Campaign going forward

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Latedave
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Campaign going forward

Post by Latedave » Wed Aug 31, 2011 12:23 am

Thanks for everyone who played, think we had a lot of fun and most people got to grips with the basics!

Going forward I'm happy for people to play games as and when they want, however every four weeks I'll organise a structured set of games with a specific scenario. Opponents will be picked to be as even as possible. These games will also be balanced for noob gangs so either they will play each other or two of them will go up against an experienced gang with suitable rewards for the risk. Its likely to be additional experience for the noob gangs, medic (no deaths for that game only) and a couple of rare items for the experienced gang if they win. The game does balance itself anyway to some extent with the reputation system so remember its extra exp if your opponents gang is rated above you!

Regardless of the above based on today all noob gangs joining the campaign will ignore capture and death for their first game as it makes things much more fun.

I'd prefer to do progression at the club but its difficult to keep track and Yakromunda makes it a lot easier so please be as honest as possible rolling dice for the random advances. If someone ends up with nothing but BS skill increases I'll get suspicious!

In regards to credits Dave R's already made the point but you need to pay for the upkeep of your gang so please bear that in mind. The chart below allows you to calculate the profit you having remaining (yep I know it hasn't pasted properly!:). Also remember that your gangers, leaders and heavys will start with 1 d6 exp anyway so make sure to add that.

(just to demonstrate I have 8 models in my gang, income was 90 so I'm in the 80-119 section so my remaining cash is a miserly 40 creds)

NUMBER OF MODELS IN GANG
INCOME 1-3 4-6 7-9 10-12 13-15 16-18 19-21
0-29 15 10 5 0 0 0 0
30-49 25 20 15 5 0 0 0
50-79 35 30 25 15 5 0 0
80-119 50 45 40 30 20 5 0
120-169 65 60 55 45 35 15 0
170-229 85 80 75 65 55 35 15
230-299 105 100 95 85 75 55 35
300-379 120 115 110 100 90 65 45
380-459 135 130 125 115 105 80 55
460-559 145 140 135 125 115 90 65
560-669 155 150 145 135 125 100 70

Please post up any ideas, thoughts, feedback etc and really looking forward to some more games once the Expendables recover! Please also try and put up your game results so we can add them into the campaign history.

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Dave R
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Re: Campaign going forward

Post by Dave R » Wed Aug 31, 2011 12:30 am

Yakromunda auto includes the starting D6 experience.

I had lots of fun tonight, brought back good memories. Hopefully soon I'll be able to have a proper gang instead of a buttload of proxies.

As a tip for reporting your games, I'd suggest keeping track of who kills/wounds who as the game progresses an then one of you adds the game to Yakromunda.

The General
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Re: Campaign going forward

Post by The General » Wed Aug 31, 2011 6:37 pm

Hi DR

Just redoing my advances... I thought just selecting what I wanted *g* couldn't be right.... *reaches for lucky dice box"

Likewise I didn't do upkeep - do'h --- so my 65 income is a lowly 40.... so it's a hireling OR a juve for me...but NOT both!!!

Thanks for the tips - will need all the help I can get... and also noticed scummer can't have a heavy weapon (curse you Yakromunda selecta!?!) but DOES have stat upgrades... sheesh.

ttfn

Fergus "confused but getting there" muppid

ps @ LateDave great idea my man - much appreciated the campaign is, as my old mucker Yoda would say....

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Dave R
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Re: Campaign going forward

Post by Dave R » Wed Aug 31, 2011 9:35 pm

Scum are great, they get 6 advance rolls on their own chart and usually end up with a bunch of fun but random stat buffs and skills.

The General
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Re: Campaign going forward

Post by The General » Thu Sep 01, 2011 8:39 am

Hi All

I've tried adjusting (OK, read "correcting") my ganger stats in Yakromunda and failed... I need to change Rimmer's advance from BS (as I'd hoped) to +1 wounds (!), my leader is now +1 WS (rather than +1 leadership as added) the rest rolled out as wanted (lucky dice - told ya) - do I just manually add this adjustment to my gang notes or is there a way of doing it "properly" in the Yakromunda gang manager?????

regards

Fergus

ps Juve and scummer possible... but the juve is just a knifer *g*

porrter
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Re: Campaign going forward

Post by porrter » Thu Sep 01, 2011 3:59 pm

as far as i can tell you'll have to manually adjustment them
P.S dont eat the yellow snow

Latedave
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Re: Campaign going forward

Post by Latedave » Thu Sep 01, 2011 4:13 pm

The General wrote:Hi All

I've tried adjusting (OK, read "correcting") my ganger stats in Yakromunda and failed... I need to change Rimmer's advance from BS (as I'd hoped) to +1 wounds (!), my leader is now +1 WS (rather than +1 leadership as added) the rest rolled out as wanted (lucky dice - told ya) - do I just manually add this adjustment to my gang notes or is there a way of doing it "properly" in the Yakromunda gang manager?????

regards

Fergus

ps Juve and scummer possible... but the juve is just a knifer *g*


Fergus,

If you expand the advances tab under the ganger it allows you to then remove that advance and then you can re-add it . I've had to do it already as I got the injuries the wrong way round for two of my gangers. Only two advances for me *sniff*

The General
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Re: Campaign going forward

Post by The General » Thu Sep 01, 2011 7:30 pm

Hi LD

All good - Rimmer is now a 2 wound coward - Jean Claude is now a skilled h2h shooter (!) and the other two have their BS advance... 40 creds bought me a scummer and a knife-armed juve... woo-hoo...

Fergus "stressed eric" muppid

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