Last Thursday marked the kickoff of Chicago Skirmish Wargames' first Necromunda campaign, tentatively titled "Lower Wacker Hive." (Chicago residents and regular visitors will recognize the inspiration for the name, which comes from Lower Wacker Drive, a mostly underground stretch of roadway that runs right through the guts of downtown Chicago.)
The campaign will be sporadic, with games every month or so, but we'll add updates as it progresses. We've happened to starting our campaign in the auspicious 20th anniversary year of Necromunda, which hit the stores in 1995. Yes, those of you having nostalgic feelings right now are indeed older than you thought
Anyhow, my battle was against Mike C., who brought his Goliath gang "The Juggernauts." I brought "Fjord's Folly," a Van Saar gang. We met near a nearly abandoned transit center for a classic Gang Fight scenario.
The Van Saar entered the field from the south and cautiously advanced.
While the Goliaths quickly rushed in from the north to take strong positions.
Some sporadic fire was exchanged, but no casualties were reported for the first couple turns. First blood was drawn when the Van Saar Ganger Gunborg hit Lago with a hunting rifle. The Goliath fighter went out of action a few turns later.
What had mostly been a two-dimensional game began to grow a bit in the third turn, when a couple combatants moved up onto the train tracks.
On the eastern flank, Bjorn unleashed a torrent of fire at the Goliath line, but suffered a failed ammo roll. Without a backup firearm, he decided to save himself and his beloved heavy stubber and opted to head for home. The second casualty of the evening came for Fjord's Folly when a Jaarl took down Spike with a blast from his plasma gun. One good turn deserves another, and Juggernaut Ganger Lefty shot down Hjalmar, a Van Saar juve.
On the east end of the battle, Iver and Kjeld took up flank positions, which discouraged Goliath movement, but they failed to do any damage for the entire game.
Shortly afterwards Stark, the Juggernaut leader, fired his grenade launcher. His aim was brutally accurate and took down the bolter-toting Erikki.
Fjord eventually climbed up onto the tracks, where he unloaded his plasma pistol at Shore on the stairs but completely missed the swift Goliath juve.
To make matters worse, Gunborg's hunting rifle also failed an ammo roll, and he began his retreat as well, stripping Fjord's Folly of the last of their long-range firepower.
Sensing an opportunity, the Goliaths regrouped and began a determined advance on the Van Saar positions.
Unfortunately a pair of failed ammo rolls for Stark and Mad Dog blunted the Juggernaut momentum significantly.
Frustrated with his inability to hit his target...
...Fjord rushed into contact with Shore, but the plucky Juve proved very resilient. Fjord failed to wound and they remained locked in combat. Lefty tried to flank the Van Saar positions on the west end, but was cut down.
A turn later, he went out-of-action and the Juggernauts bottled out. The game was over, but the after-game sequence had some surprises left. Necromunda requires that all gangers who are presently "down" on the table roll at the end of the game to see if they are just fine or if they go "out of action," which will then require a roll on the injury table. None of my gang had gone out and the members who were down all recovered successfully.
Unfortunately, Mike already had two members of his gang out of action, and his downed ganger rolled poorly and went out-of action as well. This put him at three out-of-action members compared to none for me, which meant I was able to seize one of his territories. Luckily all of Mike's guys all recovered, though Spike has suffered a head wound which leaves him susceptible to bouts of Frenzy or Stupidity.
Necromunda proved to be a very enjoyable game. The IGOUGO structure and use of to-hit and to-wound charts is a bit dated, but the game has a natural flow and nicely written scenarios that have held up very well for a two-decade-old ruleset.
I already feel that I've learned some important lessons. For starters, I definitely need to start giving some backup weapons to my gangers. We are using the Necromunda Community Edition (NCE) which is from the Yaktribe online community. It is a clarification the Living Rulebook (LRB), which was itself an online update to the Underhive edition of the Necromunda rules.
The Living Rulebook was the last version of Necromunda released by Games Workshop before they dropped the game, and the NCE seems to be a nice improvement. It's not a major overhaul, but does seem to clarify a number of vague rules situations, balance the factions, gear and scenarios a bit better and also add a few pieces of equipment.
It's only been one game, but the rules do seem to be well written and I think anyone considering trying Necromunda owes it to themselves to give NCE real consideration. Additionally, we're also using Yaktribe's online gang and campaign management tools. There are a few non-intuitive things about the programs, but overall I find them easy to use and especially useful for keeping track of how other gangs are progressing and keeping the names of gang members close-at-hand for writing battle reports.
Hope you enjoyed this, but it is just the beginning. Keep an eye on the blog for a writeup of Tim and Mattias' game, some Necromunda terrain I'm working on, and further campaign events.
-- Karl, Chicago Skirmish Wargames club member