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Made in gb
Boosting Black Templar Biker





Forest of Dean

I'm starting a redemptionist gang and would like some help with the list (ive never played necromunda before) and also the fluff side of it. I get the feeling that from some of the names they have a slightly russian twang to them.

my list is:

Brotherhood of the divine flame

Priest – Viktor
-bolter,
chainsword,
64 exp
220

Deacon - Egorov
-Flamer
-maul
62 exp
110

Deacon -Demidov
-bolter
64exp
95

Zealot eviscerator
-exterminator
21exp
105

Zealot eviscerator
-exterminator
21ex
105

Crusader
-shotgun
25exp
70

Crusader
-shotgun
24exp
70

Devotee
-stubber
-club
0exp
45

Devotee
-stubber
-club
0exp
45

Devotee
-double handed weapon
0exp
40

Devotee
-double handed weapon
0exp
40

Devotee
-autopistol
-knife
0exp
40
TOTAL 985 creds

Im open to different names and loadouts.

10000+pts
2000pts
No pity! No remorse! No fear
 
   
Made in au
Regular Dakkanaut





First thing I noticed was the Priest - Bolter - great gun... buuuuuuuut - ammo roll 6+, your leader fails an ammo roll and all his left with is a chainsword. Maybe add in a pistol to back up the bolter?

Two eviscerators? That would be pretty awesome to watch it work on the battlefield, but maybe its a little too soon to be investing so much into two gang members. Maybe drop one of the eviscerators and then...

Two shotguns and no other rifles? I love shotguns (versatile with the different ammo they can be armed with ) however - Lasguns with a 2+ ammo roll are hard to go by for reliability (not sure if Redemptionists can buy lasguns or not? :-S)

Thats just my thoughts. The gang does seem heavily focussed on close quarters, and with a bit of XP would rip through many gangs at close quarters. However - a gang such as Van Saars with a preference for long range would be able to sit back and fire away.

As for names - I'd suggest looking at the Russian Revolution - plenty of character names that you could draw from history.

   
Made in gb
Boosting Black Templar Biker





Forest of Dean

Thanks grim for the comments.

Haha I guess the close quarters feel comes from me being a black templars player lol

I think i need to read up on ammo rolls, I thought 6+ was epic lol Didnt know he could take a pistol as well.

Ill look into the lasguns. Ill probably stick with two eviscerators Im way more into the RP side of things (even if it goes pete tong for me) and it doesnt need to be a massively competitve list. I think the prospect of 2 mental chainsawwielding zealots cleaving through people makes me quite happy. Unless you think it would be a massive deteriment taking two.

I can take lasguns, do you think a lasgun instead of a bolter on the deacon would be better?

10000+pts
2000pts
No pity! No remorse! No fear
 
   
Made in au
Regular Dakkanaut





The two eviscerators could work out to be extremely entertaining. It would also be a massive distraction for your opposition - whilst they try to get rid of the eviscerators you can move your other members in for the kill.

6+ for ammo roll means you need to get a 6 or higher - on a D6. I guess it all depends how lucky you are with the dice. Personally I seem to struggle with dice rolls (whilst entertaining can be downright devastating depending on the game.)

IMO Necromunda is about RP more than winning. My main opponent (Orlock) and I will play games where half our gangs get killed or injured where it requires lobo chips, bionics etc just to try and get them back in the game. But thats all part of adding character to the game! My opponent has a Juve that after 5 games became a close combat monster that ended up killing my highest rated ganger (again I blame the dice rolls!).

Also for a big bunch of resources - if your not already aware - look for Yakromunda on google.
   
Made in us
Frenzied Berserker Terminator




Hatfield, PA

A few comments:

First thing bolters...don't bother. Early on they are too pricey and without "extra ammo" or some of the Tech skills to help you reroll failed ammo checks they will be useless pretty fast. That 6+ ammo roll is hard to make regularly. I would replace them each with a different special weapon or even a different basic long arm. If you go for speical weapons, though, your long range ability will be impacted. This isn't necessarily a bad thing when you look at the rest of your more short range focus.

If you build the tables the way you should (LOTS of terrain) you should be able to use cover to get to closer grips with your opponents.

When I play redemption I always include a lot more flamers. 2 Deacons and the Priest with full flamers, and then give a number of gang members the cheapest long guns, each with an exterminator mounted on them. The evisterators can also have exterminators mounted as well. All those flamers REALLY bring the pain in the short range game and help to nullify cover advantages that your opponent might get by covering them with templates. As you gain funds you can add in heavier weapons as you go. Of course the redemption get no *heavy* weapons, but things like Meltaguns are pretty nasty.

Skriker

CSM 6k points CSM 4k points
CSM 4.5k points CSM 3.5k points
and Daemons 4k points each
Renegades 4k points
SM 4k points
SM 2.5k Points
3K 2.3k
EW, MW and LW British in Flames of War 
   
Made in gb
Boosting Black Templar Biker





Forest of Dean

Thanks Skriker, Ill work on a new list this evening. I think we are going pretty dense with the scenery

10000+pts
2000pts
No pity! No remorse! No fear
 
   
Made in us
Regular Dakkanaut





Idaho

The flamer dealies (if this makes any sense) that give you a one shot flamer combi are awesome



 
   
 
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