View Full Version : My First Gang - Van Saar
Friar Tuck
June 19th, 2008, 12:54
Leader
Plasma Gun, Lasgun
Heavy
Heavy Stubber, Lasgun
Heavy
Flamer, Lasgun
Ganger
Shotgun, Manstopper rounds
Ganger
Shotgun, Manstopper rounds
Ganger
Shotgun, Manstopper rounds
Ganger
Lasgun
Ganger
Lasgun
Juve
Autopistol
Juve
Autopistol
1000pts, 10 Models
I've included all the strong weapons I could get, hoping that'll be enough to dominate the shooting phase. The juves are basically just meatshields for the flamer. After a few games, I plan to get 2 more juves, and arm them both with hand flamers *cackles manically*
Any comments/ciritiscm always welcome
dan1986
June 19th, 2008, 13:58
looks alright, if your planning on having a long running campaign, i would invest in more youths, the sheer amount of skills they can gain quickly is brilliant, although they won't be great in their first few outings.
I really want to start Necromunda again........
The_Giant_Mantis
June 19th, 2008, 15:58
Not bad at all, some good balanced choices here. I like the combo of short and long ranged gangers.
If anything, the heavy stubber guy doesn't need a lasgun.. That's an extra juve he's carrying around on his back. The same could be said for the leader, he he could downgrade to a pistol without losing too much. It isn't always about having more guns, sometimes it's just about having more guys..
I'm not a fan of giving juves expensive gear like hand flamers.. Even autopistols sometimes seem a stretch, but yeah, if it works for you. I agree you could use a few more of them. Consider hired guns as well, as they're the best thing since sliced bread in the earlier parts of a campaign.
Friar Tuck
June 20th, 2008, 18:41
Right, I'll drop the Lasguns on the Leader and Heavy, and use the points for two more juves
So, the list now looks like this:
Leader
Plasma Gun
Heavy
Heavy Stubber
Heavy
Flamer, Lasgun
Ganger
Shotgun, Manstopper rounds
Ganger
Shotgun, Manstopper rounds
Ganger
Shotgun, Manstopper rounds
Ganger
Lasgun
Ganger
Lasgun
Juve
Autopistol
Juve
Autopistol
Juve
(Knife)
Juve
(Knife)
Then after he games, I'll get some handflamers for the juves. It's not actually that risky, since the juves are just as resilient as any ganger, and they're low ballistic and weapon skill is negated by the fact that hand flamers are auto hit.
Basically, they get into poisition hiding from any gun fire. They then flame the hell out of anyone they can, and then run and hide. Cowardly, but it does work alot of the time.
Oddsocks
June 20th, 2008, 19:08
Yeah I do believe that is pretty much the optimal necromundan house gang list.
A few comments though, by the sounds of it you are new to necro in general so you may not realize a few things. The necro system does not stand up very well to strongly competitive play, many things are too strong (plasma guns) others far too weak or just plain outclassed (laspistols for instance).
Always trying to go for the optimal makes the game go stale quite quickly in my experience. Try it out by all means but you may feel that you are missing some of the entertainment necromunda can bring by treating it like a game of 40k. :)
All the above is just my humble opinion of course. :)
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