I love that you guys do necromunda battle reports! I literally cried when the guy wanted to shoot his flamer, but thought he couldn't see because of visibility. You don't need visibility for templates and blasts. Keep delving deeper into the underhells!
A couple of rules - Spyrrers see in the dark with no limit. Model who shoot is visible if weapon has not silent trait. You can use armor save OR field save, not both. Great game, good work.
more - Spyrrer has 6 atack in the charge - 2*2(paired) +1 (two weapons) +1 (charge). Pined cant be targeted when is behind cover, he can be targeted on long range (is skill who protect that way)
Hey mate thanks for the tips! Where does it say spyrers ignore the dark, I can only see than stealers do! Ooh I thought we could see everything we fired at (with all the lumens and firing), or was it that I told Phil he couldn’t shoot something (hard to tell without a timestamp) And good to know on the attacks, thought the +1 was replaced by double attacks characteristic!
@@BearfootMiniatures Page 127 Underhive Gloom. In this campaign, visibility is always 6 inches and Spyrrers and Genestilers ignore the restriction. It is possible that in the full rules Spyrrers will not be able to see completely in the dark, but in this campaign some of the rules are modified compared to the full version that will appear in the "Book of Desolation"
Glad you enjoyed it mate! Ye I love the music for necro, it’s by White Bat Audio and all available on UA-cam I believe (if you fancied sticking it on as background)
Yay, Necromunda content! You don't roll Bottle tests in the Underhells campaign however (pg128) instead if you want to flee in the End phase you do an Intelligence test for each fighter and they flee if successful. Spyrers flee automatically but only if no-one else is left on the board.
Mate: it’s very cool and atmospheric, there’s a few 1 player “AI behaviour” tables that could help you get a game if your struggling, or if your near hit me up!
Heh. 😂 You correctly state you can't pre measure after you've already both pre measured your movement and then adjusted where you've moved afterwards. Looks like you need to reread "Take-Backs & Changing One's Mind" under "First Principles" page 38 Hive Secundus rulebook 😉 Also you can only use one armour save, either armour or field not both.
Ahh do find the movement one wierd tbh, though we both did it so fair(?) Ooh I thought field armour was in addition (I’m sure it used to trigger on a hit rather than wound, but noted!) sort of feels wield that it wouldn’t be extra protection rather than just situationally better!
I quite like the no pre measuring on movement otherwise none ever leaves their characters accidently exposed. I did find it annoying that in the original rules it was just a footnote which meant 95% off people skipped over it. You are right about field armour it did say it negated the hit rather than the wound but it always said it was one save or the other. I agree that field saves should probably be in addition as they cost enough.
With the movement it’s just idiocy on my part; I even know it’s a rule you have to declare then measure, I just find in the flow of the game it’s easy to skip, I’ll make sure to do it on Thursday (when we film g5&6!) Maybe even worth a house rule for fields, as you say they’re very expensive (though won’t be in this campaign)
dissapoints me that Van sars really cool thing, the rad weapons, have fallen by the wayside. It was over when they gave Gene stealer cult those hazard suits, what by default?
The Malstrain gang scum don’t have any by default so no worries there for the malstrains specifically (if the hive second is campaign is the standard) Rad weapons I’m not a fan of in general tbh, though it may just be by comparison to some of the other weapons being too good (?)
'Aliens 2'? As in Ripley on the prison planet? Or 'Aliens', sequel to 'Alien'? I don't mean to be an asshat but your intro, Gang in-depth read thru & all that is/was very clunky. I FF'd thru most of it, it was so clunky.
Aliens! Do you mean the read through Asin the previous video or this particular vid? Is there any particular reason you found it clunky (length/type of info) so I could improve it to your tastes for next time?!
I love that you guys do necromunda battle reports! I literally cried when the guy wanted to shoot his flamer, but thought he couldn't see because of visibility. You don't need visibility for templates and blasts.
Keep delving deeper into the underhells!
Oh no!!! I’ll make sure Phil knows for next time! Glad you’re enjoying it!
A couple of rules - Spyrrers see in the dark with no limit. Model who shoot is visible if weapon has not silent trait. You can use armor save OR field save, not both. Great game, good work.
more - Spyrrer has 6 atack in the charge - 2*2(paired) +1 (two weapons) +1 (charge). Pined cant be targeted when is behind cover, he can be targeted on long range (is skill who protect that way)
Hey mate thanks for the tips! Where does it say spyrers ignore the dark, I can only see than stealers do!
