Tuesday, 28 April 2015

Gang Wars

Life has been very busy lately so not much blogging going on.

Last night was the latest instalment in the clubs Necromunda campaign. THis is game 7 of a 10 game campaign, but so far I have only played in about 4 games (I think).  To be honest I have not been enjoying them very much so have skipped a few games.  

Whoever wins a game gets to pick teh scenarion for the next round, and as John and his Eldar won last time he sleected a scenario tailored specifically to his Eldar.  As far as the other gangs were concerned it was a pretty normal loot fight, with each payer trying to secure some loot counters without sufffering to many casualits. The Eldar however had come in search of a missing soulstone, and JOhn had to secretly select one of the loot counters to be the soulstone. That became his primary target for the mission, with the Eldat having a break point ot 75% and not allowed to voluntarily flee the battlefield.  

The other players were me with my Cawdor gang, Douglas with his Genestealer Cult and Andy's gang (I still cant remember what they are).

Andy started off and we pretty much all ganged up on the Eldar, and they took a pretty hefty pounding as a result.  I tried to make my contribution but my gang is well behind teh curve at this point in the campaign so Andy did most of the heavy lifting.

After a few rounds the Eldar were looking pretty ropy and I decided that the Genstealers that were breathing down my neck had ot be dealt with. Unfortunately it didnt quite go toplan and after a couple of rounds I failed my bottle test and exited the game, with the Genestealers right behind me.

This left John and Andy to fight for the win and with John having taken a good beating from everyone else Andy made short work of him, and what with John stuck until he failed a bottle test they finally called it when John got down to his last model, as there did not seem to be any point in spending the rest of the night chasing down a lone Eldar.  


So a fairly typical game of Necromunda for me, and a resounding victory for Andy and his gang.  I came away with no lasting casualties and gained another pile of useless stat advances and skills.  

 I suspect that that will be my last game in this campaign as I am not enjoying it.  I am finding the campaign system for Necromunda very frustrating as my gang has some excellent close combat advances, while not one of them has actually been in combat yet in the entire campaign!  While all the gangs have basically the same profiles the difference in skill lists seemd to be a bit silly. Some gangs get seem to have acces to some excellent skill sets that give them improved shooting and technical skills, while some seem to get skill sets that would seem better suited to Mordheim.  The running joke at the moment  is that my gang would be an excellent gang to use in Mordheim, where there are less firearms.  If I were to try this again I woudl probably select a different gang to use, something with a more suitable skill set!


Nest week something completely different.   Malifaux!

4 comments:

  1. looking at your table pics i would seem you should about double your terrain (particularly cover items) Esher gangs (which are close combat) are generally considered to be very good in Mordheim.

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  2. The Stunties are Van Saar. I think we did try more cluttered tables early on, and it didn't work very well either as you only got a couple of turns of the game it seemed.

    But I agree, our Mordheim campaigns have felt a lot better than the Necromunda one, it was an experiment anyway.

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    Replies
    1. If we were to do it again it could work, but would just need structured a bit differently, more in line with our current Dux B campaign, rather than our last Mordheim campaign. That way we could make better use of the variety in all the different scenarios, and stick to gangs that are in keeping with the setting.

      More terrain would probably work on a table with less gangs. I think the big problem this time round has been too many players on the table. You hardly need to move before you are in range of another gang, and then it is a couple of rounds of shooting before one side makes an early exit, then move on to the next gang in line. Two gangs on the table have a bit more space to move around, and will force you to spread out, lessening the effect of the mobs that we currently have.

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