Necromunda Campaign 2: Game 3

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After the last, rather disastrous, game I needed to rebuild my gang and get it back up to strength. In the campaign game most fighters who ‘die’ in the game tend to miss the next game, each fighter that is taken out during the game has to roll on an injuries table, very few results are beneficial, most result in missing the next game or worse, ability losses…. In the campaign that we are playing in you are allowed to challenge that cycle’s GM once every 2 games either to have a quick game getting out early to rebuild your gang or to push your luck and try to get a win.

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I was going for the former option. I was going to play until the earliest opportunity to quit came up then flee the battlefield, I told J this, so he wasn’t expecting a long game- he had already thought as much and has arranged another game for the evening.

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For a bit of a change we played on a different set of boards made up of tight corridors; the scenario was a simple one too, I just had to defile a shrine belong to his Cawdor gang.

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I set up as close as I could, I wanted to get a few shots in for dignity’s sake if nothing else but the dice really favoured me. J’s men dropped quite quickly or else ran around on fire due to my flamer whilst my guys stayed on their feet. His leader tried to sneak up on mine to take him out in close combat but some judicious card play and a melta blast put paid to that.

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Although I never came close to the shrine objective it ended up taking me a full 7 turns to lose the game. So much so that J didn’t have time for his other game.

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It was a pretty tense game, I wasn’t having it easy, and didn’t expect to, so tried to give as good as I got. It was a close fought game, helped that I managed to redirect some of J’s reinforcements but most importantly it was great fun.

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Even though I lost (a tactical decision if you will) it set me up nicely for the next campaign game.

Cheers,

Pete.

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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.

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.

Megagame Report: Buccaneer.

The 23rd of March saw the first game of the Pennine Megagame calendar: Buccaneer by John Sharp. Set during the Anglo- Dutch Wars of the 17th century it was a prequel of sorts to the very popular game of his Pirates that ran in 2017 ( see here ). It was also the first time that Pennine Megagames had put on a non- operational game in Sheffield since our very first one Sengoku.

 

The rules mechanics had been comprehensively overhauled and streamlined- I had some input into the quest side of things and this hard work showed on the day as the game progressed much faster than the previous run through. The use of custom- made dice again made it very easy for control to run the game and seemed popular with the players too. Buccaneer was a smaller game too, I often prefer the smaller megagames I think they flow better and seem more sociable in a way.

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A lovely venue in Sheffield- The Old Post Office.

I reprised my role as intelligence/ quest control. The quests were a very popular late edition to the first game; accordingly, they were increased in prominence for this run through. This time one of the changes was to have the different countries’ colony governors be able to give them out. This added to player interaction as well as having the chance to set the players against each other.

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A view of my messy workstation where I dished out the quests.

The players adopted similar roles to the previous game, colonies run by governors, nation teams running the navy and two smaller groups of pirates/ buccaneers. Given the game started within a state of war the pirate players could, and were encouraged to, get letters of marque from nations allowing them to target the merchant ships of enemy nations in a form of asymmetric economic warfare with a get out of jail letter as long as they only attacked the enemies they were meant to.

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The map (and also social media is very popular in megagames with live streams on facebook being common).

Being away from the main map my knowledge of how the war between the nations was going. These wars started and finished by control interjection as the war in the Caribbean that the game represented was on the periphery of and subservient to, the conflicts in Europe. Besides I was too busy running the perennially popular quests and off the wall plans of the players. These varied from spreading rumours and gossip to trying to salvage the body of a pirate who had been killed so it could be strung up as a warning to others.

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A view of one of the port maps- in this case Port of Spain.

The best of which involved a horse race. The governor of the Port of Spain had a very nice race horse that he would be prepared to accept a challenge from anyone to race against it. However, the governor of the port of Havana coveted the horse and got two different buccaneers to steal it for him. To provide a distraction he organised a sword duelling competition to keep the other players busy… The first plan was to get the grooms drunk then swap out the horse before the race, I adjudicated this and unfortunately it was not successful, the horse race was then run (ably improvised by Ian) and duly won by the champion race horse. At this point I interjected and ran through the plot of the second buccaneer; he had paid a hefty bribe, using a secret agent for the jockey to keep riding after the race, down to the harbour and then on to his waiting ship. The governor of the Port of Spain was worried about some funny business happening in the horse race so borrowed some militia off the governor of Havana to stave that off, unfortunately for him that unit of militia were under orders, passed to me in secret, not to intervene. I guess it is a case of be careful who you trust…

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A gibbet’d pirate- put there as a warning to others.

Things got even more complicated as the first buccaneer whose plan failed bought another horse and passed it off as the original, saying that the horse that actually ran the race was the fake horse, having been stolen before the race had started. This provided much confusion in the other players as to which horse was the genuine one. It was some great game playing by Becky to sow such confusion, for more details see her blog here.

