Switch Theme:

Necromunda Gang Model and Credits Requirements  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fresh-Faced New User




Hi there!

I'm fairly new to Necromunda and I have a few questions I'd love some help with. I've been looking for advice online and, whilst I've found plenty of "how to start a gang" guides, I'm struggling to find info on future proofing a gang and modelling so that you're covered for a campaign. I wonder if anyone can give me some input. To break down my questions:

1. Specifically, how many models am I likely to need for a full campaign of Necromunda? How many points/credits should I expect to have to field in a game by the end of the campaign?

2. Currently I have purchased the Escher Gang, the Escher expansion (the one with Death Maidens and Wyld Runners) and the weapon upgrade set from GW. I also have a pair of Phyrr cats and a good proxy for a Khimerix. Am I likely to need more or will this be adequate for a full campaign?

3. Regarding modelling- are there any big mistakes to avoid here? I'm tempted by a fairly "elite" setup and was thinking about modelling for a couple lasguns, maybe a plasma/melta or two, a heavy stubber, a chem-thrower and some bow ladies (because bows are fun). Will this be okay or do I have to set aside several models for "juves" with just pistols so I have cheap options to hire and re-hire through a campaign? Or could my cats fulfill this fodder role?

Overall I'm just trying to get a feel for whether A: I have enough models and B: whether I can mess up building them enough that I'll need to buy more anyway. I mean I can easily look at the prices for a new gang and build something fun, but I'm not sure how a full campaign will play out- I'm not keen on having to buy more to keep going, so to speak.

Thanks very much for any help you can give!
   
Made in gr
Storm Trooper with Maglight





Have you heard of Yaktribe? That forum specialises in Necromunda and the Necromunda posters are a lot more active there than here. You might get more feedback there than here.

To address your questions though:

I would say that 1 Escher box and 1 Death Maiden and Wyld Runner box is a good start. If you get 1 more Escher box that should give you plenty of options for a campaign. If, like me, you are not a keen modeller it would probably be a good idea to get the Escher Weapons & Upgrades sprue as well.

I think the biggest mistake you could make at gang creation is to go for lots of fancy weapons and wargear, thereby getting a low model count. Boys (or in this case Girls) before Toys is a mantra in Necromunda for good reason. For an Escher gang I would say that 8 models is a good starter 1,000 credit gang.

Just one point on equipping your models: Many people aren't too fussed if your gang doesn't show exactly what it comes equipped with. Most people appreciate that gangs can change a lot throughout a campaign and keeping up with this on the modelling side is not always feasible. Your gaming group may vary of course.
   
Made in gb
Battleship Captain





Bristol (UK)

1. Depends on your gang, campaign, and how well you do.
I've finished even a standard 12 game campaign at about 4000cr. This is was very much an abberation.
I'd say 2000cr is more typical. A lot of late campaign gear is non-visible stuff like infrasights and undersuits that don't need to be modelled anyways.
That's typically no more than 12-15 members.at the end, 8-9 at the start. Although gangs can vary massively in number.

2. That should be plenty adequate for a campaign.
A second regular gang box will give you as much freedom as you could practically want for a short campaign. But is by no means a necessity given what you already have.

3. I wouldn't worry too much about Juves, they're not that good and you won't miss them.
Bows are terrible weapons, truly terrible. I agree that they're a really cool concept but on the tabletop they're borderline unusable tbh.
There aren't really any horrible mistakes, and generally as long as you have a solid core of gangers to use (5+).

However, balance in Necromunda is very patchy so it is possible for you to choose weapon options that are bad enough that they cease to be fun to use.
I mention the bow because it's the main such option that Escher get.
   
Made in gb
Fresh-Faced New User




That's excellent! Thank you both very much for your help.

I'll certainly have a look at Yaktribe. Although what you've both said seems to have covered my questions thoroughly.

That's tragic about bows, haha! But I've heard similar sentiments elsewhere. A pity- I guess I'll equip those two models with lasguns instead and field them as gangers. I do enjoy the marksman vibe.

My overall goal is a front line of angry cats and (sort of) undead eschers backed up by a combination of cheap lasgunners, heavies and plasmas/meltas
   
Made in us
Shadowy Grot Kommittee Memba






What I did for my eschers was get a pair of gang boxes. the first box I made up a fairly standard core of gangers, and then my second box I used duplicate parts from the first one to make 'Juve" and "Champ" versions of various gals, where the "Champ" version has some kind of expensive heavy or special weapon likely to come up later on in the campaign when i have creds to burn. It helped I have a GSC army so lots of access to spare weaponry.

Examples include, double hand flamer gal, melta gun gal, plasma gun gal, heavy stubber gal, etc, and then a version of each of them as a juve with a knife/laspistol or stub pistol. I also made a cred-heavy and cred-light version of my leader for the start of the campaign and later on.

