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Round 1 and Guiding Principles

PostPosted: Fri Nov 01, 2019 8:19 pm
by Dave
EDIT: As we played the 4 player scenario then skip to the “week three and onwards” challenge method.

As the challenge rules are somewhat ambiguous, week one will go as follows:

1) Random draw to determine player match ups.
2) Randomly determine territory that is up for grabs.
3) Determine board type (ZM or SM)*.
4) Play either the Stand Off or Tunnel Skirmish scenario.

Week two:
1) Losers and winners from game 1 pair off and play each other (L1 vs L2 and W1 vs W2).
2) Randomly determine territory that is up for grabs**
3) Determine scenario (using the revised scenario table below).

Week Three onwards (until all territories are claimed):
1) Starting with the Lowest rated gang and moving upwards players challenge each other.
2) Randomly determine territory up for grabs.
3) Determine scenario (using the revised scenario table below).

Scenario Table
2-4 Player with the highest gang rating can choose the scenario.
5-7 Roll again 1-2 Border Dispute 3-4 Stand Off 5-6 Sabotage (or the ZM equivalent of these scenarios)
8-12 Player with the lowest gang rating can choose the scenario.

These are just my thoughts, as usual everything is up for discussion.

*If players can agree what type then no problem otherwise roll off and the winner can choose.
**Thought process here is that we are exploring an old Dome and so don’t know exactly what resources it holds. Once all the territories have been claimed then you can start challenging for specific territories.

Re: Round 1 and Guiding Principles

PostPosted: Fri Nov 01, 2019 8:30 pm
by Dave
Alternative for Week One

We play the Gang Moot scenario! 4 Territories up for grabs with the winner choosing first, then second place and so on.

This means everyone gets a territory right off the bat however accept this scenario with caution as it can be hilariously brutal!

Re: Round 1 and Guiding Principles

PostPosted: Sat Nov 02, 2019 9:18 am
by Brad85
I think the moot would fit the theme. The gangs were checking out the dome as tacit alliance, then it all went south fast.
Maybe an anonymous third party initially got them together, which could give you a arbitrator tool later?

Re: Round 1 and Guiding Principles

PostPosted: Sat Nov 02, 2019 4:40 pm
by Ray
Is that the one where all the leaders meet in the middle and one of them falls though a hole in the floor to his death thanks to a melta bomb of something? That game was hilarious. I don't really mind either way. Isn't getting all your guys killed kind of the point of necromunda?

Is the plan still to play every other week?

Re: Round 1 and Guiding Principles

PostPosted: Sat Nov 02, 2019 7:42 pm
by Tom
Happy with whatever. Managed to save my Necro stuff from disappearing into the house renovation chaos so game on! Will be letting the side down re: painting as usual though. Lack of physical space rather than will.

Re: Round 1 and Guiding Principles

PostPosted: Sat Nov 02, 2019 11:01 pm
by Dave
Ray wrote:Is that the one where all the leaders meet in the middle and one of them falls though a hole in the floor to his death thanks to a melta bomb of something?


Yeah that’s the one!

Ray wrote:That game was hilarious. I don't really mind either way. Isn't getting all your guys killed kind of the point of necromunda?


Yeah, eventually death comes to them all.

Ray wrote:Is the plan still to play every other week?


That’s the aspiration but if it ends up being 1 in 3 or 1 in 4 then no worries.

Re: Round 1 and Guiding Principles

PostPosted: Sat Nov 02, 2019 11:02 pm
by Dave
Tom wrote:Happy with whatever. Managed to save my Necro stuff from disappearing into the house renovation chaos so game on! Will be letting the side down re: painting as usual though. Lack of physical space rather than will.


Seems like all are happy to give it a go. No worries on the paint front, I’ve had a last minute faction change to Cawdor and none are painted.

Re: Round 1 and Guiding Principles

PostPosted: Sun Nov 03, 2019 8:14 pm
by Tom
I'd forgotten about the Krumper buff! Looking forward to hopefully getting some use out of the bloody thing now!

Re: Round 1 and Guiding Principles

PostPosted: Mon Nov 04, 2019 2:08 pm
by Dave
It’s also worth remembering that you hire hangers-on in the PRE-battle sequence, you can also have a hanger on with 0 rep (although we should never drop below 1 rep as we all have a settlement that can’t be lost).

The point I’m trying to make is that you may want to save 50 creds for a Rouge Doc.....just sayin.

Re: Round 1 and Guiding Principles

PostPosted: Mon Nov 04, 2019 2:48 pm
by Ray
Dave wrote:Rouge Doc


Also available in other colours?