Nevie wrote:Hi like the title says. Never played before, but a friend of mine and I are getting started. I've been doing a bit of reading both here and an Yakromunda. And I noticed that most people seem to think (from what ive seen) that Van Saar is over powered due to bein able to access tech skillset. So enough about what I've read. Here are my questions.
1) has anyone tried to run a campaign where anybody (except maybe juves) could access the tech skillset? If so how did you work it out for your campaign?
2) has anyone tried just making gangs that incorporate different houses together? I.e. an Orlock Gang leader with two Goliath Heavies and some vaan sar Gangers with some Escher Juves. Or something along those lines?
3) this is the odd question out, I know. But is the house weapon list for always or just when you're starting.
Been playing Necromunda since it came out years ago. Van Saar's have always been able to get access to Tech skills and I have never seen them dominate constantly. Yeah they can be scary, but there is still a cost limiting factor in the abilities granted by Tech skills. You can't just magically make a bunch of special weapons appear for free, for example, if they get the specialist skill. Still have to buy them.
As for your questions:
1) Never did this and never saw a point. Each gang has its strengths and weaknesses, and the key is to work with what you get and accomplish what you can with it. As soon as you start giving everyone the tech skillset you've taken away one real advantage that the Van Saar have, without giving them any compensation for it. Also most heavies and their equivilent and leaders can access the tech table already. There is even a chance for other members of your gang to get access to a non-normal table for them.
2) Again each gang has its strengths and weaknesses, while you can build your gang using whatever *minis* you have, you should stick to one gang house. That is kind of how the rules are balanced. Of course if you want to try that and give them access to the skills specifically based on the house they came from, no one can stop you. Your game is your game.
3) Yep that is what you can buy unless you find something in the rare tech to acquire and have the money for it. Your goliath gang with access to a limited selection of heavy weapons doesn't suddenly find a source for anything they want once you start fighting battles.
Of course you are ultimately free to do whatever you want in your games, but the tech skill doesn't guarantee wins by any means, or even complete dominance. Seen plenty of of van saar gangs crushed by brute wielding goliath gangs.
The only thing I've found stupidly unbalancing in the game is a gang that starts a scenario surrounded by a redemptionist gang that has a large number of exterminators in it. The exterminators are single shot flamers, and my first game with my redemption back in the day involved my completely new starter redemption gang going up against the league leading goliath gang (2 months into the league, and my schedule kept me from playing until this point). Pretty much every model in my army with a long gun had an exterminator, plus I had multiple deacons with flamers *and* my leader had a flamer as well. The scenario started with the goliaths sitting in the middle of the table and my redemptionists surrounding them. With all the flamers, single shot and otherwise, I tabled the league leading gang, who's gang rating was *at least* twice my current rating, in 2 turns. That is all it took.
Oh, there did used to be another unbalancing thing. A scavvy gang could buy a stupid number of dice to roll for plague zombies in the original edition of the game. So they could swarm the table with dozens of zombies, and when used in a scenario where the opposing gang could not choose to run away, it could be devastating. They did change this in the new edition, though, so now there are strict controls on how many zombies you can try to call up for a given fight.
Skriker