 

In situations like this it was easy to use the dice (different colours marked with different numbers of skull and cross bones if you roll one it counts as a pass) to settle matters, each player rolls there dice first to get a success against their opponent wins. There were a few extremes of luck both bad (black dice with a 4 in 6 chance of success failing three times in a row for someone) and good: 12 rolls on red dice for damage on a ship from a fort’s guns, given the 50/50 odds the player felt confident with his 7 hull hit points on this ship… no 11 successes. In that latter example the player who had delivered the race horse to the governor of Havana decided to help himself to some treasure on the way out, got caught and paid the price. Unfortunately, the crown he stole went down with the ship. Many divers died trying to recover it for the governor.

 

The game seemed to be well received by the players and was a great start to the year’s calendar.

 

Cheers,

 

Pete.

Necromunda Campaign: The Finale.

The final game of the Necromunda campaign promised to be something special and upon walking into the club the first thing I noticed was the massive ‘L’ shaped table Mark had put together, the height discrepancy being bridged with stairs and walkways.

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The impressive table as viewed from where I deployed.

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The Genestealer reveals itself and the game begins.

Marcus’ scenario to finish off the campaign was that all of the gangs in our section of the hive had put their recent differences aside and joined up to clear out the Underhive of the Genestealer menace once and for all.

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The gangers of Tech Noir take the high ground as usual.

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Pipes make for a nice bit of cover on my right flank.

Four of us started the game: me with Van Saar, Niall with a different set of Genestealer Cultists, James with Venators and Mark with Escher, J (Goliath and Joe (Venators) would be arriving later so were coming on as reinforcements, in scenario terms they were fighting in the tunnels to prevent the Genestestealers infiltrating in.

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A sump monster goes for one of the Venators…

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… whilst a second goes after my Rogue Doc.

Once our gangers were spread out across the huge table the game began with a purestrain Genestealer appearing at a random location and beginning the assault, fortunately this was by Mark’s Escher at the opposite end of the table to me. Unfortunately, every other ganger on the table had to take a shot towards the scream uttered by the unfortunate victim of the surprise attack. This meant there was a risk of gangs firing on other gangs, thus breaking the truce and even friendly fire between the gangs as your own team mates get in the line of shot. This happened to both Mark and I. Shooting, and then taking your own ganger out of the game straight away on turn 1 was an inauspicious start for me and really set the tone for my game.

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A Rad Cannon armed Champion looks towards where all the nasty shouting is coming from.

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The sump monster moves on more Venators.

I started fighting with James and Niall straight away as our deployment areas overlapped in the first turn, by turn two however J and Joe were ready to enter the game. Their deployment was to be randomised to one of 8 tunnel entrances, J arrived right in the middle of Niall and Mark as well as by a sump monster and suffered accordingly.

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Joe’s Venator gang- a very well appointed gang it has be said as he was never short of money all campaign – appears right in front of me.

Joe, who has to be fair been my Nemesis throughout the campaign – I have fought him more than anyone else- appeared right by me. He did have the disadvantage of having all him men set up bunched together with several of my gangers in position to shoot down on them. However, my gangers were already involved in a 3-way fight with Niall, James and the NPC Genestealers and weren’t in great positions for mutual support.

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J and Joe consider their next moves.

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Somewhere down their Eschers are battling Genestealers….

Still a nice group of Joe’s Bounty Hunters made and excellent target for my Rad Cannons, so I tried to pour shots in, more than a few grenades were thrown too. Joe’s tough gangers stood up to it well, even though he suffered many flesh wounds, and he fighters shot back at me with a vengeance. At this point we were pretty much ignoring what was happening in the rest of the game as we just wanted to settle the score in this, our last chance.

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Half Horn moves on my Rad Cannon.

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My leader is tempoarily inconvenieced by a flamer.

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A two way combat becomes a three way…

Servitors with heavy stubbers and Ambots were a worry to me so I tried to take them out with a Plasma gun armed Champion whilst my Melta gun armed Leader tried to get into the fray. Whilst I was dealing with that the noted bounty hunter half- horn was heading up the gantries to take out my Rad Cannons. To make matters worse, Niall and James were still taking shots my way, I began to feel a little persecuted (even more so when one of the wandering sump monsters took out a juve…)

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… which becomes a four way.

All of this made for a wonderfully chaotic bloody and memorable end to the campaign, I lost 9 of 16 starters having got the highest loss of this finale… the Genstealers although defeated rigged the hive with explosives, with us gangers being double crossed by the Lord so he got rid of Cultists and gangers together….

 

I’ve got to say thanks to all the guys, Mark, J, James and Niall for being great opponents and Marcus for running such a great campaign and all of them for making me so welcome. I can’t wait for the next one and I’ve lots I want to try out when I get another chance. One thing the campaign has done for me is rewarmed my love for 40k… something I didn’t think would happen….

 

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.