Ooh I thought we could see everything we fired at (with all the lumens and firing), or was it that I told Phil he couldn’t shoot something (hard to tell without a timestamp)
And good to know on the attacks, thought the +1 was replaced by double attacks characteristic!
@@BearfootMiniatures Page 127 Underhive Gloom. In this campaign, visibility is always 6 inches and Spyrrers and Genestilers ignore the restriction. It is possible that in the full rules Spyrrers will not be able to see completely in the dark, but in this campaign some of the rules are modified compared to the full version that will appear in the "Book of Desolation"
Awesome thanks for the page; I’ll burn it into my memory banks
Not left a comment yet? Ok, now I have. Looking forward to this!
Thanks for the video. Some of the music employed here gave me UFO: Enemy Unknown vibes which I found quite fitting🙂
Glad you enjoyed it mate! Ye I love the music for necro, it’s by White Bat Audio and all available on UA-cam I believe (if you fancied sticking it on as background)
Thanks for the batrep guys!
Thanks for watching mate! Hope you enjoyed it!
"Immersive" love it
all about the Immersion into the setting at all times
Yay, Necromunda content!
You don't roll Bottle tests in the Underhells campaign however (pg128) instead if you want to flee in the End phase you do an Intelligence test for each fighter and they flee if successful. Spyrers flee automatically but only if no-one else is left on the board.
Oooh thanks for the tip! We’ve just seen before playing G5 & 6 so won’t be doing tests in them (sadly have already got 3&4 done)
My order of Hive Secundus arrives tomorrow. First thing to paint are of course the malstrain Genestealers
Hope you find them as fun as I did, I’m so used to armoured humanoids/humans in general and they were a breath of fresh air
Can not wait to get my own set, really hope i actually play it.
Mate: it’s very cool and atmospheric, there’s a few 1 player “AI behaviour” tables that could help you get a game if your struggling, or if your near hit me up!
@@BearfootMiniatures I am afraid I am in the USA but thank you very much for the offer :-)
Mate 100% check out the solo play stuff (it floats about on necro worldwide and I imagine this set is actually perfect for it aswell)
Gangtastic!
I was confused at first. Then I realised that the claws was glued upside down on the Orrus. Since the ranged bit should be on top. Still looks good.
Haha ye… sadly it was already fused with plastic glue before I realised
Hail all
Hail!
Awesome game
Thanks mate! Glad you enjoyed it
Heh. 😂 You correctly state you can't pre measure after you've already both pre measured your movement and then adjusted where you've moved afterwards.
Looks like you need to reread "Take-Backs & Changing One's Mind" under "First Principles" page 38 Hive Secundus rulebook 😉
Also you can only use one armour save, either armour or field not both.
Ahh do find the movement one wierd tbh, though we both did it so fair(?)
Ooh I thought field armour was in addition (I’m sure it used to trigger on a hit rather than wound, but noted!) sort of feels wield that it wouldn’t be extra protection rather than just situationally better!
I quite like the no pre measuring on movement otherwise none ever leaves their characters accidently exposed. I did find it annoying that in the original rules it was just a footnote which meant 95% off people skipped over it.
You are right about field armour it did say it negated the hit rather than the wound but it always said it was one save or the other. I agree that field saves should probably be in addition as they cost enough.
With the movement it’s just idiocy on my part; I even know it’s a rule you have to declare then measure, I just find in the flow of the game it’s easy to skip, I’ll make sure to do it on Thursday (when we film g5&6!)
Maybe even worth a house rule for fields, as you say they’re very expensive (though won’t be in this campaign)
dissapoints me that Van sars really cool thing, the rad weapons, have fallen by the wayside. It was over when they gave Gene stealer cult those hazard suits, what by default?
The Malstrain gang scum don’t have any by default so no worries there for the malstrains specifically (if the hive second is campaign is the standard)
Rad weapons I’m not a fan of in general tbh, though it may just be by comparison to some of the other weapons being too good (?)
'Aliens 2'? As in Ripley on the prison planet? Or 'Aliens', sequel to 'Alien'?
I don't mean to be an asshat but your intro, Gang in-depth read thru & all that is/was very clunky. I FF'd thru most of it, it was so clunky.
Aliens!
Do you mean the read through Asin the previous video or this particular vid? Is there any particular reason you found it clunky (length/type of info) so I could improve it to your tastes for next time?!
They meant aliens as in alien 2 not “alien 3” the prison planet.