Necromunda Campaign Round up.

I’ve been very remiss (black dog issues) with posting up my Necromunda campaign so I’ll do a post with a thumbnail sketch of each game and a few pics to catch up but I’ll do a big post on the last game which we are all planning to finish off the campaign with.

Necromunda Campaign 2: Game 4

Games Workshop have just released another supplement to Necromunda bringing in hazardous environments to the game, as well as some other thing. This was eagerly awaited by us all and the new rules are to be added in.

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The scenario that was chosen to try and force a crossing along a narrow bridge. Between the weather and the lights going out in the underhive James, playing his Delaque, and I struggled to make much of an impact against each other so we were both happy calling it a no score draw.

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Necromunda Campaign 2: Game 5

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This game saw Van Saar on Van Saar violence as Marcus and I fought over the possession of some lost loot whilst trying to avoid three large chasms in the floor. Again random environment effects were in play with a large body of water draining through the hive, I managed to avoid most of it but Marcus suffered quite badly due to it giving me the win.

Necromunda Campaign 2: Game 6

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This cycle saw me as the arbitrator – I game up with a fungus hunting scenario* where they were being used as ingredients for drugs. Everyone seemed to enjoy it.

*See the bottom of the post for the scenario.

Part of my role as Arbitrator was to field any challenge matches as such I went up against James and his Delaque on the more restricted board. It was the first game in which I fielded an Ambot- it worked a treat as it kept half of James’ gangers on the run or engaged; either way away from the loot crates. So I got the win.

Necromunda Campaign 2: Game 7

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The roster for the campaign changed as Scott had to drop out, Richard stepped up to fill in with a Venators gang. I ended up fighting Richard in my own scenario which was good fun. As he had a starting gang I was massively more points than him so to balance things James joined forces with him his Delaques. Another fun game and a win, also one that gave me a better insight in how to write Necromunda scenarios.

Necromunda Campaign 2: Game 8

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This cycle Niall had come up with a great scenario to fight past carnivorous plants that a gang was using to guard its drug stash. My gang with 2 Ambots this time, the winning streak I was on had been proving very profitable, took on Richard’s Venators again. Sadly for him my gang had got too powerful and he had to concede. To be fair to him he fought hard and the carnivorous plants did more damage to him than I did. Marcus and J were playing the same game at the same time on a different board, Marcus brought along some cider which made the whole evening very civilised.

Necromunda Campaign 2: Game 9

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My penultimate game of the campaign was to be against Simon and his gang of Genestealer cultists. We were to investigate a dark corner of the hive in Joe’s scenario to try and locate an on the run escaped Ork. I was hoping to simply blast him when he revealed himself but Simon put his men in a better position than I for when the Ork was revealed. I had a cunning plan involving my flamer but I played it a turn too early and it wasn’t as effective as it should have been. A rare loss for my usual firepower heavy approach.

Looking forward to the final game now.

Cheers,

 

Pete.

 

*My scenario:

No low hanging fruit in the Underhive….

Introduction:

An Escher gang has been pushing a new drug throughout the hive and the noble houses are not happy as production in the factorium levels is dropping to the point that quotas may not be met. The drug is made from a fungus Psilocybinus that grows on the undersides of high walkways by the hive walls. There has been speculation by Necromundan scholars that the fungus has beewn brought in by the last storm, other look to a more malign xenos influence. The noble houses have been buying up any collected fungus to stop it being processed into the drug whilst the Escher gangs pay handsomely for it too. Gangs have been trying to collect as much as possible before deciding who to sell it to….

Set up:

Gangs start with 6 random gangers, the rest enter as reinforcements as usual. After picking table edges, the player with priority nominates a point on their edge- starting gangers must be placed within 8 inches of this point. Their opponent then does the same.

The howling winds Badzone event starts in play: at the end of a turn roll a D6 it will stop/ start on a roll of 5 or 6. No other environment or event card is used.

Objective:

Collect as many fungal spores from walkways as possible. When a ganger is at least 4 inches off the table surface they may make a basic action to look for fungus. On a 5+ on a D6 they have found some (a failed result means that the figure will have to move at least 6” before trying again), for every 2” above 4” the die roll gets easier by one. There is no limit as to how much a ganger may carry. If the fighter goes out of action all spores are lost.

Ending the game:

Game lasts for 6 turns. The gang that has collected the most spores is deemed the winner.

Experience:

All fighters who take part in the battle get 1 xp. All fighters who end the game in possession of at least 1 spore gain 1 xp. Xp for kills is earned as normal.

Reputation:

The Winning gang gains 1 REP, If this is the first battle between each gang then both gangs gain 1 REP. If a gang bottles the lose 1 REP. If a gang collects more than 6 spores in total they gain 1 REP.

Reward:

Each spore is worth D6 credits. After the battle each gang must decide if they are going to sell them to the Escher gangs or the Noble houses.

If the gang chooses to sell to Escher any Needle Weapons or Choke grenades bought at the Trading Post (assuming a high enough roll has been made) cost 5 credits less or halve the number of spores collected to get 1 drug of that rarity for free.

If the gang sells the spores to the Noble Houses when rolling for income from territories add one to all dice rolls. The authorities look they other way on the criminal activities of the gang for a short while… quidus pro quous….

