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Post by Fabricator General on May 9, 2018 10:43:22 GMT -5
This Friday, the 11th, is Necromunda Night at Crossroads at 6:00 pm. It is super laid back. Come check it out. Your gang doesn't have to be finished, bring it the way it is or you can use my Eschers or try out my Goliaths.
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Art
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Post by Art on May 9, 2018 16:10:27 GMT -5
My goal is to head up there and either practice a game or observe and get a handle on the full game.
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Post by Fabricator General on May 12, 2018 14:05:08 GMT -5
Had a great night at Crossroads last night. There were seven people there, so I got to play a multi-player game for my second game ever with two other people that hadn't ever played before.
Gang War III has a lot of new scenarios including some really simple mods to handle multiplayer games. So we played "Gang Moot" where the gangs have met under truce to discuss some business. When Steve's Escher boss, the Black Queen, decides to shoot Max's Goliath boss, Skullshank, with a needle rifle the negotiations ended.
The deployment rules scattered the troops across the table. Each leader has to deploy within 6" of the center, and the gang has to deploy at least 12" away from any leader and 6" away from any other fighter (friend or foe). The fighters are not able to fight until they pass an Int test if someone shoots within 12" or yells a warning.
Hilarity ensues.... Steve's first treacherous shot was a 1 with an ammo check, which he swiftly failed with a 1. Max had a die that only rolled 6s, but only when he was using it on me. And lots and lots of bad dice all around that just drove people crazy and led to lots of laughs.
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Spectre Senence
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Post by Spectre Senence on May 12, 2018 21:44:07 GMT -5
Sounds like a awesome game indeed
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Post by Fabricator General on May 13, 2018 11:16:20 GMT -5
It was a LOT of fun, but the scenario wasn't turn based. It was a multi-player scenario where you had to be the last gang standing and we must've been in the 6th or 7th turn before Steve's gang finally bottled, and then it was another 30 or 40 mins before I was able to drop Max's leader in melee. Then we called the game because it was close to 11:00 and Max and I still had most of our gangs on the table. The dice rolls were just so crazy that no gangers would go out of action. I doubt I'll ever see a game like that again.
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Spectre Senence
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Posts: | 2,380 |
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Post by Spectre Senence on May 13, 2018 15:52:46 GMT -5
Damn for Necromunda that is crazy. Sounded like a lot of fun though. Gotta get some play in myself
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Post by Fabricator General on May 14, 2018 12:50:49 GMT -5
I don't think such a long game would be common. There was a bunch of things that made the game go long. We all were really new to the game; we used more fighters than the scenario called for; and no matter how many Injury rolls or Bottle tests we made, the dice just wouldn't let the game end. The die rolls were really, really statistically unlikely. I've never seen so many 6+ saves work or so many 2+ rolls fail especially at critical moments. The whole game was crazy like that, but we got to see a lot of different situations, found where rules are in the book and some rules clarifications.
I will definitely say that the new Gang War III is a must-buy, completely worth the money.
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