House Escher Deep Dive | Necromundown
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- Опубликовано: 25 авг 2024
- Join Mitchell and Joshua as they dive into the most toxic gang in Necromunda, House Escher!
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I love the idea of the apprentice chemist "reanimating" a dead champion with chems, makes me think of the more voodoo-esqe take on zombies, reanimated for vengeance or something
My favorite show on #necromunday
I really enjoy this series, can't wait for more. One thing that you haven't covered in these videos though are the various tactics cards available to each gang. While not strictly necessary and some folks do play without them, each gang usually has some very flavourful ones that could be fun to build around. Sub plots and house favours might warrant a mention at some point too.
We do play with tactics cards, it's just SUCH a giant topic that we haven't touched on it yet. Ditto for the house sub-plots and the favors!
we have a house rule - pay x3 for chem and it loose it single battle thing, becoming forever. it actually encouraged my gamging group's Eschers use thier (otherwise pretty much unused) chems.
Good discussion as usual; I don't have as much experience with Eschers as with other gangs, but here are a few observations/combos I like:
- Mounted Combat Virtuoso Deathmaiden - her having 3'' Versatile with Swords/Knives also means that every time she makes a Move action she can do a 'free' Ride-by attack on anyone enemy that happens to be within 3'' of her path of movement (up to 2 Ride-bys per activation if she just Move-Moves). Also if she's mounted she uses her Initiative to avoid pinning (so she doesn't really need Spring up) and if you really want extra insurance against pinning (wether she's mounted or on foot) just get her a Frenzon collar after the 1st game and she'll have Nerves of steel with Cool 4+, Berserker on the charge and True grit+Unstoppable with Toughness 4. Finally for the Combat virtuoso Death maiden I like giving her both a Power sword and a Stilletto sword with a Needle pistol, so she can freely choose which sword is best suited to kill the target she's fighting (Toxin weapons for organic targets, Power sword for inorganic targets like light vehicles or against fighters that have non-power Parry weapons).
- About Toxic ammos: in your discussion it seemed like 1 dose of Chem ammunition gets consumed as soon as you hit a target with it, but as I understand the rules for Chem alchemy ammunitions is that using 1 dose grants its effects for the entire battle; granted most Toxin guns also have Scarce, so if you roll an Out-of-ammo, your chem dose is truly used up, but otherwise they are not 'One-shot' affairs (that would make them utterly too expensive).
- About Chem elixirs: Mid-late campaign I like having a few doses of Blood rush on all gangers, so they can use them as 'Medi stim packs' to inject/cure Seriously injured friendly fighters and a dose of Ice cold on the gang leader, to be used only if the gang fails their Bottle check, so that she has better chances to pass her Cool check and so 'Lead by example' for everyone else in the 12'' range.
Anyway, keep up the good work and cheers! :)
Just joined the House of Blades and the Escher Gang this past week. Now waiting for all my books and minis to come in. Been watching this series and seems got lucky today with a deep dive to Escher!
As for Escher:
- the little sisters are great as cheap flash grenades throwers. In addition, just give them a stubgun which has +2 to hit at short range. Secondarily, it's worth buying them knives to take advantage of their not too bad WS.
- Stims and gas/tox ammo are expensive at first, but after buying a clan chemist - they become all too cheap. Almost always each costs 5credits a piece. I love Escher but subtracting d6x10 from the cost of each piece is too much in my opinion. Very quickly you can have a gang where every fighter or weapon has these stimms or tox/gas ammo.
- Little sisters movement should be 6 inches. Other gangs have faster Juve's than Escher which is a bit strange.
- The bows are a failure. For one Wyld runner with a bow and extra ammo you can almost have two sisters with lasguns. The bow hits poorly and is not strong. Something should be done about it because it's wasted credits unfortunately when you hit 5+ or 6+ all the time.
And now the best combo: you give the champion heavy plasmagun and spring up and put her behind cover somewhere far away from the opponent. You shoot and then take cover. Next turn you get up thanks to spring up, shoot again and take cover again. You can shoot and the opponent cannot shoot at you:)
As an Escher player, I agree with most of what you've said with a couple comments:
- Chymist can't reduce an elixir's price below 10 with a chance of it still costing more with a bad roll, especially with more expensive mixtures (I assume, if you commit to buying an elixir you HAVE to pay the price after a bad roll, as long as you are able to). IMO, 10+ sounds quite reasonable for a strictly one-battle effect.
- Wyld Runners have M6" - I guess, regular juves give up on extra movement to have better WS and I while retaining low cost compared to other gangs.
- The shoot-and-drop tactic is indeed kinda broken, but it only works with a regular plasma gun, since plasma cannon has Unwieldy and takes a double action to shoot (but I might have misunderstood which weapon you meant).
PS bows are indeed an absolute bummer, could have been such a cool and thematic weapon. :( Too bad a champ can't take one, too.
Wouldn’t somersault still not work with unwieldy weapons since it takes an action and you need a double action to shoot? Or am I missing something? I might be a bit rules rusty, to be fair.
There are two printings of the House of Blades. The second printing (before Jan 2022) updates the text of the skill to specifically allow the owner to fire an unwieldy weapon as a Shoot (Basic) action, with a -1 to hit penalty. Frustratingly, the April 2022 does not acknowledge this, and just says to remove the line in the first paragraph about unwieldy weapons.
This means you could have two opposing players, with the same edition of the book, but with entirely different rules for the skill, and completely unaware of this until it comes up in game.
On the ash wastes list the death maiden having combat vertioso does make sense as that skill is only for swords and knives.
The classic n95 load out works too, two heavy plasma canons.
Just found your channel and found it very helpful as im just getting into necromunda. Can you guys please do an Outcast video?
I'm slightly confused: Somersault spesifies it doesn't count as moving for unweidly weapons, but unweildy simply makes shooting a double action. So what does it do? Am i missing something?
Perhaps before updates it used to be like Heavy treat in Kill Team - you were not able to shoot an Unwieldy weapon and move in the same activation, and then they forgot to tidy up the rules?
Counter point the bow probably isn't a stick where you getting the wood. Probably polymer or metal?
Where did you get the ruling about toxin not stacking? I think in CC if I get 4 hits with a stiletto sword, thats 4 toughness checks and then potentially 4 injury dice
I want to convert one of my Cutters to have a sidecar so the rider's phyrr cat can hitch a ride. Just for the awesome factor.
Only Escher Leaders, Champions and Prospects can take the Cutter. Maybe a Wyld Runner with grenade launcher?
where can i see the gang list you guys made?
Hail all
I always thought the cat creatures were pronounced more like "fur" instead of "fear"
That's not what the medicae kit does. You guys need to read the rules and go over scripts before you do a video. You guys are constantly mixing up terms and misstating rules throughout the videos I've watched. Normally that's fine in a table setting but you're making review videos that people might be taking to heart.
It's also not how somersault works with unwieldy weapons. Unwieldy weapons require a double action to shoot so you still can't somersault and shoot in the same turn.