New Player - Queries

spinningdice

Mongoose
I've only really been playing a 'test' campaign between 2 of us, before deciding whether or not to intro it to others.
A couple of queries.

Tweenblock Plaza, A gang got this as their 2nd territory, and it seems to generate a hell of a lot of money.
Gang = 8 guys (1 Top Dog + 7 Punks).
That works out at:
Top Dog manages Turf (1 can manage up to 4 turfs) & 7 work the Plaza, that's 1,500 for the City Block + 5250 for the punks on the plaza!
That seems somewhat excessive, after two games they can afford an entirely new gang?

Traits - Do traits increase your Rep? And am I right in thinking that a gang member who survives gets two rolls to gain a trait at the end of battle a 5+ roll because he was still on the table, then a 6+ roll because he wasn't taken out.

Cheers in advance.
 
spinningdice said:
Top Dog manages Turf (1 can manage up to 4 turfs) & 7 work the Plaza, that's 1,500 for the City Block + 5250 for the punks on the plaza!
That seems somewhat excessive, after two games they can afford an entirely new gang?
Well, 7 punks is pretty impressive for a gang getting its second turf (at least in our campaign). Were they definitely all punks? No juves?

But yeah - both Plazas and Malls were adjusted in Death on the Streets(available as a PDF, if you don't have it - and a packed little book it is, too) to reduce income a little. Plazas now earn 750 + (500 per punk assigned) (it also stipulates that they can't be assigned to a second Plaza turf), so he'd earn 4250. Still good, of course... you'll have to make sure you destroy whatever he spends it on...

My brother got a Shuggy Hall for his second turf. That's why I grew so fond of the Demolition scenario...

spinningdice said:
Traits - Do traits increase your Rep?
Yep. Each time a gang member gains a trait, they gain 1 personal Rep (the exception is the free trait and Natural Leader received by a starting Top Dog - they're included in his starting rep of 5)

spinningdice said:
And am I right in thinking that a gang member who survives gets two rolls to gain a trait at the end of battle a 5+ roll because he was still on the table, then a 6+ roll because he wasn't taken out.
Although I can see a slight ambiguity in the rules on p.60, I'm pretty sure (and we've always happily played it) that you get one roll of 5+ for gangers still standing, then one roll of 6+ for those who - though not standing - survived uninjured (and didn't voluntarily fail WtF).

Hope that helps. G'wan, learn it to others - I love this game..!

Ned
 
I am going to hijack the thread for a question.

I have read both the Basic and Advance rules but not through the campaign section. My question is can you pick up a weapon from a model that is taken out of the game? I mean if you waste a guy with a stump gun and your only carrying a knife, wouldn't you want to pick up the gun? If you can pick up the weapon do you get to keep it? (I would think not other wise one player could dominate by taking everyone else's best weapons there by getting them for "free" while they have to buy them over again.)
 
HyperBunnyFreakOut said:
... can you pick up a weapon from a model that is taken out of the game?

I don't think you can, no.

It's sort of like: You define each member between games by what weapons you've assigned them on the gang sheet, and then the only in-game alterations that occur to them are for hit losses and injuries (and traits at the end of game...). If you lose your twin zip-gunner, you'll be making do with your handgun and club fellas. It's simpler and quicker. And kinda funnier. My 'grenadiers' always seem to get taken out before doing anything useful... which is why I've bought grenades for my Fattie this time..

However, at the end of a game, you get back all the weapons that your dead comrades had, and can reassign them (but not those of arrestees or hostages).

Too much reassignment means the figures can drift away from what they're meant to represent, weapons-wise - I try to keep a figure a rifle-user throughout their career, so's not to have to alter the figure.

Ned
 
Thanks.
I kinda figured since I couldn't find anything that said I could, I probably couldn't. And it does make things easier.
I have over 130 plastic gangers built now, with all kinds of weapons. So I shouldn't have trouble finding a figures with like heads carrying differant weapon types for throughout the campaign. (example: the flat-top hair fella with a cleaver, with a cleaver & pistol type, with a cleaver & rifle type, with a rifle, with a heavy/unique type)
I also play Starship Troopers, so I have lots of unused Javelin Missile launchers, Hel flamers, and Triple Thuds. I find that these make great generic bits for models meant to be carrying special weapon types. Since I am getting into this now, after production has stopped I am finding it impossible to locate specialty models so I needed to improvise.
 
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