I think that the Inquisitor might need to re-evaluate his hiring policy. He goes up against Van Saar, with a Van Saar in his retinue, and suddenly everyone's weapons are missing and running out of ammo. Very suspicious.
Choosing to believe that the attaché's displacer field DID in fact activate moments before disaster, but sent him to some distant location in which he had a mini-adventure of escapades that netted him d3 xp. Lesson Learned: calibrate your archeotech
Necromunda is the one GW game I have never been able to play. Have books, GSC, and a kitbashed chaos cult made out of Cawdor and chaos. No-one nearby plays
I know what you mean. But, I did end up putting a post on reddit and found out that there was a local group meeting at the game shop by my house. Hopefully, you get some good luck finding one as well.
Hang on a minute... I quote from the scenario rules "I come to bury the queen, not to praise her - The gangs both turned up to parley, and so brought no guns with them. Any fighter that is part of either gang's starting crew may only use weapons with the Melee trait." Granted, that rules would totally suck for any Van Saar gang, butr if you're gonna house-rule it away for a more fun game/to see your gang multimelta'd to death, probably ought to have stated that at the start...
...and replying to myself having made it the end, you realised that at the end, so.. funny. Pretty sure you were mis-remembering other rules too, though - I could swear you said Dodge was a 5+; it's 6 only, advantage is unlike a lot of other skills which are once per turn or combat, you get it against everything.
First i wonder why the game is over 1 hour long against a gang out of 5 vs a van saar gang in nearly open space. Than i watch it and see uncountable 1s for the van saar shooting in the first turns.
Bottle Tests don't factor in Fighters that aren't yet on the Battlefield, as far as I know. That's the way my Group & I understand it. The wording of the Rule is 'fighters present' at the start of the Battle. By contrast Reinforcements 'arrive' later in the Battle. Arrive begets not being Present. & yeah, now that I think of it, Crew Selection & Reinforcements are two different Rules, dealt with separately. You roll'd a 4, +1 for old dude being OOA. Start'd with 4 Fighters. You Bottled on the first Turn. 🧐🤔🤓
& you can Crawl up to half Movement without any other restrictions. Crawl wherever ya want. [Under 'Prone & Seriously Injured Fighters', via Prone/Pinned Fighters.] Consolidate is a flat 2".
As Necromunda is all about the Narrative, why not do Post Battles for the 'Enemy Gangs'. Ostensibly you're gonna use the Inquisitor+ in the future. Having at least the after effects of this game factor'd in helps tell their story over the years too come. Even if you don't use them often or even ever again, why not? Necromunda & its Gangs are a living+breathing thing. Treat 'em as such! Blaster was here... & thinks even my 'Side Gangs' deserve the full Necromunda treatment!
Half paying attention i thought i heard you say zema comma sweet tarts for anti rad meds lol. Amd im like whoah, not only a mid 90s throwback, but on point for some noxious grim dark salve .....
Ash and community. I am currently working on combining KT and Necromunda. One rule set for two different games, think it’s feasible? Taking gangs and converting them to Kill Team? Any feedback and suggestions would be welcomed.
You could hybridize elements from both, but I think you’ll run into the issue that the two systems are designed around kinda different concepts. Is there a particular reason you’d want to combine them? (I’ve thought about this specific topic a bunch btw because I actually like the close combat system in KT a little more, but I can’t really puzzle out how to combine them without seriously limiting the cc weapon variety in munda)
@@crimson_oracle I want to use my gangs in KT. Thinking about just using the KT mechanics for Necromunda. I’ll let you know what I come up with. I think we should be able to use all of our miniatures in one game besides full 40K.
@@SpannSr1970 oh yeah you can definitely use Necromunda minis in KT, veteran guard, blooded, and genestealer cults are all viable routes to go. The issue you’ll mostly run into is the inflexibility of equipment in KT. I actually tackled that a bit for the Inq28 event I ran at NOVA, where you built a team with a lot more flexibility drive.google.com/file/d/1iBybz4_3OjLB7kfd-nHESZ4kDRg6-FiY/view
I think that the Inquisitor might need to re-evaluate his hiring policy. He goes up against Van Saar, with a Van Saar in his retinue, and suddenly everyone's weapons are missing and running out of ammo. Very suspicious.
When your payment plan is in ‘Service is it’s own reward’ people get creative :)
@@GuerrillaMiniatureGames you really have a habbitbof hir8ng some sus characters. Probably should stick to off worlders.... especially for doctors....
Choosing to believe that the attaché's displacer field DID in fact activate moments before disaster, but sent him to some distant location in which he had a mini-adventure of escapades that netted him d3 xp. Lesson Learned: calibrate your archeotech
Really enjoyable report. Chris is one of my favorite nerds
Beautiful gangs and terrain! Looking forward to how the campaign plays out 😊
Remember you have to shoot closest target unless you make a cool check
Well I am now watching Archer while assembling my Necromunda terrain! Great game
Necromunda is the one GW game I have never been able to play. Have books, GSC, and a kitbashed chaos cult made out of Cawdor and chaos. No-one nearby plays
I know what you mean. But, I did end up putting a post on reddit and found out that there was a local group meeting at the game shop by my house. Hopefully, you get some good luck finding one as well.
