Gamma Squadron! | House Van Saar #01 | Necromunda: Underhive Wars

Ойындар

Hey guys! Today we're playing Necromunda: Underhive Wars as our House Van Saar gang "Gamma Squadron" as we trawl the sectors scavenging what we can, and fighting those who get to it first. If you like tactical combat in a Warhammer 40k slum setting then this is one of those.
Thank you to to Focus Home Interactive for sending me a copy of the game, and Rogue Factor for making it, and Games Workshop for making it first.
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Have a good day, guys.
The outro music is a excerpt from the cover of "King Of The Rodeo - Kings of Leon" by a fine subscriber of mine that goes by the name of David McMichael. You can find more of his music here:
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You can find the game here:
store.steampowered.com/app/56...
#JanetOnOccasion #Necromunda

Пікірлер: 46

  • @Hippie629
    @Hippie6293 жыл бұрын

    Heavy bolters use an electric pulse to fire rounds, instead of a firing pin striking a round. It also has an electric motor feed ammo into the chamber instead of mechanical action from recoil or a gas system. Although knowing Necromunda it's probably there just to make them look more hi tech.

  • @dayvewalshe7672
    @dayvewalshe76723 жыл бұрын

    Really pleased to see you delve back into Necro with the Van Saars.

  • @gekkobear2
    @gekkobear23 жыл бұрын

    Glad to see new gangs, and pretty happy Van Saar was one of the early ones... given the limitations on gang size, etc. I'm not sure some of the other ones will work.

  • @radaro.9682

    @radaro.9682

    3 жыл бұрын

    For small size I wish they'd give us Spyre Hunters.

  • @eVeNmOrEiNsAnItY
    @eVeNmOrEiNsAnItY3 жыл бұрын

    Rise of the CyberJanets!

  • @leXie1337_chan
    @leXie1337_chan Жыл бұрын

    I'd love to see a new gang play through this game! They added both a new House and a new Class (as well as continued to tweak the AI) in the time since Gamma Squadron's first Operation.

  • @riverbank7971
    @riverbank79713 жыл бұрын

    Van Saar on occasion.

  • @janrei7292
    @janrei72923 жыл бұрын

    Ha was wondering if you would do a new run with the new expansion pack. Then Suddenly: BAM! New series. Im Happy now.

  • @prop1010
    @prop10103 жыл бұрын

    glad they are updating it, ill be waiting a while until they really name it. heres hopin they introduce more monstrous critters but dont know if necro has that going for it

  • @SonsOfLorgar

    @SonsOfLorgar

    3 жыл бұрын

    It sure as hell does, and not all of the monsters and crawlies even has names...

  • @prop1010

    @prop1010

    3 жыл бұрын

    @@SonsOfLorgar Dont do that, dont give me hope

  • @ward1476
    @ward14763 жыл бұрын

    the tube with the bolter might be cooling liquid to stop it from overheating.

  • @stephenleggett4243
    @stephenleggett42433 жыл бұрын

    Bolters fire mini rockets, not grenades, just to apese the ocd, I apologise.

  • @christopherg2347
    @christopherg23473 жыл бұрын

    My usual wall of remarks: # It needs to be pointed out that the van saars are not a underhive gang, but a upper hive house # The training building seems pretty wastefull, given how much XP you get sinply surviving. # You could have turned the brawler into 1 handed melee + 1 handed pistol guy. That way he can still do ranged, without loosing his melee skills # Your intended ranged focus makes the Saboteur extremely usufull. If you got shortrange and melle they are more of a hindrance for you. But you are not going that route. 35:26 Would NullNade remove overwatch too?

  • @sachad964
    @sachad9643 жыл бұрын

    Questions, what are reserve gangers good for, when can someone get injuries i had someone go down but nothing. if you buy someone with an injury is there a way to remove it.

  • @paulyoung5966
    @paulyoung59663 жыл бұрын

    Give me some more Necromunda

  • @MrBizteck
    @MrBizteck3 жыл бұрын

    Now were cooking ..... lets see if the AI isnt thick as shit.

  • @maximilianschultz8244
    @maximilianschultz82443 жыл бұрын

    I am so far behind on all of your series, I guess I'll just jump back in with this one.

  • @Piston1937
    @Piston19373 жыл бұрын

    Should have gone with Terrorbytes

  • @nyanko2077
    @nyanko20773 жыл бұрын

    I'm on a fence to buy this game. I really like challenging tactical games like xcom. And I am kind of worried I would be disappointed with Necromunda.

  • @thepurenewb1584

    @thepurenewb1584

    2 жыл бұрын

    if you havnt already picked it up its currently on sale on steam.

