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Corrupt Your Necromunda Gang with CHAOS! | Necromundown Ep. 17 

Miniatures Rundown
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Join Mitchell and Joshua as they discuss how chaos corruption works in Necromunda. There are ups and downs but what is most important is you can have a lot of fun with it. Which chaos go would you choose?
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5 май 2024

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Комментарии : 14   
@akodotain
@akodotain 2 месяца назад
For the Spawn/Seismic interaction, I suggest house ruling spawn gets a double to get back up and that Seismic takes priority. This is in line with indoor grav cutters.
@miniaturesrundown
@miniaturesrundown 2 месяца назад
That makes sense. Kind of a nice in-between.
@mistformsquirrel
@mistformsquirrel 13 дней назад
It's just a few tentacles, it's still good it's still good >.>
@ub3r73k
@ub3r73k 2 месяца назад
Thank you guys for doing these. You have helped make necromunda more approachable for this newbie
@miniaturesrundown
@miniaturesrundown 2 месяца назад
That's the goal, and thank YOU for watching!
@redacted5985
@redacted5985 2 месяца назад
It’s all fun and games until you’re dumping rounds into a Goliath leader with Slaanesh-boosted movement that starts charging you
@miniaturesrundown
@miniaturesrundown 2 месяца назад
Everybody gangsta until the Goliath has 6" movement.
@timo52
@timo52 2 месяца назад
Always enjoying the videos. Can't wait for an escher deep dive
@janklevaivancic4263
@janklevaivancic4263 2 месяца назад
Cool content! As usual I have some comments:) - From a strictly 'power level' point of view I believe Slaanesh has actually the strongest favour benefits, especially if playing with Vehicles: +2 Movement is also worth 12 XPs (5 for the first +1M and 7 XPs for the 2nd advance), but can push your leader's 'base' Movement stat beyond Bikes and other vehicles, which is especially worthwhile for Melee focused leaders or otherwise slow gangs; as you yourselves pointed out it is fairly crucial for Spawns to have that extra D6 on their Movement roll, which helps mitigate the extreme randomness of Spawns and finally the most tactically powerful benefit - activating 2 fighters rather than 1, once per round is HUGE: these 2 separate fighters can each do a group activation if they are champs/leader (so you'd get to activate up to 5 fighters in the first 'activation' of the round when the gangs start the actual engagement, without considering Cult icons, Commanding presence and other such increases to Group activation numbers); alternatively this is the only way to get Vehicles to 'group activate' with another vehicle or with fighters riding on the vehicle (vehicle rules explicitly preclude Vehicles being part of a 'normal group activation'), but with the Slaanesh favour you could get the Vehicle to move or Ram and have the leader on board group activate with 2 other passengers to open fire or charge/board the enemy vehicle before they have a chance to drive away/flee from your 'boarding crew'. - Khorne and Nurgle worship are indeed more 'for flavour' since usually the benefits they provide are 'more of what your gang is good at anyway' (4-5th Attack on a Khornate Goliath Tyrant or 4th Wound on a Nurglish Squat/Orlock leader is kind of redundant but fluffy :) - Tzeench worship RAW is definitely the 'weakest', but locally we House rule that your Tzeench leader is not limited to the Ghast wyrd power table, but rather that they get to choose a Wyrd discipline from the Book of Outcasts and then roll randomly 1 power from that table (with the associated discipline special rules, if it is the only power they have), which makes Tzeench worship much more interesting and provides you some flexibility/customisation (you still get a random power, but you can at least plan for the discipline special rule/benefit, which is kinda fluffy for Tzeench). - My main gang are Khorne corrupted Goliaths, mainly because I like Chainaxes and all my characters are melee focused gladiatorial champions, so Khorne fits their theme best, even though Slaanesh' benefits would be significantly more useful (base Move 6'' melee Goliath tyrant, with the option to get potentially +2'' with Gene-smithing, +2'' Stim slugs and 2'' Versatile Chain-glaive or 5'' Versatile Tenebrous scourge anyone?). Besides that I also run Slaanesh corrupted Ogryns (M7'' Ogre Boss with Commanding presence and the Slaanesh double activation to circumvent the severe group activation limitations of Slow witted Ogryns) and I fluctuate between Nurgle and Tzeench corruption (with the aforementioned House rule) for my Squats, depending on wether I want the leader to be a Melee brawler (= Nurgle) or a 'swiss army knife' psycher (= Tzeench) due to the Sqat's leader high Willpower stat. Keep up the good work and cheers! :)
@itsFirestalk
@itsFirestalk Месяц назад
I've recently gotten interested in Necromunda and your videos have been great for learning! With your video on gangs for beginners in mind, how much more difficult are corrupted gangs vs. the base "house of" ones? I love the flavor this has but worry I'd be biting off more than I can chew...
@squeethemog213
@squeethemog213 2 месяца назад
Oh these sound like a lot of fun and flavorful stuff to put on my gangs. Thank you for covering this guys. You rock 🤩
@enkeny
@enkeny 2 месяца назад
In necromunda, the use of words are terrible. What we found for problematic rules: 1) Mutation: mutation instead the corresponding mutation. So if the injury has no 'corresponding' mutation, then we just ignored the mutation option. It works with the new injury table. 2) Chaos spawn ignor ignor flash wound and serious injured on the 'injury roll', so that means they don't ignor it from other sources, like Rad-phage 3) Seismec only ignor pinning immunity for 'shooting'. We say chaos spawn ability is stronger. My experience as a helot player: You want your spawn to get killed and not getting blaze.
@ryanhatzenbeller4327
@ryanhatzenbeller4327 2 месяца назад
Horus didn't turn evil from being stabbed, it was when he agreed to be saved from that wound.
@MalakhimJWQ1
@MalakhimJWQ1 2 месяца назад
Hail all
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