Necromunda Gang Stronghold

What we play our games on

Re: Necromunda Gang Stronghold

Postby Tom » Fri Dec 03, 2021 10:43 am

Dave wrote:There are some extra ways in that you canā€™t quite see in the picture but yes does look to be very defensible.

Iā€™ve built it for specific scenarios really, mainly where sentries are involved so, in theory, where the attacker has an advantage.....

Iā€™ve also got this vision in my mind where a gang is holed up and is being assaulted from all sides by a whole bunch of enforcers. An ā€œend gameā€ type of scenario.


There's a scenario somewhere (White Dwarf?) where the attackers get infinite re-spawns and the defenders are just trying to last as long as possible.
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3409
Joined: Tue Aug 12, 2014 11:27 pm

Re: Necromunda Gang Stronghold

Postby MoodyGit (Gary) » Fri Dec 03, 2021 12:32 pm

This is creeping so close to the campaign I wrote for you guys. I'll post up the copy some time and you can see where I was going.
'Jenkins, chap with wings there...five rounds rapid.' - The Brigadier.
User avatar
MoodyGit (Gary)
Lord of Pumpkin Spam
 
Posts: 2237
Joined: Thu Jun 26, 2014 4:23 pm

Re: Necromunda Gang Stronghold

Postby Darkson (Simon) » Fri Dec 03, 2021 6:04 pm

Tom wrote:There's a scenario somewhere (White Dwarf?) where the attackers get infinite re-spawns and the defenders are just trying to last as long as possible.

There was one like that for orig Necromunda as well, though can't remember if it was in WD, a book or the Journal.
Send help - buried under my lead mountain!
User avatar
Darkson (Simon)
Archduke Pumpkin of ARBBL
 
Posts: 4707
Joined: Fri Jun 27, 2014 3:34 pm

Previous

Return to Scenery and terrain

Who is online

Users browsing this forum: No registered users and 1 guest

cron