Necromunda Campaign 2: Games 1 and 2.

The next Necromunda campaign has started at the club, I decided to build on what I learnt from the previous campaign and run a Van Saar gang again. I decided to go with a completely new gang rather than bring anyone over from the last one so it is a case of good- bye Tech Noir, hello Korova… Based upon how the previous games went down I decided to buy more hard hitting short ranged weapons, lasguns are cheap and I could get a lot of gangers with them but I struggled to covert the hits I got with them into damage given the low weapon strength. Also, anything with the blaze trait is worth taking so my gang has both a hand flamer and a standard flamer in it. Having been on the receiving end of flame- based weapons many times myself I wanted to dish it back out this time.

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This time there are 9 of us in the campaign so it will take longer to play out, I expect it will last almost until xmas time. Each cycle I’ll be paired off with another gang to fight out that cycle’s scenario; every other cycle you will be allowed to fight a challenge game, useful to build your gang back up if you need to after a defeat. The difference between this campaign and the last one is that each cycle a different player will take the lead and decide upon the scenario everyone will play, this stops one person just running the whole thing and missing out on the chance to run a gang too.

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Game 1:

Mark was the first up to decide the scenario and given the campaign was kicking off just after Easter he came up with an appropriate game: an egg hunt. The board was set up with three clusters of xenos eggs which we were to collect for the cash as a researcher wants them. Obviously, it wouldn’t be as straight forward as that. Every time a figure approached within 2” of the egg cluster they had a 50/50 chance of getting an egg or of being attacked (1-6 attacks of low strength), this also applied to everyone within the 2” radius too.

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I was drawn against Jonathan for my first match again, he was running House Cawdor this campaign rather than the Goliaths he ran last time. In the rules Cawdor gangers are cheap, very cheap so even his starting gang had 16 gangers against my 10. I fully expected to be on the receiving end of a lot of autogun hits this game.

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Fortunately, my opponent got greedy and thought with his massive gang he would be able to grab a large amount of eggs… this didn’t work out well. Whilst his gangers collected 12 eggs or so far more were felled by their attacks, I think 10 in all. Accordingly, I stood back and shot him up as he ran to the eggs, right at the end of the end of the game I rushed forward a few of my well armoured gangers to grab a few eggs, after seeing the unarmoured Cawdor fall like flies I learnt from this and sent the heavies to grab them.

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With all these losses the Cawdor gang bottled and gave me the win, picking up a nice bone shrine territory. I spent my earnings of a pair of extra gangers and awaited the next game.

 

Game 2:

Now it was the turn of Jonathan to be the arbitrator of the campaign, his scenario was for one gang to be tasked with escorting a group of pilgrims through the hive whilst another gang attacked them.

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I was drawn against Joe and his Ork Venators gang, you may remember was my nemesis in the last campaign, we randomly determined who the attacker would be and who would escort the pilgrims. I drew the short straw and had to escort the party of 5 religious zealots from one edge of the board to the others. The game started badly when Joe played a tactics card and sent my Leader home, missing the fight completely.

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I set up either side of the pilgrims with a pair of lasgun armed gangers above on a walkway to provide some covering fire, Joe then set up very close in ambush positions, which made me little nervous as I knew he be going straight into close combat which isn’t a Van Saar specialty.

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The first turn was little short of a massacre with his gangers outshooting me and slaughtering me in the melee combats. The second turn was worse, and all my best gangers and champions were down, so when I ended the turn with only 3 men of the starting 9 still standing I voluntarily bottled as it was the sensible thing to do.

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Interestingly when the other gamers were played the defender escorting the pilgrims only won once, with the longest game only go 3 turns… The scenario in all honesty needed some fine tuning but at least it was unfair to everyone.

With so few gangers I quickly arranged a challenge game with Jonathan to rebuild my gang….

Cheers,

 

Pete.

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From the Shed: More Van Saar

With the start of the next Necromunda campaign at the club I decided to get my remaining Van Saar figures painted. I didn’t like using unpainted minis last time but needs must mid campaign.

