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I was in the middle of making a roster up for my Esher when i decided to take a totally different path.
Usually i would try to field as many models as possible. Giving each cheap efficient weapons depending on their role. E.G. a Lasgun for ranged attack and Autopistol and sword for close work with a little bit of spice in my heavy and leader. I would usually end up with 11-13 models including about 4 juves. Needless to say my starting Gang Ranting was high. My income is significantly reduced because of the many mouths to feed and i tend to be out gunned.
So this time i went for the compact, well armed gangers with minimal juves and no heavy weapon. Take for example my two primary close combat gangers. One has a Bolt Pistol, Sword, Frag Grenades with a Laspistol for back up, Photo-Visors and Flugs. The other has a Laspistol, Sword, Hand Flamer, Photo-Visor and Flugs. My Heavy is lovingly polishing her Plasmagun with a Laspistol and Sword for back up. My other gangers operate in the close support with a mixture of basic weapons, pistols and grenades. And my Leader is armed with a Plasma Pistol, Chain Sword and Laspistol for back up...:w00t:
This build will give me huge amounts of redundancy. Heaps of choice in weapons suitable for a task. Got a group of scavies around the corner in heavy cover?? Bring up the hand flamer! Spent your last Bolt Pistol clip?? draw old faithful out of her pouch and fire with impunity... Also with only 8 members i will be sitting in the lower upkeep bracket so more money for even more goodies and with such powerful weapons the chances of wounding hits becomes easier and the fact that you have less guys means that the ones you have, have to kill more. Thus more EXP for all..!!!
One of the only issues i have with this is the low number of models that need to go down to force the bottle. And there is the issue with not being able to work all your territories after a battle but who has 5 great territories anyway? i usually get a high number of Slags and Old Ruins...
I'm just wonder how others out there build there rosters and what experiences you have had with them? How do think the high tech, low numbers approach will work? Has it worked for you??
I haven't played many games, so I'm only sure of this: That list will not do super well. That being said, I LOVE that list. Now, heres why: That is what it's about man! That just reeks of Necromunda fluffiness! "Ahhh! outta ammo, wait, I got me a backup!" I LOVE the feel of "grab everything you can" in Necromunda, and this list would be very fun to play with, albeit a little hard to win with.
I try to go for a mix of equipment and models. My gang (The Dust Devils....from dust falls), LOVES explosives, they have more than 50 grenades showing on their persons in total (and I only have the Orlock starter gang set!! costomization FTW!). So, i'd go; basic equipment, and grenades for everyone. AS the gang progresses I plan to add backup weapons and more models in an even fashion.
Good to see more Necromunda player! Cheers, and good hunting!
-The God of all Machines
Here is a my starting roster for my up and coming Escher gang 'the Sorority'
My leader, Mother Superior: Plasma Pistol, Chain Sword, Laspistol, Flugs and Photo Visor
My Heavy, Sister June: Plasmagun, Laspistol, Sword, Flugs and Photo Visor
Dallas: Bolt Pistol, Laspistol, Sword, Flugs and Photo Visor
Roxanne: Hand Flamer, Autopistol, Sword, Flugs and Photo Visor
Sally: Shotgun, Laspistol, Sword, Flugs and Photo Visor
Kat: Autogun, Laspistol, Flugs and Photo Visor
Janey: Chainsword, Autopistol, Flugs and Photo Visor
And my lone Juve, Alice: Stubgun, Maul amd Flugs
Now some would argue and argue correctly that Flugs (filter plugs for those not with underhive jargon) and photo visors are not worth it till late campaign when gas grenades and photo flash are more common. But it helps with treacherous conditions and it is good to have them from the start and it is fluffy besides. But all things considered it is still 130 credits of stuff that for most of the time will not be used.
I find that the inital list really doesn't have a massive effect over a gang on the long term but it is nice to start well.
I've tried both approaches.. They can both work, depending on the situation. At the end of the day, though, numbers are very important in Necromunda, so for most situations I'd advise the 'maximum numbers' approach to gang building.
When I quit Escher and played Van Saar however I decided to break this completely and discovered some fun things. Shotguns with bolt ammo are hugely flexible weapons, much better than bolters in some ways, and can be given to gangers from day 1 even if you're using the gang restricted weapon rules. Also, grenades are wonderful.. I'd never leave home without a couple of gangers equipped with frags nowadays. They may be expensive, but they're often worth it.
For your gang, I would drop the filter plugs and photo visors and invest in some grenades. Also, remember that filter visors have to be modelled.. It's the reason they're cheaper than photo contacts.
Ooh.. a heavy with a plasma gun. I salute you.. Plasma guns are great weapons, especially in the middle game when people have maybe had some BS upgrades. For the early game though, I do think you're better off with a stubber, as the higher rate of fire gives you a better chance of hitting something.
Last edited by The_Giant_Mantis; December 2nd, 2006 at 03:37.
I will drop the visors this will save me a bit but i will leave the flugs. Gas grenades are more common and there is the noxious fumes result from treacherous conditions table. But freeing up 80 something credits should be able to get me 2-3 gangers with frags.
The plasmagun is my favorite special weapon. And we use the old sustained fire rules, so need the basic to hit roll first then sustained fire dice so the heavy stubber (for us) really is no better. Also i prefer my heavies to be a move and fire support, considering the girls like the up close and personal approach.
I'm not convinced on the bolt-shell upgrade for a shotgun. I think man-stopper is more reliable and with a comparable strength. The bolt-shell makes a shotgun as expensive as a boltgun proper and losses the +1 to hit at 12" for +1 to hit at 4". And considering that all your really trade it for is the scatter shell which hits at 5's (4's within 4") for a basic ganger and a boltgun will hit on 5's within 12" if the target is in heavy cover and at the added bonus of strength 4.....
Also.. you can't give gangers boltguns at the beginning of the game if you're using the gang weapons rules. A lot of players ignore them, but personally I don't.
Last edited by The_Giant_Mantis; December 4th, 2006 at 22:02.
Doubleposted.. where has the delete button gone. :wacko:
Thats fair enough. We use classic Necromunda over the LRB. I have a lot of issues with what they have done with the rules.
But yes when using the House Weapon Lists shotguns with bolt shells can be effective but very expensive, especially when including the back up weapon.
How do you find the house weapon lists? When i saw that some of the close combat gangs did not have ready access the basic close combat weapons i almost threw up.
They are good in a way in that they prevent the 'two plasma pistols on everyone!' thing (but sadly not the 4 hand flamers on everyone thing which is far more cheesy.) But the fact that a lot of models exist who have out of house weapons just makes it a bit annoying. Who wants to waste time looking for flails instead of rare trading.
I'll agree bolt ammo is really expensive and you are probably better off with man stopper in the early game as it's ludicrously underpriced.. but shooting a shotgun 24" is just a lovely feeling, especially when you can then close and hotshot/scatter people.