Meanwhile, on the Bench: completed Longshore Brassnecks

I’ve had a lot of fun painting these guys. Normally, muscle-bound knuckle-draggers aren’t my jam – I swerve from barbarians and fighter-types in any roleplaying game – so I didn’t think the Goliaths from Necromunda would appeal to me.

Boy was I wrong.

I got the Necromunda set for Christmas and I had such a great time assembling the two gangs that I couldn’t wait to get stuck in to the painting. I knew I wanted them to be multi-role, usable both in  Necromunda and as goons for our games of Dark Heresy or Rogue Trader.

The Longshore Brassnecks were the result – beefy gangers who show off their prowess by hauling cargo around without the need for lifting equipment, and running security for the point defense guns of Mercy. I liked the idea that they made their furnace plate armour out of spent shell casings from macrocannons (if there is such a thing…), so the armour would be painted to look like battered copper.

I think they came out rather well, and I left two models back for the inevitable campaign amendments or new recruits. As much as I’d LOVE to buy another box set of these guys, holding two back for spares seemed like the more prudent idea. Plus, I fancied trying my hand at a lady Goliath, but that’s a project for another time…

squad goals

First up is the leader, Musgrave. He’s armed with a power hammer, stub cannon and a fighting knife for those delicious extra dice in combat. Sure you have to split your attacks between the weapons this way, but I reasoned it was better to roll more dice at a problem and increase my chances of hitting with the hammer in the first place.

I picked the bulkiest armour, head and shoulder pads for him too so that he would stand out, and slung a stub cannon on his back to make use of that 3+ Ballistic Skill. I did a little conversion work on the power hammer too, swapping the head for the Renderizer gave it the heft I was looking for.

Next is Zastava, a Juve armed with a stub pistol and a spud jacker. As one of two Juves in the gang, his job is very simple – run around and be generally irritating.

He originally had a knife rather than a pistol, but there were so many moments in our test games when he found himself behind cover not able to do very much. Even with a 5+ Ballistic Skill it’s better than nothing, and opens up his tactical options a little bit. I’d rather get one shot at 5+ than no shots at all.

The pistol is from Zinge Industries, as the core Goliath box set sees fit to only furnish you with two stub pistols…

The other Juve is Gat, wielding a brute cleaver rather than a spudjacker but his role in the gang is still the same as Zastava’s. His stub pistol is from Zinge again.

Next up is Roth, armed with a Renderizer and a stub pistol. He had a little conversion work done to him too – swapping the head round with Musgrave’s power hammer so it’s slung over the shoulder instead of wielded two handed. The pistol had to be swapped round with the combi-plasma pistol arm too.

Considering the work that went into him, he’s not actually played in any games yet, he tends to get left on the sideline. Poor Roth.

Next up is my boy Sturm, the Champion of the Brassnecks and very dear to my heart. I’m not sure why the rivet cannon gets such a bad rap among the community, it’s been a pleasant surprise in every game we’ve played so far. Granted, the 9″ range can totally hamstring your plans, but Sturm is a Champion armed with a spud-jacker – he’s got two Strength 5 WS 3+ attacks he can throw out if you think charging him is a good idea.

Opponents tend to underestimate the Goliath ‘heavies’ into thinking that just because they have a heavy weapon they’ll be a pushover in close combat – something Sturm has used to his advantage more than once.

Attaching the spud-jacker was easy enough – the hand that was holding it was carved away with a craft knife. I tried my hand at a bit of object source lighting on the rivet cannon and although I’m not super pleased with how it came out, I’m glad I tried it!

This is Vektor, the cheekiest of the Brassnecks, known for his tendencies to pull off trick shots with his grenade launcher or bounce missed shots round corners much to the frustration of opponents.

He comes with an axe and stub gun too (in a holster on his back), as we’ve played enough original Necromunda to know the importance of a backup weapon if you’re the heavy.


Up next is the dark horse, Pounder. When we were making the gangs as a group, we didn’t really know how silly the combat shotguns were until one of did a double-take on the character sheet halfway through the test game and pulled out the flamer template.

He’s great for in support for keeping a whole bunch of people pinned, and every now and then one of those Strength 2 shredder shots actually does something!

He has a stub gun as well, because let’s be honest – why look excited about one weapon when you can look excited about two?

Finally we have Ruger, a humble support ganger with a stub cannon and fighting knife. The theme for this gang was BIG GUNS, as my aforementioned aversion to muscly brutes hitting stuff meant I decided to take them in a different direction. Their job was to haul big munitions to use in even bigger guns, so it was only reasonable they took a liking to big guns themselves.