I bought a second box of Van Saar models to use some of the Forge World arms. They add some great new weapon options and they allow me to give my new gang a better mix of weapons; one of the lessons I learnt from last time was short range and heavy hitting was the way to go.

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The 11 figures I’ve finished- same colour scheme as last time The rest of the photos are close ups showing them off in their speed painted glory- I should really go back and tidy up some of the eyes….

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A pair of Lascarbines.

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Plasma pistol and shield, Hand Flamer and knife, twin Las Pistol (added a Skittari head for a bit of a change).

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The heavy hitters: Rad Cannon and a Meltagun/ Shock Stave combo.

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A Radgun and a Juve with twin Las Pistols.

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A flamer (worth it for the blaze trait) and a Suppression Laser.

 

I didn’t use all the Forge World arms, and have a had a present of some more, so I think a third box is in order… The change to get more models with energy shields is too good to pass and a champion with a multimelta will be great for taking down all the monsters/ brutes people seem to be buying in this time.

 

Cheers,

 

Pete.

Inquisimunda game 1, narrative 40k

J, who had invited me down to the game, was in charge of the scenario for the game. The basic proviso was his Inquisitor character had stared into the abyss too long and had been drawn to chaos, in the last game- involving combat set on a damaged space ship – he had come to grief that resulted in him being rebuilt with a snake body/ tail for his lower half by dark Adeptus Mechanicus who were also tainted by chaos. This group had a gate to the chaos realm that they were trying to open to unleash all sorts of demonic entities into the world. My cultists were local muscle that were brought in to help defend the chaos gate. Against us were Grey Knight Space Marines, two Rogue Trader bands as well as some Dark Eldar who had been betrayed by J’s crew in the previous game. At least that is my understanding of the starting points, I think it was the fifth game for the others in the campaign… oh and parts of the damaged- now blown up – space ship were falling on to the planet’s surface randomly throughout the game.

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The table. The globe in the middle was the chaos gate I was to help defend.

I built a 1500 point force using the yaktribe website, going for the quantity rather than quality approach. In the end I was able to field 13 of the 15 cultist I own, I just left out the webber and one of the autogun armed ones.

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The scenario dictated a close in defence of the gate- it did leave us a little exposed.

The chaos aligned forces set up around the chaos gate in the centre, whilst the varied opposition entered from the board edges. Pretty quickly I was assailed by the Dark Eldar, tearing through my lightly armed cultist, still I figured I was there to provide the cannon fodder so was happy with that. Joe’s Rogue Trader force entered from my left; using the more freeform roleplay aspects of the game he tried to make radio contact with any faction on the board, he got me, going with the theme I claimed to be local forces/ planetary defence force and needed help against a xenos incursion. This succeeded and meant I didn’t have to fight two forces at once.

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Chaos Cultist and dark Ad Mech start to fall from being assailed by the various forces.

This reprieve only lasted a turn as contact was made between the two Rogue Trader teams and the really situation explained.

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The casualties mount, sacrficed to protect the precious thing.

Given the 2 to 1 outnumbering and exposed position we started in my and J’s forces dropped like flies. His attempts to open the chaos gate came to nought when his leader figures dropped. At this point he tried to persuade my forces to sacrifice ourselves whilst he fled. However, as he failed this roll I decided for narrative purposes to take umbrage with this and attempt to open the chaos gate myself.

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The Dark Eldar witch makes it to the centre and dispatches the chaotic leader.

This I did, but rather incompetently, spew dangerous energy everywhere and having one my fighters sucked into it. It seems that my cultist keenness is in inverse proportion to their competence.

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However the follow- up att ack into my heavy stubber amed cultist didn’t go as well. He promptly turned around and killed the witch.

With the main chaos personalities down and the gate open dangerously spewing random effects into the area the other forces beat a retreat. Thus, the game ended with my cultist in possession of the gate. It will make for an interesting jump off point for the next game. It was suggested that I come up with the next game which will be fun.

