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Hey so i am (add title of thread). and i was wondering if you guys had any ideas how/ what i should start with? i kinda have to make two gangs by my self(because the person i am going to play with is a 40K fan) i kinda want to make an adeptus arbites army first and tips or hints?
-thanks in advance.
It's generally easiest to start with two normal non-outlaw gangs. Always take at least 5 full-fledged gangers.
Over the course of several games van saar tend to be a little stronger while goliaths have the worst skill access.
Don't buy more than one heavy weapon (if any). Flamers and plasmaguns are decent for heavies, h-stubbers are ok but unremarkable, h-bolters are high risk early on but powerful, and h-plasmas can be dominant but cost a lot. Avoid all other heavy weapons. Don't forget your leader can take a special weapon if he wants.
Take autopistols rather than laspistols, Lasguns instead of autoguns. If you use shotguns always buy manstopper shells. Under the original (book) rules handflamers can be used to good effect by juves. Swords tend to be the most popular hand to hand weapon but it's personal preference. Bolters will run out of ammo.
Typical gang :
1 leader - either geared for shooting (basic/special weapon) or close combat (chainsword and pistol). I used to take manstopper shotgun for the BS4 S4 shots but it's personal preference.
0-2 heavies - no more than 1 heavy weapon. Some players take two heavies with flamers or basic weapons and try to rack up a few xp points - when one of them comes out on top with good skills/stats they get a real gun.
5+ gangers - you need to work those territories
0+ juves - juves rack up xp quickly just by surviving, and are good for soaking up overwatch shots and outnumbering. Pretty feeble in combat initially though the van saar juves can pick up all kinds of useful tech skills like medic (which is why van saar tend to be stronger over multiple games)
Hired guns can be useful for a one-off but don't keep them on the books. Where possible use them as cannon fodder and don't let them eat into your xp by grabbing the kills. Basically flank them or throw them up the middle, if they die you don't have to pay them.
A few final thoughts -
1) bottle while you still have a gang left to work territories
2) there are no bad tech skills
3) the scavenger scenario is a good mix of shooting, simple objectives, and profit
4) if you really don't want somebody to die, they probably will. Don't put too much into any one ganger.
Its been a while since I played, but from what I remeber AT is right, although I always favoured a few juves as an investment. You may have trouble for your first few rounds, working terretories etc but the investment always paid off soon enough, but then I don't have the eperience of AT so don't take my word on that.
The one thing that stuck in my head was the value of tech skills, especially the bessed inventor skill!
Mind you, I think the scariest gang I ever faced early on was an escher gang that has almost toally abandoned ranged weapons in favour of 2x swords, no heavy. The creds he saved got him a lot of gangers and juves who ran at my gang. Because they didn't need to shoot at me, and necromunda has a lot of terrain he was able to stay almost totally concealed on his way to me. When they all charged in unison with their multiple parries they took my cawdor out in short order. The skills of the escher made them better and better at getting to me hidden, then mincing me up when they got there. Two swords and the parry skill makes a mess of even tough fighty cawdor and goliath gangers. That sort of min maxing was a dirty trick but it worked. Mind you I was young at the time and have never been the best gamer.
As others have mentioned, it's a good idea to pick one of the House gangs to start with. That way, you can focus on learning the basics of the game without worrying about special rules and tactics. The other gangs tend to be very focused in terms of how they play or rely very strongly on special rules.
The Enforcers (the arbite equivalents, arbites police planetary governments, they're a bit too high level to be fragging perps in the underhive) are by all accounts a very difficult gang to play. Armour in Necromunda won't save your bacon nearly as often as in 40k, and carapace armour halves your initiative, which means your guys will get knocked over and pinned all over the place unless you're very careful to get the first shot.
It's also a very admin-heavy gang to play. Being an enforcer isn't as fun as being a ganger, so your guys need shore leave and you need to keep track of how many patrols they've run so you can give them the occasional break. It's not as hard as it might sound, but it's extra paperwork in a paperwork heavy game.
However, they are also very forgiving in some ways.. lost stuff and squad members get replaced for free, ammo is less of a problem, you can send your guys for medical checks to possibly undo crippling injuries, you get a reasonably powerful selection of weapons with no overall weaknesses and you get choke gas grenades. Seriously, I hate mentioning grenades in every post, but they are Necromunda's weapons of mass destruction.Try scavies..Originally Posted by matus
A WS3 scavy with a club and a knife costs as much as a juve. By my reckoning, you could have 32 of them in a starting gang and still have enough for a leader with okay equipment. That's a hell of a banzai rush.
Sorry.. I love the idea of shooty overwatch gangs being brought low. I think it's my Spyrer roots.
Last edited by The_Giant_Mantis; October 26th, 2010 at 14:36.
Thanks that helps