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View Full Version : Initial marine deployment in Necromunda: Killing Ground


alex3337
07-27-2009, 10:00
After the glorious campaign run with Sgt Akriel and the White Scars, I've made a challenge to play all campaigns with a fresh chapter to avoid bias due to an archangel Sergeant.

So far, so good ... but this mission is proving to be a killer: Necromunda - Killing Ground. The startup position of Alpha Squad is a setup ... They start on a twisted corridor (waste of AP turning corners), the corridors leads to a T junction, with 4-6 GS blips coming from both sides.

http://pcsostres.ac.upc.edu/aramirez/lib/exe/fetch.php?cache=&media=files:necromunda-killing_ground.png

The best strategy I've found is the following:

Push the Alpha Sgt as fast as possible to an almost impossible 3-shot Overwatch on the blip coming from the right. It's usually a 4-6 GS blip ... If you get enough CP, you may even shoot the first GS in the blip and get the 3 shots against the next 2 GS ... a *very* risky scenario.
Move the flamer in position to show face in the next turn, and shoot the flamer at the other 2 incoming blips from the left. You may not have enough CP for this, so shooting the T junction is the fall-back plan.
Even if you survive the 3-shot OW on the right, and can flame the first 2 GS on the left, you still have to turn the corner to face south ... a task better suited to the Claws. If they die in the first melee ... you're gonna spend some more flamer ammo there.


The Bravo squad deployment is standard, and requires no CP at all.

Move the Sgt to the corridor on the right to face the blip coming from the South-East room. You want to intercept the blip before it turns the corner and goes into the center room. Shooting the door makes the blip move left instead of up ... you don't want that.
Put the Cannon in OW at the exit of the corridor in the first turn, then OW again facing the room in the second turn. You'll run out of ammo (it's a 4-6 GS blip), but will get everyone out of there safely in 3 turns.
Move your Bolters fast to the room on the left to get a LOF to the North-South corridor before the GS take the center room. If the Alpha Sgt survived the 3-shot OW corner, he will be able to provide cross-fire support to this room.


This is the best I've been able to do. Not good enough. There's no safe way to play this. A 3-shot OW will kill one GS 57% of the time, and Jam 31%. If there are 3 GS in line ... one of them will reach you 80% of the time, and there's an 80% chance of jamming. You're down to the Sgt 50% chance in melee against a GS.

Moving the Sgt to the left is no better. It's still 2-3 shots, and you face 2 blips instead of 1.

Anybody know of an alternate strategy that works better than this?