 

Again, it was another great game down at the clubs. I really enjoyed getting my chaos force on the table; I wouldn’t mind expanding it a bit with some of the new plastics from the Blackstone Fortress boxset that GW have just put out. Playing a narrative, non- competitive 40k where you could go deep into the backstory/ fluff and create your own is something that has been on my to do list for a while now and it didn’t disappoint.

 

Cheers,

 

Pete.

From the Shed: ‘Ghosts of Gaia’ 5 Post Apocalyptic figures.

I’m still on my Sci- Fi/ Cyberpunk nostalgia trip at the moment (current TV series is ‘The Expanse’ and I’ve got David Drake’s ‘Hammer’s Slammers’ on my bedside table) so I thought I get these figure from Bad Squiddo clicky  painted up from the kickstarter last year.

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They are great sculpts, loads of detail and I’m sure I’ll work them into a game at some point soon. Bad Squiddo do some great figures I’m definately going to add more to my collection soon.

 

Cheers,

 

Pete.

A Genestealer in disguise: Necromunda Campaign game 7.

In this penultimate campaign game, I was drawn against my erstwhile colleague James and his rather strong Venator gang. He was several hundred points ahead of me, especially as he used one of his territories to get one of my champions to miss the game… so I got extra tactics cards which I was determined to put to good effect. Playing with a limited deck of cards has its advantages… what you lose in choice and flexibility is made up by knowing your cards well and how best to use them.

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The scenario was quite simple, the game would start as a straight up gang fight, however one of the gangers was actually a purestrain Genestealer in disguise… the ultimate aim was to take it out of the game, this being an instant win for the side whose ganger administers the coup de grace. How do you know which ganger is the Genestealer pretending to be? Easy every time a figure takes a wound a D6 was rolled: on a 5 or 6 the figure is replaced by the Genestealer, only one Genestealer was incognito. Once it was revealed a further dice roll would determine it behaviour.

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I decided to be bold for this game, I figured that whilst it isn’t in my best interests as Van Saar to push close to the enemy gang I didn’t want to be a long way from the Genestealer when it appeared.

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Eschewing my usual ‘take the high ground’ approach I went low to make the use of the ground level cover.

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The game progressed quite slowly, neither James or myself could convert hits into wounds so several turns went by without much happening. James did try to infiltrate some gangers in behind me. That didn’t go as well as expected, my Van Saar ganger proving far more competent in close combat than he had any right to be.

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The game threw up several funny moments… a pair of my gangers got hit by a incendiary grenade setting one alight. In a panic he ran across the front of my firing line before rolling on the floor in agony, sensing an easy kill a Venator moved into close combat. Fluffing the roll my ganger stood up to fightback promptly dispatching his attacker before going back to the serious business of extinguishing himself.

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Both of us were unlucky with ammo rolls with lots of our guns going out of ammo… James’ Venator with a grenade launcher, having already ran out of frag grenades decided to try his luck with a krak grenade… missing so badly that he hit one of his own side taking them out of the game….

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My high risk ‘push forward strategy’ wasn’t really paying off- I had many fighters out of the game- felled by more powerful weaponry. The Genestealer turned out to be disguised as one of my juves, it took a ganger out of the fight then made a beeline for the opposite table edge, trying to escape. Fortunately, the route took it past and in front of my plasma gun armed champion… a couple of blasts at full power stripped it of its extra wound, then a venator with a bolter felled it at the end of a turn. Both of us had pushed gangers forward to intercept the fleeing monster. With it prostrate on the floor victory would go to who ever got priority next, sadly I’d already used my tactics card that would of given it me automatically. I won the roll and my juve moved up to get me the instant win, not a moment too soon as I’d only just passed the roll not to flee.

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Thankfully the post battle sequence went well for me, no nasty injuries, only one fighter missing the finale and a free juve was recruited to my ranks to make up the numbers.

 

It was a great game loads of fun- thanks to James as well as Marcus and Mark for answering the rules queries.

 

Cheers,

 

Pete.

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.

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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.

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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.

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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.

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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″).

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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.

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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….

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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.

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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.