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New to wargaming and would like some help with creating a necromunda, genestealer cult gang  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Drooling Labmat





Hello people of the universe, I am new to Necromunda/Wargaming in general, and would like some help with creating a genestealer cult gang. as I am new, I don't know what is good and not. I have heard that having more models with this specific gang is the way to go, but I am up for any ideas/suggestions. I will be assembling and painting my chumps this week and would like to have a general roster so I can give my models the right guns. I will be facing off mainly against Orlock gangs if that is helpful. Thank you if you have anything helpful to say.

-Panda
   
Made in de
Longtime Dakkanaut





The rules for the genestealer cult gang are riddled with mistakes. Go to the yaktribe forum and have a look for the FAQ or house rules.
   
Made in us
Flashy Flashgitz





Southern California

 Strg Alt wrote:
The rules for the genestealer cult gang are riddled with mistakes. Go to the yaktribe forum and have a look for the FAQ or house rules.

Grrr...Did you just skim over the "new to Necromunda/Wargaming" part? Or, do you just not care? No wonder Newbs are so often put off by the Old Hands in this hobby. How about a little encouragement. And, Yaktribe isn't the answer to all things Necromunda.

What's good in the Genestealer Cult? Basically, nothing, really. It's a pretty ragtag bunch of rather lackluster fighters. With less than select leaders. They do have a great "Cool" stat, which is critical to keeping them in the fight. So,they are persistent, like a skin rash. Which is why it's better to bring a lot of them, instead of trying to create a few heroes. There are no heroes here, these are chumps for the Patriarch who don't know when to quit.

My minor successes with them have centered around medium ranged firepower. Cheap firepower. So, Grenade Launchers and Autoguns. Maybe if I were more creative and adventurous, I would have outfitted a few Neophytes with close combat weapons and tried swarm tactics. But, close combat in this game is fought one fight at a time. This puts a premium on quality, rather than quantity. Plus, these boys are slow. Getting to the other guys ain't easy.

Acolytes are the most mediocre Champions in the entire game. I think the designers tried to split their Champion goodness with Aberrants. And, ended up with two less-than-impressive types. For campaign success, Acolytes almost need to stay home and earn income. But, they can't. And, they cost too much to hang way back out of harm's way. Besides, they have short range weapons. But, are medicroe in hand-to-hand. And, you need their group activations. My "solution" was Hand Flamers. And, crossed fingers.

The Abberants are really villfied online. Perhaps that's justified. But, they can win close combats. Which is a two-edged sword. They can't do much with the extra XP they earn. And, as modelled, they are very pricy. And, the models only come in the Deathwatch: Overkill box. Or, aftermarket, at high prices. Or, counts as or conversions. I dunno. I never brought more than one. But, he did OK. Cause he can take a hit, or two.

The Primus is another guy who can't stay back, but you can't afford to lose. His Hypnosis power almost makes up for it. It can be so damn annoying to opponents!

OK, nothing groundbreaking here. And, pretty by-the-book. I don't count on good luck. I try to roll more dice. And, I like more bodies to absorb damage. I routinely let neophytes die, and let injured ones go. Cheaper to replace them than to keep them. Again, I never had the courage to go with quality over quantity. On the other hand, it's a Marathon, not a sprint. You don't need a perfectly designed gang to have fun, and some success. I did OK with them. Our campaign has seen some mediocre gangs rise to the near top. So go forth and multiply! It's literally in your (part-alien) DNA.
   
Made in no
Longtime Dakkanaut





I much approve, well written and on the point. Got a minor disagreement about Yaktribe, it is the answer to all things Necromunda

I suggest house-ruling M5" on all fighters except Aberrants, because that's how it should be. Also consider lowering the price for extra arms for fighters who doesn't carry a heavy weapon. And perhaps include extra arm in the Acolyte cost.

And of course: allow acolytes to carry the banner (if you want to use it)!

This message was edited 2 times. Last update was at 2018/06/18 16:07:04


 
   
Made in gb
Mighty Chosen Warrior of Chaos





Nottingham

Yaktribe is an excellent resource for new players to Necromunda. Saying that your first choice of gang is going to cause you problems getting into the game as they are a really difficult gang to get anything from, I'm looking into them as a third gang because I like the minis and I'm struggling to get a balance I'm happy with. YMMV

In all honesty I would recommend going with one of the new gangs, and getting a campaign or two under your belt before going for one of the harder starting gangs.

Good luck, and I hope you enjoy this great game, and may you never run out of ammo!




Innocence Proves Nothing
Old Skool RT blog http://talesfromthemaelstrom.blogspot.com/
 
   
Made in de
Longtime Dakkanaut





 Gobbla wrote:
 Strg Alt wrote:
The rules for the genestealer cult gang are riddled with mistakes. Go to the yaktribe forum and have a look for the FAQ or house rules.

Grrr...Did you just skim over the "new to Necromunda/Wargaming" part? Or, do you just not care? No wonder Newbs are so often put off by the Old Hands in this hobby. How about a little encouragement. And, Yaktribe isn't the answer to all things Necromunda.

What's good in the Genestealer Cult? Basically, nothing, really. It's a pretty ragtag bunch of rather lackluster fighters. With less than select leaders. They do have a great "Cool" stat, which is critical to keeping them in the fight. So,they are persistent, like a skin rash. Which is why it's better to bring a lot of them, instead of trying to create a few heroes. There are no heroes here, these are chumps for the Patriarch who don't know when to quit.

My minor successes with them have centered around medium ranged firepower. Cheap firepower. So, Grenade Launchers and Autoguns. Maybe if I were more creative and adventurous, I would have outfitted a few Neophytes with close combat weapons and tried swarm tactics. But, close combat in this game is fought one fight at a time. This puts a premium on quality, rather than quantity. Plus, these boys are slow. Getting to the other guys ain't easy.

Acolytes are the most mediocre Champions in the entire game. I think the designers tried to split their Champion goodness with Aberrants. And, ended up with two less-than-impressive types. For campaign success, Acolytes almost need to stay home and earn income. But, they can't. And, they cost too much to hang way back out of harm's way. Besides, they have short range weapons. But, are medicroe in hand-to-hand. And, you need their group activations. My "solution" was Hand Flamers. And, crossed fingers.

The Abberants are really villfied online. Perhaps that's justified. But, they can win close combats. Which is a two-edged sword. They can't do much with the extra XP they earn. And, as modelled, they are very pricy. And, the models only come in the Deathwatch: Overkill box. Or, aftermarket, at high prices. Or, counts as or conversions. I dunno. I never brought more than one. But, he did OK. Cause he can take a hit, or two.

The Primus is another guy who can't stay back, but you can't afford to lose. His Hypnosis power almost makes up for it. It can be so damn annoying to opponents!

OK, nothing groundbreaking here. And, pretty by-the-book. I don't count on good luck. I try to roll more dice. And, I like more bodies to absorb damage. I routinely let neophytes die, and let injured ones go. Cheaper to replace them than to keep them. Again, I never had the courage to go with quality over quantity. On the other hand, it's a Marathon, not a sprint. You don't need a perfectly designed gang to have fun, and some success. I did OK with them. Our campaign has seen some mediocre gangs rise to the near top. So go forth and multiply! It's literally in your (part-alien) DNA.


I donĀ“t like your tone, pal. Consider yourself ignored.
   
 
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