A rescue mission: Necromunda Campaign game 6.

In my last game against Joe’s Venator bounty hunters led by Colonel Reynolds Feathers I had a ganger Lebedev captured, as such I had the right to attempt a rescue mission before he was sold to the guilders. James (running a rival Venators gang: Harkathnut’s Void Pirates) also had a fighter captured. I was approached to see if I was wanting to run a joint rescue mission to free both of our gangers; that sounded like too much fun to pass up so we teamed up in raid into Joe’s territory.

necro 6_1

I was a few members down as they were recovering from wounds recieved in the previous fight and James’s Void piratesd were down in number too… still together we just were more powerful than the Colonel and his men.

necro 6_2

We set up on a large 6 foot by 4 foot board with the prisoner’s cage in the middle on the back edge. Joe deployed a few of his gangers as sentries and lookouts, the rest being held back as reinforcements.

necro 6_3

My plan was to slowly work my way forward until all my gangers were where I wanted them before I made my move. This didn’t work for two reasons: firstly Col. Feathers himself is always accompanied by a mutt of some description which is great at detecting troops and secondly James used his terrain and cards to inflitrate a large portion of his Void Pirates getting them into the fight almost straight away.

necro 6_4

We had fun rolling to control Joe’s sentries, moving them randomly and turning their backs’ to face the wrong way, ostensibly to jeer at the prisoners. James and I also used our cards well to switch of the lights, plunging that sector of the underhive into darkness. This was less of a problem for us as we had lots of photo goggles (gave us a 12″ line of sight unlike Joe’s 3″).

necro 6_5

One of my gangers was quickly detected by Col. Feathers dog ending the sneaking around part so James used that moment to spring out of cover using his infiltration ability. A few of my men were a bit far away to do much at this point but wewere able to divert some of James’ reinforcements. They spent a bit of time hunting down my gang trying to root me out. This took the pressure of James so he could free both prisoners.

necro 6_6

Other than the swirling confused melee around the prisoner cage (Col. Feathers has an Ambot as well as Half- Horn in his outfit meaning we never wanted to get too close of hang around in one spot really) the highlight for me was dispatching the Col. His mutt had bitten the face off two of my gangers (Van Saar are beyond feeble in hand to hand combat) and was bearing down on my leader with the Col. not far behind. The Col. raised his bolter and emptied his clip in the face of my leader missing completely. My leader calmly raised his melta/las combiweapon, and successfuly ignoring the mutt one shotted Col. Feathers taking him and his dog out of the game. Not sure which I was most pleased to see the back of him or his dog….

necro 6_7

I was taking gangers off the table as they got to the edge and this meant after freeing my gangers I involuntarily bottled. Still for freeing my man I gained more than I lost. Ending one of the most enjoyable games so far.

necro 6_8

In a nice twist of fate my next opponent will be James. I was kind of hoping he would betray me thus giving a nice narrative reason for the next game… will have to see what happens…

 

Cheers,

 

Pete.

 

 

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20 comments on “A rescue mission: Necromunda Campaign game 6.

  1. FREEDOM! Pretty cool Pete, every dog has its day, and well….

    Nice game!

  2. Wudugast says:

    Great stuff – good to hear Col. Feathers got his comeuppance in the end 🙂

  3. Sounds a good game 👍

  4. Faust says:

    Sounds like a blast. Enjoying the narrative!

    This reminds me… in our last 3-player battle, I had a brief thought of allowing ‘bribes’ to be secretly brought up pre-scenario. The players could pass notes to make secret deals before the scenario. Offering creds or something else, for the other leader to side with them before the big meet. The kids don’t know too much about the rules though, so if they offered a weapon instead of creds, it could be that the other gang would have no use for it. So, in the end, I just skipped it. I am saving the idea for another time though. I’d definitely like to see some behind the scenes political rules though. But I’m fine with making up some of that as I go. But yea, in your scenario above, it would have been interesting for side deals to happen. Like maybe Joe offers to free up James’s ganger, if he betrays you. You probably have some good ideas of how that could all work with your mega-game experiences. 🙂

    • Pete S/ SP says:

      Stuff like that I think is best done ad-hoc between the players, if they double cross each other so much the better for driving the narrative along.

      Joe did offer (in best Italian mafiosa voice) James his fighter back and 200 credits compensation if he double crossed me before I arrived, he refused. I was offered the same but refused too, I wanted to get my own back after the last encounter with Joe’s gang. Not sure why James refused… he was a lot of fighters down so could have been in trouble if I turned on him.

      Cheers,

      Pete.

      • Faust says:

        That sounds pretty funny. It’s an offer everyone refused!

      • Pete S/ SP says:

        Yeah we may regret it come the finale though… the venators are one of the toughest gangs.

        Cheers,

        Pete.

      • Faust says:

        Interesting, haven’t totally read through the Venator rules, but I figured with the added cost, they would end up weaker than most. Then again, I’ve found it useful to be able to adapt against whatever teams you’re fighting against or terrain you’re on. If your gang is too rigid, that can be tough.

      • Pete S/ SP says:

        For talking to the two guys who are running them they are slow to start with but they soon pick up as they earn money differently so you can get some well equipped gang members quite quickly.

        Cheers,

        Pete.

      • Faust says:

        Nice, I really need to read up more on the three from White Dwarf. I did run a game this last weekend with some Chaos Cultists. I just used the leader, 1 champ, and some grunts. It was a demo game, so I kept it all pretty simple. We did use the Chaos circle tile, which uses insanity. That was kinda fun.

      • Pete S/ SP says:

        Cool- given that I’ve got 6 Chaos Cultists painted up already I think I’ll make them my third gang.

        How mad did things get in the Chaos circle then?

        Cheers,

        Pete.

      • Faust says:

        Sadly, just a few people fleeing. I was really hoping I’d get to control someone. Chaos Cultists seem a little weak (against Van Saar). Though I didn’t take both Champions, or the Witch, or have a Spawn. I also gave most of them a club and stub pistols, so they weren’t fully decked out. Though stub pistols can be pretty nice with that +2 short range.

      • Pete S/ SP says:

        I’m not surprised they did seem a little weak, Van Saars are very much ranged orientated so should make short work of a gang armed with stub pistols. If you have a spawn wondering about it should distract them enough for you to get close.

        Cheers,

        Pete.

      • Faust says:

        I had a few obstacles setup to net some cover. Then just tried to rush in as close as we could get. Once the Cultists started getting shot up, they decided it was time to pack it in. If I was being competitive, I would have at least taken more Cultists to stop from bottling so soon. Though I think most scenarios put a limit on how many gangers you can field.

      • Pete S/ SP says:

        A rush works some times, has about a 50/50 success rate against me… In a campaign having plenty of gangers means that you can have a few go into recovery and still put a decent force onto the field.

        Cheers,

        Pete.

  5. Azazel says:

    Looks like another great looking game in the Underhive out your way. At least you managed to free your guy in the end! 🙂

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