After running a game or two, I’ve realised just quite *how* much I like the stub cannon, and there will be several more gangers being equipped with them after this!

Meanwhile, on the Bench: the Longshore Brassnecks

It’s the new year, and what a better way to celebrate than with a lovely new box of plastic bits to snip out and assemble? Necromunda always had a place in my heart for the somewhat anarchic rules and huge customisation options, and when GW showcased the new minis for the game I knew I had to pick up a copy.

Luckily for me, my supergreat chums bought me it for Christmas, so I can now no longer use the “I need to get other stuff painted first before I buy it” excuse.

So much plastic!

We got heavily into the Community Edition of Necromunda in anticipation for GW’s inevitable re-release a few years back and we’ve clocked up a lot of hours and gang kills, with almost a dozen different gangs between us.

In a cruel twist of fate, none of us made Escher or Goliath gangs, so we’re not able to port over old gangs to the new rules YET. The rumour mill suggests we’ll be seeing Van Saar and Orlock gangs in the next few months, hopefully with a new gang supplement book, and that’ll open up more possibilities for using our older gangs (and lovely photos of our converted gangers).

Happy 20th birthday, blast templates!

The box set is, as GW has repeatedly proven with their latest releases, utterly lovely. There is so much stuff crammed into those carboard walls, and even the bottom box itself doubles up as an arena for some of the tutorial scenarios. I also got a lovely shiny web-only event card, presumably from the web edition of the game.

Lovely card terrain

I’ve never really liked the Goliath aesthetic, they’re very traditional Barbarian archetypes that I tend to avoid in my media as (to me) they don’t offer much in the way of depth or a play style I enjoy. Naturally this changed the moment I laid eyes on the gorgeous miniatures that GW has assembled. Stupid giant revolvers? Massive spanners? A rivet cannon? Yeah okay, I’m in.

I had to enlist the help of a comrade to snip out all the terrain parts, there are a lot of flat surfaces that need their mould lines clearing off, so don’t expect to power through this box particularly quickly.

You get a lot of great generic scatter terrain

I wanted to start with the Goliath gang first, partly because if I screwed them up, I wanted it to be for my least favourite of the two gangs…

I brought the gang books with me over the Christmas break so I could digest the rules and plan the gang in advance. It all looked fairly straightforward, with some lovely streamlining for the more esoteric rules from the previous editions of the game. Once I’ve played a few games of Newcromunda I’ll write a little suttin’-suttin’ up comparing the two, but for now let’s just look at pictures of models.

These guys are *big*

I didn’t have much in the way of a spec when I was designing the gang. I’m not 100% sure how progression/adding new gang members/equipment will work in the long run – the biggest change from a modelling perspective is that you can’t change equipment on a ganger once they’ve been given it, freeing you from the need to keep snipping off weapons on your leader as you acquire better stuff.

This time round, you seem to only be able to put new equipment on new hirelings, but with no games under my belt I can only speculate how that works. To give myself some leeway, I decided to only plan a gang using 8 out of the maximum 10 models for each gang, so I can add extra gangers without needing to buy any new gangs (just yet 😉 ).

The agony of choice

My biggest mistake was not getting properly acquainted with the sprues before meticulously planning a gang. The combinations of parts are so well executed, it’s really simple to put together a radical, unique gang with the box set, but the way the poses are assembled makes it quite difficult to do anything overly specific.

For example, there are knives and axes available for Goliath melee weapons, but neither of which have any representation on the sprues (aside from a sheathed knife), and stub pistols are super cheap and practical but you only get two in the entire set, and even those are posed in a way to make them only really work with one set of body/legs.

Of course, a sane person would simply readjust their gang list to take this into account. I, however, prefer hours of agonising clipping, sticking and slicing my fingers open to a few minutes of maths.

A quick dip into the bits box later…

I wanted to have at least one of everything from the gang list, partly so I could test out the rules for them, and partly so I could make full use of everything available on the sprues. I can worry about min/maxing a gang later on in life once I’ve worked out what works, and when GW inevitably release some conversion packs later in the year.

It was also halfway through construction that I realised I had made another oversight – there is no difference between single and double-handed weapons other than their stats. I had assumed there would be a restriction on using the heavier weapons in melee (improved strength, improved armour penetration etc in exchange for fewer attacks) considering models like the Renderizer (angry skull-axe guy) are using them in two hands.

As far as the rules go, even though the model has a double-handed heft, the off-hand is still free to shank with a knife or pop with a pistol in close combat, earning them an extra dice. This threw me a little bit, and had to reshuffle some credits round to purchase an extra knife on the models I had planned to be double-handers just for the extra dice in combat.