From the Shed: a second Ambot.

A quick paint job was needed on the second ambot from the box of two I bought ages ago as I managed to earn enough credits in the Necromunda campaign to afforda second one, fortunately my game had a high enough rep too.

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Also here is a better picture of the Orlock ganger/ ammo jack I posted the other week.

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Cheers,

 

Pete.

From the Shed: Old School Orlock (Necromunda).

I wanted to add an Ammo Jack (a special hanger on used in campaign games of Necromunda) to my roster and given that they can be equipped with a Bolter I thought it would be nice to use an old 90’s figure for the purpose.

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I bought one from ebay and gave him a quick paint job. I’m rather happy with how he turned out (the club lighting was less than flattering) I’ll re photograph him outside when it stops raining.

 

Cheers,

 

Pete.

Kill Team Tournament @ Star Stores, Scunthorpe.

A couple of Saturdays ago around lunch time a small group of us met up in the back room of Star Stores for the inaugural Kill Team Tournament… 4 of us were regular players against each other, myself (Plague Marines), Nicola (Death Watch), Adam (Necrons) and Andy (Tau); joining us was Dave (Plague Marines too).

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My Kill Team for the tournament.

Given the odd numbers one of us got a pass through the first round- luckily that was me, so I settled down to watch the first round. My gf Nicola took on Adam, the winner then taking on me.. The Death Watch put up a good fight but the close combat specialists of the Necrons proved too tough.

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Nicola’s Death Watch versus Adam’s Necrons.

The second watch up was Dave versus Andy, this time the Tau suffered badly against the toughness of the Plague Marines giving Dave the win. That meant Dave went on to fight in the final and Andy would play the loser of mine and Adam’s game.

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The Kill Zone for my first game.

When it came to my game against Adam we had to fight for control of 4 objectives. Here my lack of numbers proved to be my undoing, I had the smallest team in the tournament… I couldn’t taken enough ground and put fire down where it was needed so whilst I was trading shots with the ranged Necron models their close combat specialists whittled me down.

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Adam’s Necrons move up.

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My plague Marines locked in combat and doing badly out of it.

This meant I was to face Andy in the battle for Bronze. We played on the dungeon board and had to break through to the opposing board edge. A slow and steady advance played into my hands; this added to some very lucky dice rolls meant I shot away the Tau pretty easily. Deciding to concentrate on the better models first helped too. A fun game that gave me the Bronze.

Meanwhile Dave battled Adam for the win, a brutal game saw Adam scrape a win; this was thoroughly well deserved as he had won three games in a row.

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Adam’s Necrons (Gold).

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Nicola’s Death Watch (5th)

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Dave’s Plague Marines (Silver).

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Andy’s Tau (4th)

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My team and my bronze medal.

A very big thanks too for Adam for being the driving force behind the organisation of the tournament and providing all the Kill Zones we fought over.

The medals were really nice- hefty bits of metal… looking forward to the next competition already.

Cheers,

Pete.

From the Shed: Plague Marine Kill Team.

The aforementioned tournament was to be 125 points so I thought hard about what to take. I decided to go with a small but powerful team dedicated to the Chaos god Nurgle. A terminator leader and 5 marines. The pox walkers proved to be a failure in 2 practice games out of three so I decided not to take them.

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My leader in Terminator armour.

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I painted all the Plague Marines that I owned – seemed the sensible thing to do.

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Plague Marine with Bolter and knife.

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Plague Marine with Blight Launcher- my favourite weapon, it’s rather powerful.

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Plague Champion with power glove.

The figures were a pleasure to paint- their 3D CAD designs made them rather detailed but easy to paint. A coating of the GW technical paint ‘Nurgle’s Rot’ adding a nice finishing touch at the end.

Cheers,

Pete.

Kill Team

Several years ago I played through the PC game ‘Dawn of War 2’ (2009, Relic Entertainment) and said to my friend at the time that ‘if Warhammer 40,000 was this much fun I’d still be playing it’ as it featured the low level infantry battles rather than the bloated, win at all costs, 100s of troops crammed onto a tiny table mess it became as it moved further away from its ‘Rogue Trader’ days…

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… Roll on a few years and I get back into Necromunda on something of a nostaligia trip and to fulfil my love of skirmish games. GW then go and release ‘Kill Team’ allowing skirmish games to be played in the wider 40,000 universe, Brian bought the starter set and we played a few games. Whilst it share some similarities with Necromunda it is a different game but has delivered on a version of 40k that I want to play.

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As a result I’ve assembled a few kill teams and got some scenery together. Given a team is 6-15 models it appeals to the fickle collector in me (I currently have 4 different teams in various stages of construction…)

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Games are nice and short and have a small footprint allowing them to be easily fitted in an evening, even allowing a couple to be played in an evening. With this in mind I’ve plans for a narrative campaign brewing. The online tool Battle Scribe makes creating and managing your Kill Teams a breeze too.

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Better still everyone seems to have been getting involved too- either digging out old models or buying new ones. My girl friend has been collecting some teams too, it has been really nice helping her with her painting. The local to her games shop ran a tournament that we both entered a bit back too.

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Next: my tournament kill team.

Cheers,

Pete.