  • @Purifactor
    @Purifactor3 жыл бұрын

    Injury? I have never even had a single person go out of action against deadly npcs This game is way too easy

  • @trlongwell
    @trlongwell3 жыл бұрын

    You said early on that the AI is supposed to be much better now. Have you found that to be the case? I've been playing this again recently, and the AI seems just as mindblowingly stupid as ever. I routinely get shot at maybe two or three times in a mission, even when there's only one enemy gang. The AI focuses on loot way too much, routinely running by my entire gang without attacking. I think it's due to the multi-way missions. The Mordheim AI was orders of magnitude more threatening because while they didn't always make the best decisions, they did generally try to kill you given any opportunity. I have to disagree with you on the Saboteur, by the way. My Van Saar gang is a Leader whose a Heavy, three Deadeyes, and a Saboteur. The idea of having melee weapons in a Van Saar gang offends me, and I think it's the Lay Mechanic whose the weakest class. It's kind of hard to source enough good two-handed weapons for everyone, as anything plasma is complete shit, and being able to throw grenades is nice for some AOE. Have you been using template weapons with them, because those are also complete shit.

  • @JanetOnOccasion

    @JanetOnOccasion

    3 жыл бұрын

    I actually just responded to a similar comment about AI, so I'll copy my thoughts here: "I honestly think [the flaws in the AI are] a mixture of the simplified movement system that lets you walk around the entire map without even using up any movement and the emphasis on ranged combat. You can reach and kill anyone on the map in a single turn almost always. It's only made worse by the lack of options for hindering your opponents actions that don't directly impact your ability to just kill them instead. Ranged weapons should do like half the damage they do now so Melee feels like more of an option and ambushes are more meaningful. It would also make more tactical abilities worth while since you'd be fairly certain the enemy would be getting a chance to counter attack. The map design, I think, is great, but too open for a game that's meta is to play it as a shooting gallery :P Oh, and that all impacts the AI. The AI try to get the objectives but with the over-generous movement system they can always reach an objective in the first turn, and since ranged combat is king, they always end up in range of an enemy and killed in a single turn, too. If you couldn't kill them so easily they'd escape with the objective! You'd have to deny them their escape plan instead of just killing them, which would turn their dumb move into an interesting puzzle to solve instead. And arguably they "solved" that by having high rank opponents get additional health that's impossible for the player to get, but making the game cheat for it to function remotely well is not a real solution to the core problems in gameplay :)" And I actually agree with you about the saboteur and lay-mechanic, but I could do without the saboteur and the lay-mechanic is a good excuse to try to get the AI to blow up some barricades since they actually bother to do that now. Sadly they've been so hellbent on taking the objectives every single turn during this playthrough that they've never had the tools to attack anything! And plasma weapons are excellent on later OPs. Once the AI starts cheating with it's health at rank X and everyone has ~400 health, the plasma weapons building damage numbers prove incredibly good at dealing with them. I was expecting those sorts of figures from the Deadly OPs from the start, but nope. Why present the player with the "Hardest difficulty" when the game can push it far beyond that? Add that to the list of reasons why this game is frustrating :'D

  • @trlongwell

    @trlongwell

    3 жыл бұрын

    @@JanetOnOccasion On my recent playthrough, I've often seen the AI do something like the following: jump down, maybe twice, run around a bit, take a zipline or elevator back up to roughly where they started, go into overwatch. In a position where they were recently fighting someone else and could have easily attacked without all of that. The ability to move a lot certainly impacts this, I'm sure, but there must be other elements going on compared to Mordheim. I certainly see the AI make an attack with a melee weapon and then disengage, even when the fighter they're attacking has no melee weapon. This never happens in Mordheim; in fact, in Mordheim, I'm pretty sure the AI never disengages unless it's a ranged fighter, and even then they will frequently switch weapons instead and duke it out. It's also pretty common for at least one AI to start the game by walking into the corner of their deployment area that's farthest from the rest of the map, and go into overwatch or ambush. Especially with template or melee weapons. It's understandable, I suppose, for the very first fighter of the match to do this (no targets), but it's common for later ones too. The AI does occasionally grab an objective and run off the map, and I wouldn't be able to stop them necessarily now that I'm playing a Brutal Operation where they get the HP bonus you mention, but they generally don't. They grab something, and then run around like an idiot for several turns. Or they get near an objective, don't grab it, and proceed to do dumb tactical skills for several turns combined with ineffective overwatching. I totally agree with you that the maps are too open. I've played the tabletop, and half the time that game is supposed to be played on 2D tiles, not actual 3D terrain. It makes melee way more viable, because you literally can't be shot without getting close in many circumstances. Plus the TT rules make melee significantly more decisive than shooting. I don't know why the design team of this game didn't take more ideas from TT, and it wouldn't be hard to make those maps; they've done something like in Mordheim. Another no-brainer would be to allow pistols to be used in melee, like in TT, which would improve the Saboteur and Lay Mechanic classes. I guess my conclusion is that this game was released knowing it would be terrible. I don't see how anyone could have thought that the end result here was acceptable. Assuming the typical player will mostly play on the lower difficulties, or the campaign, it should have been obvious that there was no challenge whatsoever. You and I know what we're doing, and how to make gangers death machines, but simply giving your gangers the best weapons you have and attacking the AI will work extremely well on the lower difficulties. I can't believe the designers didn't notice this. The most minimal playtesting would have found this out; hence the designers knew the final product was lacking and released it anyway.

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