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Im looking to start Necromunda with my friends and was most attracted to the Enforcers. Im worried that the campaign play I'll be participating in at my GW will be alot less fun with this gang though, since I dont have territories and all that stuff.
Is this a valid thing to worry about?
Yes, I think it is a valid thing to worry about. Enforcers are an interesting gang to use, but they are difficult to use well and not really suited to those unused to Necromunda. You also lose out on many of the really interesting between-game things like bartering. I would suggest a house gang for your first gang, as they are both easier to use and can take part in the interesting between game activities.
I found the enforcers best suited as a second gang - play as a house gang for a while and get into Necromunda, then play as the enforcer gang when you are ready for a slight change of pace.
thanks, i guess ill start looking for an alternative then
Any ideas on what other gang you would use? I can give you a hand in deciding if you are really stumped, just let me know what you are looking for in a gang and I can point you in the right direction.
I wouldnt want to play Escher, and my friend is starting Delaque so theyre off limits.
I think its mainly between Van Saar and Orlock for me, the problem with the two is that Orlock seems like it should have some fluff to it that I just cant find. Are they angry miner gangsters? And I find the Van Saar models a bit ugly, though I might be able to find a nice alternative or way to convert them.
Is there anywhere where I can find out more than the tiny paragraphs in the rulebook about the specific gangs?
Yeah, there are several Necromunda novels that have been released from the Black Library recently; they are worth a read if you want to get some more fluff. Specifically the one about Mad Donna Ulanti has some good Orlock based fluff in it, though I can't remember exactly as it has been a while since I last read the books. You could also look on the internet at sites like wiki etc for fluff.
Orlocks are mainly slag miners and workers as you said; a bunch of no-nonsense gangers who wander around wearing bandannas. In game they have a flexible approach and can excell at either ranged or hand to hand combat.
I did the same thing, and started out playing Spyrers.
I don't think you should be put off just by the thought of losing out on trading and so forth.. That kind of stuff is fun, but it's not essential. Also, if the campaign is narrative, your enforcers can still take part in all the really fun stuff, like deputising other gangs, making and breaking alliances and so forth. In short, you can still have a whale of a time.
However, the houses are probably the most fun to play with if you're just starting out.
Despite the inherent wierdness of having vehicles in Necromunda (the world is 3 dimensional.. it's fairly bad if you can't climb) I do rather like that biker gang list.. Be careful though, as it's blatantly a fan creation and thus may not be terribly well balanced.
If you want to play something more official, try and dig out the ash wastes nomads gang and vehicle creation rules. Think wierd native American indians or Star Wars sand people with robes and gasmasks riding around on vehicles made out of junk.
Last edited by The_Giant_Mantis; December 3rd, 2006 at 23:03.