick spot on with varied equipment, poses and weapons. You could always chuck on some of those accessories and satchels (although water tanks are a dead give-away and grenades tend to be a wysiwyg thing) or even wounds and other decorations. I think you should try and uniform your bases. I noticed one or two bases have textured plasticard to give a metal appearance. You could really do with doing as many as possible if not all of them like that.

I suggest greenstuffing to give those bandanas a longer drape - if you look at some of the older ones, they tend to droop down a bit. You can also greenstuff for the 'skull cap' bandana look if you don't get any catachan heads like that. You also tend to get drapes up front in between their legs (that's enough of that, you dirty so and so), fancy boots and sashes in general. You can also try to spike up some hair and add small details like earrings. If you mix a Cyberpunk Gang and Rebel Without a Cause look together you can't go far wrong.

These are all tough things to get right, but you did ask...

Also remember you can bring a lot out in the painting too. Although obviously, the more you put into details the better! These look good so far, I particularly like all the personal touches. The Heavy Stubber is impressive in particular, that is some ammo feed! I'm not sure I like the leader's base (although the panzee chainsword is a nice touch) that's something that will need to be seen after the paintjob. It may hurt you with how high the base is, so you may be served filing that down a bit if you get the chance. So if you can, pulling the base apart and filing those bits on the top down until they're thinner would be a good idea imo. You only need the effects on the top, but you've drastically increased your leader's height in order to get it.

If the Orlock Gang you bought is mostly comprised of those old plastic ones, I'd suggest cutting those up and looting the weapons. I personally never really liked those plastic ones. But it is ultimately up to you.

A rough roster of what your full gang detail is would be particularly useful. Oh and Hasslefree Miniatures are excellent for any game like Necromunda, and come highly recommended from me.

#3
mo0g

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Thanks for the feedback Dim, appreciate it.

I bought these catachans second hand (pre-assembled, based and undercoated) hence the dodgy black paint on them and the sand bases. When I made that first post I hadn't got round to fixing the bases, but I have done that now. I get what you're saying about the leader's base. I'll have to have a think about it, maybe see what happens when I play my first league game this week. He's only a fraction taller than the other guys, and I wanted him to stand out as the leader, but I didn't think about line of sight/cover etc :S

Here's where I'm up to, all 9 members of my gang accounted for now:

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Sorry about the washy pictures, had to lighten them a lot in PS to compensate for the black paint (which is a pain to photograph). I've removed the aquilas from the lasguns, tidied stuff up a bit and got them suitably based.

As this is a short campaign the organiser decided to have a pre-campaign sequence to give the gangs some flavour before going into the games, whereby we rolled 6d6 for experience for every gang member and every roll of a 6 was a D66 on the Serious injury chart. I ended up losing 3 guys to this :( On the upside we were allowed to keep equipment from dead dudes so my Heavy that died with a flamer was able to pass on his weapon to a ganger that got the Specialist skill. It was during this sequence that I got hipshooter on a number of my guys (they are the guys in the running poses) and gunfighter on a Juve (who became a ganger) who now has 2 pistols. Here's basicaly what I'm looking at:


(I) Leader
-Autopistol
-Chainsword

(II) Heavy
-heavy Stubber

(III) Ganger
-Shotgun
-Manstopper rounds
(Hipshooting)

(IV) Ganger
-Lasgun
(Armourer, Legwound)

(V) Ganger
-Flamer
(Armourer, Specialist)

(VI) Ganger
-Lasgun
(Hipshooting)

(VII) Ganger
-Stub Gun x2
-Dum Dum bullets x2
(Gunfighter, marksman)

(VIII) Ganger
-Shotgun
-Manstopper rounds
(Hipshooting, fastshot, -2 fingers on right hand)

(IX) Ganger
-Lasgun


Writing this I realise that I've not modelled the shotgun on VIII yet, oops. So I'm not quite done. Not feeling super confident in my cloth or bandana sculpting abilities, but might give it a go at some point, although it is tempting to just get painting.

Cheers
mo0g
mo0g's Badmoons
mo0g's projects - Latest update: Kommandos (April '11)
Big Mek mo0g's Badmoon Blog (external blog)
Scratch Battlewagon - Now painted.
Rokkit Buggies - WIP builds
mo0g gets STOMPY - Optimash Prime Stompa build WIP
Big Mek Challenge VS Morfangdakka - An oldy but a lot of fun! (Lots of broken images, sorry) and the Voting thread. (more broken images...grr)

Other stuff:
mo0g gets tainted - Tzeentch-theme Chaos WIP
mo0g does Necromunda

#4
Dim_Reapa

Dim_Reapa

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  • 3,795 posts
  • Gender:Male
  • Location:Durham City, UK
  • Army Name:Trotskin'z Revulushun

I get what you're saying about the leader's base. I'll have to have a think about it, maybe see what happens when I play my first league game this week. He's only a fraction taller than the other guys, and I wanted him to stand out as the leader, but I didn't think about line of sight/cover etc :S


It may or may not affect the game, but cover can be disastrous in Necromunda. You always have to shoot the nearest target, but not if there is another model that is easier to make out. The fact that your leader is slightly taller could be a problem. It might not make a difference, but it could well do. I know you want your leader to stand out, but there are easier methods than a larger base. Besides, the detail on that base is already fairly different, so reducing the height I doubt would reduce its impact.

I've removed the aquilas from the lasguns, tidied stuff up a bit and got them suitably based.


Now, I wouldn't worry too much about military themes. All the houses built their mini-Gang Empires in their own Imperial Production lines, making the weapons for the Imperial Military. So it isn't unnatural that gangs can find themselves with military equipment. The whole of Necromunda is essentially a large Military Surplus store. Saying that, the trick here is to make your Gangers look like you didn't just get a small amount of catachan and chucked them the direction of the campaign, so the easiest way to achieve that is as you've done, de-militarise them.

To be fair, Goliaths or Van Saar would be more likely to maintain the military style, whereas Orlocks I doubt would. However there is at least an explainable rationale (even though usually this is trumped out by the Orlock players that annoy me a little too often...) for a military look.

As this is a short campaign the organiser decided to have a pre-campaign sequence to give the gangs some flavour before going into the games, whereby we rolled 6d6 for experience for every gang member and every roll of a 6 was a D66 on the Serious injury chart.


That makes sense, I assumed it would be something like this. I've done similar before in campaigns. That solves the issue of the leg Injury!

Not feeling super confident in my cloth or bandana sculpting abilities, but might give it a go at some point, although it is tempting to just get painting.


Well it is ultimately up to you, but it is one way of getting an Orlock look. I'm not too great with cloaks either.


A few things about your list. You may run into wysiwyg issues with your promoted juve - those are technically autopistols, but I prefer stub guns myself. One thing is your autopistols will virtually hit all the time at close range, but then wounding is easier with stub guns with dum dums.

I like the rest of the list. The only thing I would recommend is some backups for your heavies, especially your 'flamer'. Heavies have a tendency to have ammo issues sooner than the rest of the gang (you're lucky to get more than one shot out of a flamer - as if you need more than one...). Normally I'd be more insistent on this, but you have the armourer skill, which will help you immensely.