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Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






How do?

As mentioned in my other thread, my local Gaming Club is soon to kick off a Necromunda campaign. And given its been at least 10 years since I last played, I could do with some pointers on how to first set up my Gang. Especially given this is a new iteration of the rules.

How are people spending their initial Creds? What’s your preferred next step?

Are Juves still an ace in the hole, or are we better off recruiting Gangers?

Any and all tips, tricks and pointers gratefully received.

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Made in us
Tzeentch Veteran Marine with Psychic Potential





Kildare, Ireland

 Mad Doc Grotsnik wrote:
How do?

As mentioned in my other thread, my local Gaming Club is soon to kick off a Necromunda campaign. And given its been at least 10 years since I last played, I could do with some pointers on how to first set up my Gang. Especially given this is a new iteration of the rules.

How are people spending their initial Creds? What’s your preferred next step?

Are Juves still an ace in the hole, or are we better off recruiting Gangers?

Any and all tips, tricks and pointers gratefully received.


I've no juves as I'm chaos cult, but my experience is that having more cheap dudes with reliable weapons (autoguns/lasguns) is valuable.
Outnumbering your opponent allows you to control the game far better than any amount of fancy equipment. If I play very conservatively/defensively with my first moves, I can disallow a large portion of his gang from attacking mine. (example 12-8: If I move 6 of my grunts through cover and out of line of sight, I can play aggressively with my remaining 6, including several champions- and my opponent only has 2 moves in response.)

In addition, long range overwatch allows you to interrupt an opponents action and effectively skip the go of a valuable model. A long rifle armed champion hits enemies on the opposite side of the table on a 2+ (in the open) Even in hard cover, that's a 4+ chance to shut down an opposing model. Note you don't need to kill anyone- just hit them to stop them from acting.

As there are a lot of very powerful infiltrate combos, having bodies for picket duty is also useful to push back the area available to enemy infiltrators/reserves.

Apologies if any of this is either too obvious or too detailed.
   
Made in gb
Leader of the Sept







I think that the benefits of champions outweighs the benefits of juves. All of the lists I end up with revolve around well equipped leader and 2 champions, and bare bones juve and 4 gangers. You seem to earn creds much more quickly in this version than previously so it's easier to upgun existing mooks than before.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

Juves turn up from your free settlement at an alarming rate anyway!

I'd stick with gangers, take the free juves as they come. Money feels much less scarce, so you can kit up quick, but xp is thin on the ground. Extra bodies mean you can still put a decent sized crew on the table even after a mauling.
   
 
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