Juves may not be great, but theyre super cheap and they fight in melee just as well as any non-champ so besides my one champ who does melee stuff, I tend to be fighting with juves if im going into melee. melee also handily gains you experience really quick comparative to shooting as youre way more likely to down a target.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Enginseer with a Wrench





I know bows look terrible, but are they not potentially useful for cheap access to blaze?

Also double hand flamer...not thought about that though they're not sidearms are they so you cant fire both at the same time?
   
Made in us
Regular Dakkanaut





Pretty much anything bows do, they do it terribly. Short range, -1 to hit, and Blaze without a template. You are better off with shotties or Incendiary Charges if you want to use Blaze.

DA70+S++G++M(GD)B+++I++++Pw40k96-D+++A++/mWD218R+++T(M)DM++ 
   
Made in no
Longtime Dakkanaut





So happy I house ruled the entire game and reduced cost of bows, since this is always complained about But then I also removed prospects... juves only! And removed access to basic weapons (including bows) to juves. But Gangers (or above) have at least access to better balanced bows

This message was edited 1 time. Last update was at 2021/10/21 09:48:42


 
   
Made in gb
Enginseer with a Wrench





Baxx wrote:
So happy I house ruled the entire game and reduced cost of bows, since this is always complained about But then I also removed prospects... juves only! And removed access to basic weapons (including bows) to juves. But Gangers (or above) have at least access to better balanced bows


So what did you do to bows out of interest?

I'm struggling at the moment to see the point in Wyld Runners unless you wanted to spend a bunch on wrangling phelynx, they get access to the same things as a basic juve but 1 less str and 1 better BS but without access to any weapons that make having decent (for a juve) BS worth it and the +1" movement doesn't seem to balance out the 25pt increase over a juve. Atm for some cheaper fillers i'm looking at Juves with stilletto knife and stub gun, for 25 creds less than a wyld runner with no conceivable downside. Bows and their utility seemed to be the only reason to consider a Wyld runner. Just seems odd to have a whole new type of juve give it a terribly flawed and costly weapon (should be +1 or +2 short range imo for that cost) and then make it more than double the cost of the existing juve.
   
Made in no
Longtime Dakkanaut





I actually did a lot of things, but mainly making Necromunda how it should be, not how minis are packaged or released. So basically Wyld Runners and all Prospects are gone, I didn't find any purpose for them that couldn't be filled by the Juves. You can still use a Wyld Runner model as a Juve though. However Juves were never intended to have basic weapons, so if you want a Bow, it has to be equipped on a Ganger, Champion or Leader (specialist champs are also gone as they too didn't serve a purpose, you can still have death maiden of course but it will just be a normal champ with extra special rules for poison blood). That's restructuring gang composition, streamline it and remove bloat. For weapons, I just increased all pistols with +10, basic with +20, special with +30 and heavy with +20. Some exceptions like the wyld bow, which got a smaller cost increase and ended up with a cost of 20 (compared to a lasgun with cost 35. Oh, that's right, removed all fighter-class discounts - complete nonsense - and also all gang discounts). For the phelynx cat, I simply halved the cost of all pets in the game except some of the more competitive ones like familiars and robo-dog. Oh, also removed the fighter equipment lists, it was a confusing mess. Gang equipment list only! I don't need to have stun grenades with separate cost per fighter, some fighters can buy it before first battle, others must wait to equip it after the first battle, then it is available from the trading post at standard cost, but other fighters could stash theirs with an irregular cost... not a good way to play, it's just a freaking stun grenade!?!

So in short, I cut a lot of bullsheet, streamlined needlessly complex rules and rebalanced the game. I'm not a game designer so most of the changes I made for stuff that didn't work was solved by importing tried-and-true equivalents from previous editions.

This message was edited 5 times. Last update was at 2021/10/25 10:02:18


 
   
Made in gb
Longtime Dakkanaut





Speaking of this situation pretty much, but with Orlocks.
Has anyone any similar advice for a plan for them?

I should be getting the main Orlock box and the Arms Master /Wrecker one too.
I would very much ideally not have to buy another box of them, but am pretty happy doing any converting needed between the two boxes etc.

I definitely see the want to make all the very coolest load outs, but would be happy making as functional as possible if that’s what’s necessary.

Has anyone mixed the two boxes up easily?
Can the arms switch over pretty easily?
(Partly to mix up those body poses, partly if some stuff wouldn’t be needed for the special box for instance etc..)
   
Made in us
Veteran Knight Baron in a Crusader





I would definitely recommend adding a box of ambots. I bought one as soon as I had the credits and added a second one soon after. Another guy also has 2. It's now creating an ambot arms race where everyone is trying to find the credits for them because they're so good at what they do and nobody in your regular gang roster is going to fill that role. It's a bonus that the models are so awesome.
   
 
Forum Index » Other 40K/30K Universe Games
Go to: