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Necromunda

 Post subject: Necromunda
PostPosted: Tue Aug 08, 2006 1:04 am 
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Hmmm...just occured to me that I hadn't seen a Necro topic anywhere on the new board...  Just wondering if anyone here stilled plays it.  And if so, any discussion?


???

ib

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 Post subject: Necromunda
PostPosted: Tue Aug 08, 2006 7:17 am 
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Well - model some stuff yes, wish to have a game, yes. That sums it up..... My gangers have ended up as recruits with the IG, the Ad Mech, the Inquisition, the Arbitrators, the GS cults, Chaos, and just about any organization in the Imperium, legal or not!
Like the new Redemptionists only just about to be released, by the way?

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 Post subject: Necromunda
PostPosted: Tue Aug 08, 2006 7:23 am 
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Hmmm...they are okay, I guess.  I havent bought any Necro figs since I bought the Matriarch and Patriarc(did I spell that right?) for my Spyrers last year.  

ib

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 Post subject: Necromunda
PostPosted: Tue Aug 08, 2006 7:27 am 
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(iblisdrax @ Aug. 08 2006,08:23)
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Hmmm...they are okay, I guess. ?I havent bought any Necro figs since I bought the Matriarch and Patriarc(did I spell that right?) for my Spyrers last year. ?

ib

The h droped off at the end there but what the eck.  :p
I'm still undecided about them - but the striking thing is that an SG IS getting new models - I was surprised to see them.  :O

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 Post subject: Necromunda
PostPosted: Tue Aug 08, 2006 5:56 pm 
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They are nice, but not nice enough for me to replace my existing redemptionists...


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 Post subject: Necromunda
PostPosted: Thu Aug 10, 2006 7:13 am 
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Any of you have issues with the autocannon being WAY too powerfull?  I realize it is expensive, but being able to shoot pretty much anything across the table with no long range to hit penalties, 1 sustained fire dice, high impact, and a +4 ammo roll?  My fellow player who fields one always gets cranky when his guy hardly ever gets to shoot the thing, because we usually never move into a  postion where he could, or we mob him and whack the a/cannon.  I guess my question is : should the autocannon be nerfed a bit?  Either a to hit penalty or range reduction?  Thoughts please.


ib

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 Post subject: Necromunda
PostPosted: Thu Aug 10, 2006 7:36 am 
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(iblisdrax @ Aug. 09 2006,23:13)
QUOTE
Any of you have issues with the autocannon being WAY too powerfull? ?I realize it is expensive, but being able to shoot pretty much anything across the table with no long range to hit penalties, 1 sustained fire dice, high impact, and a +4 ammo roll? ?My fellow player who fields one always gets cranky when his guy hardly ever gets to shoot the thing, because we usually never move into a ?postion where he could, or we mob him and whack the a/cannon. ?I guess my question is : should the autocannon be nerfed a bit? ?Either a to hit penalty or range reduction? ?Thoughts please.


ib

If the table is set up right the AC is not as powerful as it looks on paper.  :;):

Necro needs *Lots* of terrain and if you do not, some of the stuff is whacked.

dafrca

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 Post subject: Necromunda
PostPosted: Thu Aug 10, 2006 8:20 am 
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Even if it was nerfed "a bit", would you run your gangers out in front of the thing? If your opponent treated the AC as a mobile minefield he might not think it is so bad. Restricting your enemy's movement is an ability that should be utilized to its fullest.


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 Post subject: Necromunda
PostPosted: Thu Aug 10, 2006 11:23 am 
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I guess it  is true that there arent that many shots on a crowded Necro board...course then where would I run my buggies?  :p  I just get frustrated that it has a longer range than my missile launcher... :(

ib

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 Post subject: Necromunda
PostPosted: Fri Aug 11, 2006 1:29 pm 
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Does everyone have all GW minis?  Or do you use other stuff?  I personally have mostly Gw, but last year I bought a massive pack of minis from Foundry, something like 50 of them.  I have so far modeled up about 20 or so to a base coat, including 1 leader, 5 or 6 heavies, 4 juves or so.  I am building the gang to be able to emulate any of the house gangs, that is the reason for the multitude of heavies.  That and I like the big guns....  :p


One of these days I am going to have to take some pics of them.

ib

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 Post subject: Necromunda
PostPosted: Fri Aug 11, 2006 3:07 pm 
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Hi I.,

We played Star Mogul earlier this year and were disappointed with it.

We planned to switch over to Necromunda, but the gamemaster became addicted to "World of Warcrack TM" and we haven't heard from him since... except for once in awhile when he comes up for air and calls one of the gang.

If I remember correctly, the weapon that unbalanced our group the most was the grenade launcher.

Shalom,
Maksim-Smelchak.

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 Post subject: Necromunda
PostPosted: Fri Aug 11, 2006 4:32 pm 
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I believe that many of the heavy weapons could be unbalanced if the game is played outside the original format. Once you open up the table so you can have "mass battles" for example, then you change how the weapons interact with the overall game. Necro was ment to be almost Hyper-skirmish. One on One fights. Police Movie style gun battles. Once you leave that, then some of the weapons do take on a different role.

dafrca

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 Post subject: Necromunda
PostPosted: Fri Aug 11, 2006 6:17 pm 
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I agree with dafrca. My only complaints about Necromunda are the relatively fast leveling up and the random nature of skill acquisition. I prefer a slower, more focused character development. After 7-8 games you end up with all supermen battles, but some of the characters are supermen in all the wrong skills.  ???


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 Post subject: Necromunda
PostPosted: Fri Aug 11, 2006 6:40 pm 
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(tchristney @ Aug. 11 2006,10:17)
QUOTE
I agree with dafrca. My only complaints about Necromunda are the relatively fast leveling up and the random nature of skill acquisition. I prefer a slower, more focused character development. After 7-8 games you end up with all supermen battles, but some of the characters are supermen in all the wrong skills. ????

Good point, but I admit we often just created new gangers over again and did not take our Gangs to the higher levels.

We used it as a "break" game. It was when we were playing 40k each week and about once every six to eight weeks we would play something else. Necro was one of those games. So was Space Hulk. Another game that is fun but can get very odd when the rules are used outside the original context.

dafrca

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 Post subject: Necromunda
PostPosted: Sat Aug 12, 2006 12:31 am 
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There was a fan article somewhere that converted Necro from D6 to D20, and increased the racial caps, allowing for radical differences between individual gangers.  Never tried it, but it was interesting reading.
  As far as super gangs, you are correct.  If you allow any kind of credit-making, the gangs tend to get rather 'uber' quickly.  In our games, generally we retired the gangs once they got to the 3k point level, or some other agreed upon point.  Then, once a year, we brought out any of our old gangs we wanted for an 'all-star' game, run with no points restrictions, but no additions either.  Made for some fun games.  
    Also, there are situations where higher point gangs can be challenged.  Anyone who has had the chance to tangle with the Matriarch and the Patriarch in the same game knows what I mean.  The only time I dented a Patriarch was when I blew him off a 12 inch drop with a missile launcher shot.  Didnt kill him, mind you, just dented him.  :p

ib

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