I'm looking forward to this one! Necromunda campaigns are awesome
Always wanted to get into necromunda as well....so many games!
Hang on a minute... I quote from the scenario rules "I come to bury the queen, not to praise her - The gangs both turned up to parley, and so brought no guns with them. Any fighter that is part of either gang's starting crew may only use weapons with the Melee trait." Granted, that rules would totally suck for any Van Saar gang, butr if you're gonna house-rule it away for a more fun game/to see your gang multimelta'd to death, probably ought to have stated that at the start...
...and replying to myself having made it the end, you realised that at the end, so.. funny. Pretty sure you were mis-remembering other rules too, though - I could swear you said Dodge was a 5+; it's 6 only, advantage is unlike a lot of other skills which are once per turn or combat, you get it against everything.
I love necrunda. So excited to watch this campaign
First i wonder why the game is over 1 hour long against a gang out of 5 vs a van saar gang in nearly open space. Than i watch it and see uncountable 1s for the van saar shooting in the first turns.
Bottle Tests don't factor in Fighters that aren't yet on the Battlefield, as far as I know. That's the way my Group & I understand it. The wording of the Rule is 'fighters present' at the start of the Battle. By contrast Reinforcements 'arrive' later in the Battle.
Arrive begets not being Present. & yeah, now that I think of it, Crew Selection & Reinforcements are two different Rules, dealt with separately.
You roll'd a 4, +1 for old dude being OOA. Start'd with 4 Fighters. You Bottled on the first Turn. 🧐🤔🤓
& you can Crawl up to half Movement without any other restrictions. Crawl wherever ya want. [Under 'Prone & Seriously Injured Fighters', via Prone/Pinned Fighters.]
Consolidate is a flat 2".
As Necromunda is all about the Narrative, why not do Post Battles for the 'Enemy Gangs'. Ostensibly you're gonna use the Inquisitor+ in the future. Having at least the after effects of this game factor'd in helps tell their story over the years too come.
Even if you don't use them often or even ever again, why not? Necromunda & its Gangs are a living+breathing thing. Treat 'em as such!
Blaster was here... & thinks even my 'Side Gangs' deserve the full Necromunda treatment!
What & where is that gaming mat from? Fantastic battle report!
skirmish-mats.com/
I was going to ask that - cheers!
Thanks for the shoutout! Great batrep! 🙌
"Inquisitorius? What are you? Hourly?"
Shouldn't Zaan have an assist from Mr Bubbles in recovery roll? Great game, very enjoyable to watch!
Comment for engagement! Bring it on!
perfect, just reading the book and planning the campaign.
Rex Dangervest! Shoot woot. Hero of the universe.
Love it!!
I don't think I've ever seen more 2+'s miss...
Good game
What model is the Ogryn servitor?
looks like a kitbash of one of the Bullgryn models, not sure where the weapons and the thing round his head are from tho. Looks awesome!
Half paying attention i thought i heard you say zema comma sweet tarts for anti rad meds lol. Amd im like whoah, not only a mid 90s throwback, but on point for some noxious grim dark salve .....
Ash and community. I am currently working on combining KT and Necromunda. One rule set for two different games, think it’s feasible? Taking gangs and converting them to Kill Team? Any feedback and suggestions would be welcomed.
You could hybridize elements from both, but I think you’ll run into the issue that the two systems are designed around kinda different concepts. Is there a particular reason you’d want to combine them? (I’ve thought about this specific topic a bunch btw because I actually like the close combat system in KT a little more, but I can’t really puzzle out how to combine them without seriously limiting the cc weapon variety in munda)
@@crimson_oracle I want to use my gangs in KT. Thinking about just using the KT mechanics for Necromunda. I’ll let you know what I come up with. I think we should be able to use all of our miniatures in one game besides full 40K.
@@SpannSr1970 oh yeah you can definitely use Necromunda minis in KT, veteran guard, blooded, and genestealer cults are all viable routes to go. The issue you’ll mostly run into is the inflexibility of equipment in KT. I actually tackled that a bit for the Inq28 event I ran at NOVA, where you built a team with a lot more flexibility
drive.google.com/file/d/1iBybz4_3OjLB7kfd-nHESZ4kDRg6-FiY/view
@@crimson_oracle awesome! I was looking at that: the credits, rep, equipment. I’m still trying to figure it out.
What app do you use for the roster and gang cards?
The Yaktribe Gaming gang manager.
@@GuerrillaMiniatureGames awesome, coincidentally just signed up for it as we're trying to start something locally.
Unless this scenario uses modified rules for bottle checks, then you did it completely wrong.