Monday, 16 February 2009

+1 Luck!

Well, Saturday saw a nice game of Necromunda played. I had a good run of luck in that game, and sadly for James he had a bad run!

We used the hazardous conditions for the first time, and ended up with junk and detritus all over the table top, which cased all movement to be halved, pretty much causing both gangs to stick to the gantrys and walkways.

His gangers didn't seem to be able to hit much in the shooting phase, and the restricted movement meant there was only really one path for his more close combat oriented gang to take to get to me. A good bit of luck saw my Plasma Gun armed heavy down his leader, and pin one of his better gangers, whilst also causing his nearby heavy to flee, and the two hit gang members to be knocked from the gantry they were on and down into the refuse below. That single salvo of plasma pretty much caused his gang to collapse on that side.

My gang leader decided to try and cause a bit of trouble in the middle of the table, and took a shotgun blast to the chest that he was able to shrug off (2 wounds), but which did send him flying off the platform his was standing on and fall all the way to the bottom. Miraculously he was unscathed and merely lay at the bottom stunned by the impact.

With many fighters down or in danger of going down James opted to bottle at that stage, leaving me with 5 tasty pieces of loot, that my Guilder Contact teritory was kind enough to turn into even more cash, so the post game sequence really saw me rake in more money than ever before. Predictably the Mung Vase turned out to be utter trash though, as I rolled a 1 meaning it was completely worthless.

As for advances, it wasn't nearly as bad as the last few games have been. Not a great many advances (Thanks to all the small XP levels being soaked up by damned initiative advances!), but a couple were very nice. Bezza, one of my best shooters managed to become an Armourer, which has persuaded me to give him the Hotshot Power Pack that has been sitting in my stash (It's also tempting me to buy the one that my rare trade rolls turned up). And "Buckshot" Billy, probably my best ganger, became a specialist. Something that is especially welcome given that his has a good BS, good I, Crackshot and causes Fear!

So now I'm faced with some decisions on how to organise my special weapons. I'm tempted, thanks to the large cash injection I just received, to buy Mel (My current Plasma Gun Heavy) a sparkly Heavy Stubber, and pass the Plasma Gun onto Billy. However, part of me also wants to save some cash for a nice beefy Heavy Bolter for him!

I think for now I may just give Billy the spare Plasma Gun I have in my stash, and see how the next fight goes. As yet though, I've not fought anyone making use of either the Heavy Stubber or Heavy Bolter, and I could be at a disadvantage once this happens. So I think I'll see how the next fight goes, and once I have a bit of spare cash I'll buy Mell his new Heavy Stubber, as well as a Clip Harness so that he doesn't fall to his death if shot at!

Monday, 9 February 2009

Darn It!

No good news for me as far as Necromunda is concerned! I had a couple of good games, one frustrating, and one a lot of fun, and got more junk out of it!

My first game this weekend was Hit and Run, with myself defending. From what I've read the Hit and Run missions aren't particularly balanced, and I think I found that out for myself on Saturday!

I was tasked with using four men to stop 6 from getting from one side of the table to another. I really should have just let him win though, as there was no incentive for me to win at all, past gaining experience by wounding him of course. I feel I shall have to come up with some house rules for the Hit and Run missions, as how they stand currently is a bit daft.

Still, on the whole things were enjoyable, and I actually got some use out of the ridiculous initiative advances my gang has been getting in the Gunfight I played. I had an interesting mix of good and bad luck however.

The Gunfight saw my Autogun/Hand Flamer initiative 5 ganger, and my blind in one eye, and Flamer wielding Heavy face a Delaque Heavy with a flamer, a Ganger with an Autogun and a Juve with Autopistol and knife. My guys held their nerve, and my Hand flamer armed ganger was able to outdraw everyone by miles, with my Heavy and his Juve drawing, and the two other Delaques coming in last. My flamers proved to be very unreliable however. The hand flamer hit two of them, but only wounded and resulted in a flesh wound. Whilst the Heavy only wounded one of the two he hit.

By the time the scrapping was over it ended with my Heavy facing his Juve. He'd passed his bottle check, but I decided to er on the side of caution considering his Juve was pretty good in combat, and despite it not being my turn my Heavy had run out of ammo after his first burst despite being a Weaponsmith!

That was a fun game, but both games saw me rather annoyed at my advances. My gang rating keeps going up as my guys level, but so far I've had very little that actually helps them fight anyone thanks to getting a hell of a lot of initiative boosts. Still, gotta keep hoping for a break sooner or later!

Necromunda is also distracting me from writing this sword guide I'm supposed to be working on, must get focused!

Wednesday, 4 February 2009

Pay Off!

Well that was an interesting game I had last night!

Another ganger died outright, fortunately this time it was just a Juve, and one that had already been reduced to toughness 2 thanks to a chest wound, so not a massive loss. I did manage to rake in a bit of extra cash though, thanks mainly to the Scavengers scenario we were playing, and the aid of my Guild Contact territory enableing me to get a little extra cash from the loot I managed to get.

Annoyingly one of my heavies suffered an eye injury and has had his balistic skill reduced. So I'm now praying for one of the other gangers to gain the Specialist skill so that I can put the Plasmagun in more capable hands!

My Chem Pit teritory really paid off this game too, enableing my most experienced ganger to now cause Fear. A great boost for one of my close-range shotgun specialists. Should make enemy close combat gangers pause for thought before charging him.

It was a fun game though, and really tense in places. Annoyingly there was alot of hiding and going into overwatch though, so I'm going to have to splash some cash on Frag Grenades to help me blow enemy gangers out of hiding in the next few games!

Tuesday, 3 February 2009

Suprising Bonuses

I was mildly suprised today, as I was re-reading some of the Necromunda rules to refamiliarise myself with them, and came accross an interesting property for one of the teritories I own in the campaign. I'd previously missed this for some reason, but my poorest teritory has an unexpected bonus associated with it.

It seems than when you send a ganger to work a Chem Pit he has a 40% chance to ending up horribly scared and as a result causes Fear. For my Van Saar gang, who are primarily based around shooting this is a welcome bonus from what I thought was a really bad set of territories! I'll be sure to have my shotgun armed gangers start working this teritory from now on in an effort to get themselves scared and scare off any enemy gangers who want to tackle them in close combat!

Monday, 2 February 2009

Campaign Opening A Success!

Well Necromunda got off to a cracking start this weekend. I was expecting only 4 people to really get into the campaign, but was happily suprised that we ended up with 7!

The first few games went rather well too, Chris's Escher took a real beating in their (and his) first game in a gunfight, but got their own back in the following game by ambushing the Delaque who had thrashed them earlier. Those two games were really great to watch and cheer each player on.

Mine and Jame's game was a little harsher on both of us, with me loosing one of my gangers early on, and spending a chunk of cash to replace him. My poor starting teritories are going to hinder me somewhat in the long run too. So I reckon I'll look into grabbing a Ratskin scout for my next few games to give me the oportunity to bag some extra teritory.

People are having a few extra games in the week as well. Which is nice as it shows they're really getting into the swing of things, and already people are eager for more games next weekend.

This is promising to be a really enjoyable campaign!