Page 2 of 2

Re: Necromunda Gang Stronghold

PostPosted: Fri Dec 03, 2021 10:43 am
by Tom
Dave wrote:There are some extra ways in that you can’t quite see in the picture but yes does look to be very defensible.

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

I’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 “end game” 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.

Re: Necromunda Gang Stronghold

PostPosted: Fri Dec 03, 2021 12:32 pm
by MoodyGit (Gary)
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.

Re: Necromunda Gang Stronghold

PostPosted: Fri Dec 03, 2021 6:04 pm
by Darkson (Simon)
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.