wuhoooo that makes knockback so much less of a pain to remember! thanks for pointing it out! always seemed a faff when ive beendoing it the wrong way....
Nailed it in the post game of the importance of damage 2 and rapid fire, its what makes boltguns and plasma so good, auto takes really. Props for trying new builds. I kinda feel that plasma and bolt guns ought to be trading post items with high rarity. Gangs ought to be incentivised more to take thematic builds, especially their unique items. Great to see more Necromunda content online! 🙂
Ye I 100% agree mate or limited heavily, in fact most weapons I loved it in the past (original necro) when you’d save for weeks to be able to get a bolted (then you’d need a 6 to hit and you’d finally hit, blow someone apart and run out of ammo all at once….)
@@BearfootMiniatures Yeah, old Necromunda was great, new one is as well mind, but I really liked the scarcity it felt like a real achievement getting something iconic! There were some really cool scenarios too, I loved the purge where you had to go into the badlands and kill a bunch of stuff for credits.
Nice batrep, as always! can't get enough of them:)) I just wanted to say that I'm quite positive concussion carbines do not auto-pin, actually... I think they just deny skills that can negate pinning (basically "nerves of steel" and maybe "spring-up", I'm not sure). Great game anyway and nice terrain!
your right looking at it now! Im sure i saw something, maybe in the original writing of them that concussion carbines pinned with the wording being based on targeting but by the by now (ive checked the latest trading post thing) Glad to hear your enjoying the games though!
Just found it on my quick ref of old (well old now you’ve pointed out it’s been changed) it was previously worded “if the target of a seismic attack is active they are always pinned” So was soooo much better
@@BearfootMiniatures ok that makes sense now 😬 Anyway, against goliath's nerves of steel or paired with flash nades those carbines still work wonders :))
Saw your post in the van saar facebook group so I'll be rooting for the Van Saar hehe, very cool, also watched your Battlefleet Gothic game, rooting for the Iron Warriors in that one haha
Really nice batrep, Enforcers always tend to struggle post game, I hope that they get some changes in the upcoming releases. The lost zone by Goonhammer gives the ability to shakedown a random gang each week and gain the base settlement earning of that gang
It’s one of the tactics cards mate, you get it until you roll a one on said save, it’s suuuuper good/broken, can see me using it in the previous necro game vs delaque and it didn’t feel great…
You can’t if you can’t see the enemy but if you can they’ll simply be in the way and hit if the attack becomes a stray shot (I think your referring to where the enforcers were stacked up on the left of the board, if it’s something specific let me know!) Though we may have missed the fact that provides cover, and looking at the rules we did this wrong, we were looking for 1s to hit causing stray shots but it’s much harsher, on a miss effects each possible in the way on a 4+
@@BearfootMiniatures I was specifically referring to the passage of play on the left hand side of the board when the enforcer with the concussion rifle pinned the Prime. Maybe it was just the camera angle but it looked like he was directly behind your subjugator captain. I was under the impression you can't shoot through friendlies unless they're pinned and considered out of LoS
@@firstitgiveth3784 so just looked it up and if theyre an enemy is an eligible target if they are "in vision arc and Line of Sight" with the only mention of friendlies (even in Hand to hand) being that of stray shots hitting them if they are in the way