All the weapons are blocked out with vanilla poses, time for conversions

Still, I was determined to build what I’d planned. I just needed to do some jiggery-pokery on the available arms and weapons to make it happen. The big one I wanted to look impressive was my Leader, but I didn’t equip him with the plasma/stub combi-pistol (because holy hell 65 credits), so the default pose was a bit of a waste.

I also had another ganger with a Renderizer and pistol for backup, but after re-reading the rules and realising that would afford him an extra dice in combat, I wanted to model him in a way that I’d remember the guy with the two-handed weapon actually has multiple weapons that he’s juggling like a madman.

Hammers gonna ham

A nice weapon head swap between the Renderizer and Power Hammer worked rather pleasingly.

Renderizers gonna renderize

The Longshore Brassnecks

Some whiskey and a season of Parks and Recreation later, and the whole team is assembled. They’re missing a lot of accessories, but the majority of the work is done and I’m chuffed with how they came out.

Hi mum yeah I’m in a gang now

They’re called the Longshore Brassnecks, a gang of thugs and hoodlums from the exotic harbours of Mercy Longshore, where I was planning on setting most of our games. Not only is it an interesting twist on the setting (Hive City in Spaaaaaace) but gives me a very valid reason to re-use these models as thugs and crims in Rogue Trader.

They get the ‘Brassnecks’ moniker as they run security and haulage for the various defense platforms around Mercy, carting around the ammunition and macrocannon shells for use in the station macrocannons and point defence turrets.

All of their armour will be made of hammered brass from the massive macrocannon shell cases, so the bold black/brass combination should be very evocative on the tabletop.

If I had a gun that big I’d look that happy too

In addition to that, I also wanted to give them a focus on guns rather than fist fightin’. Obviously they’re going to be very good at that, but I wanted lots of large caliber projectile weapons to reflect their obsession with big-ass cannons.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

I found it fascinating that someone took the decision to make the automatic combat shotgun one-handed, and couldn’t resist the opportunity to make a very silly pose.

Double your gun, double your fun

For the Leader (as yet unnamed) I wanted to biggest version of the available accessories to try and make him stand out on the tabletop. There was a particularly fancy shoulder pad on each sprue (so two in total) that worked quire nicely when doubled-up, and an imposing respirator head and gorget body fit the bill quite nicely.

It’s clobberin’ time

He also has a stub cannon slung to his back and a knife sheathed somewhere, but I’ve not got round to attaching those yet.

Can’t touch this

The other weapon swap was the Renderizer-over-the-shoulder pose, which when combined with a stub pistol and the effortlessly cool cigar-chomping head gave the model bundles of personality.

Taking these pictures earlier made me realise I still need to drill the barrels out of their weapons as well, so that’s been added to my to-do list before they get primed.

A goddamn sexual Tyrannosaurus

Time for Juves! They appear to have been changed in a massive way from the Community Edition, as they narratively appear far more important than regular gangers. Gangers have a much more simplified progression tree but get access to better weapons and equipment, so I have no idea how these guys play out in the long term.

They were also planned to have double-handed weapons, but seeing as there was no disadvantage to giving them an extra knife (aside from the measly 10 credits it costs) and the sprues didn’t have enough two-handed weapons, they were all promoted to Guy With Two Knives. 

Once again, trusty Ork parts to the rescue

Big wrench and tiny knife makes for an interesting fighting style, but I managed to squeeze a few extra poses out of the limited ‘free’ arms I had left.

I’m representing these Juves by leaving off any shoulder pads or thigh guards to make them appear a little slighter than their heftier brethren. Despite Juves advancing faster than gangers, and having more varied advancement options, they never ‘graduate’ to becoming gangers like they used to – they stay Juves for their entire careers.

I now pronounce you, man and knife

I had to convert an axe-hand for this guy, the first of the two special weapons guys, made from a Chaos Marauder axe and trimming down the handle of the Brute Cleaver arm from the Necromunda sprue.

Thwump

The second heavy weapon guy was this Riveter. Looks super cool on paper and the model is rad as heck, but I have no idea how it’ll play out in the game as it seems quite short ranged. The skull-faced respirator head was pretty awesome, so that went on as well.

Absolutely riveting

I really enjoyed assembling these guys, even if they did suffer from being strangely restrictive in the poses available. There’s still a bit of extra work to do on them, such as adding spare weapons and accessories, but overall they’re pretty much finished.

I’m looking forward to tackling the Escher gang now!