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Arhalien
19-04-2007, 16:32
Ooh, new subforum. Scary! :eek:

Hi all you Necromunda players. As I will, this summer, be old enough to go to VEt's Night at my local Games Workshop, I will have an oppurtunity there to play Specialist Games, something I don't have at the current moment, and I feel I should make use of it.
I'm considering branching out from Fantasy and 40k into Necromunda, as the style of it has caught my imagination more so than the other Specialist Games.
First question I'd like to ask is, what do you think of the game and would you recomend it. I'm relativlely new to 40k, but the rules seem reasonably simple. I'm also a newby in terms of conversions, so this would be quite a learning curve for me.
I've downloaded the rulebook and am thinking of getting Van Saar, but playing the army as a small Cadian strikeforce (i'll expand further if you're interested), using the Cadian plastics. One problem is that all the Cadian models have armour, and that isn;t an option for the gang members. Would this be ok in Wysiwig terms? The Van Saar models seem to be well armoured anyway.
I've thought up a list for them as well.

Leader:
Lieutenant Carter. Chainsword, bolt pistol, frag grenades=195

Heavies:
1 with flamer=120
1 with plasma gun=150

Gangers:
1 with Autogun=75
1 with Autogun=75
1 with Autogun=75
1 with Autogun=75
1 with Shotgun, frag grenades=100
1 with Shotgun, frag grenades=100

Juves:
1 with Stub gun (fluffwise a local informant/cannon fodder)=35

Is this any good as a basic idea or is it terrible?

If I do decide for certain I'll probably be starting sometime midsummer, hopefully when I'll have finished my Eldar army.

Thanks!

Ozorik
19-04-2007, 16:57
Rather than having them as a Cadian strike force why not simply have them represent a small PDF detachment stationed in the underhive? I wouldnt have a problem with their flak armour but I wouldnt be very happy with it either :) Im going to be making my gang out of Elysians (less obvious armour) though that will cost me a lot more.

Seems a good enough list but I would get rid of the grenades and get yourself another ganger. Lots of gangers is a good idea as long as you have less than 12 gang members in total.

Arhalien
19-04-2007, 17:07
Rather than having them as a Cadian strike force why not simply have them represent a small PDF detachment stationed in the underhive? I wouldnt have a problem with their flak armour but I wouldnt be very happy with it either :) Im going to be making my gang out of Elysians (less obvious armour) though that will cost me a lot more.

PDF? What's that? And on the subject of the armour, I'd have thought that the Van Saar models had at least Mesh, if not Carapace, so it can;t be that much of a problem, can it?



Seems a good enough list but I would get rid of the grenades and get yourself another ganger. Lots of gangers is a good idea as long as you have less than 12 gang members in total.

Drop the grenades from everyone? Even the leader?

Thanks

Quin 242
19-04-2007, 17:10
Necro is a great game. Don't let the current 40K rules get you all flummuxed tho.. there are a LOT of changes between the two.

The models you use are up to you. Just let your opponent know what = what

Major_Gilbear
19-04-2007, 20:16
PDF? What's that?

PDF = Planetary Defence Force. Like the Imperial Guard, but they don't usually leave the system/planet and can can vary a lot more in quality and other ways too. Generally though, considered to be more local than a famous IG regiment like the Cadians'.


And on the subject of the armour, I'd have thought that the Van Saar models had at least Mesh, if not Carapace, so it can;t be that much of a problem, can it?
Nope, Van Saar have no armour. In fact, aside from one or two special characters and the Spyrers, none of the gangs start with armour or have easy/regular access to it. That, and most armour is either not very useful or comes with a handicap.

The Van Saar all wear special body suits that help protect them from the hazards in the underhive (toxins, pollutants, radiation etc). In game terms, this has no effect; it is merely part of the fluff for the House's techy background, and it was sculpted onto the models to give them character and fit their fluff.


Drop the grenades from everyone? Even the leader?
Yes, definately. Grenades rely on both Strength and Ballistic Skill, so wait until you have gangers who have increased stats in those areas. Also grenades are short-ranged, prone to hitting the wrong target (ie, yourself) and quite expensive. Keep them for special gangers to use on special occasions basically.


Thanks
You're welcome! :D

Catferret
20-04-2007, 01:04
You may also want to consider taking Manstopper rounds for your Shotguns. They are miles better than the Solid shot you get with the gun.

Tomothy
20-04-2007, 01:20
Leader:
Lieutenant Carter. Chainsword, bolt pistol, frag grenades=195

You don't need so many frag grenades, they're very expensive for what they do.


Heavies:
1 with flamer=120
Costed wrong. Costs 100.


1 with plasma gun=150
Costed wrong. Costs 130.


Gangers:
1 with Autogun=75
1 with Autogun=75
1 with Autogun=75
1 with Autogun=75
Costed wrong. Cost 70 each.


1 with Shotgun, frag grenades=100
1 with Shotgun, frag grenades=100
As said before you don't need 3 sets of frags, one usually does the trick. Manstoppers would be an excellent addition.


Juves:
1 with Stub gun (fluffwise a local informant/cannon fodder)=35
At least give him an autopistol. That way he at least has a chance of pinning people and slowing them down.

And i'd buy at least another juve with a pistol to back up your leader in his counter-attacking hth role.

I put you at 940 before dropping frags. If you drop all but one set, buy 2 sets of manstoppers and upgrade to an autopistol. That leaves you with 105 creds. Buy a juve with another autopistol, 65 and a ganger with an autopistol and you've got a solid hth set of guys as well.


Is this any good as a basic idea or is it terrible?

If I do decide for certain I'll probably be starting sometime midsummer, hopefully when I'll have finished my Eldar army.

Thanks!
Sounds fine, as long as you're not using any special rules people won't have a problem. Having a theme always helps you enjoy the game more. Have them as recruits that dropped out or deserted and came back to necromunda and set up a gang using their limited military training.

Arhalien
20-04-2007, 09:33
Thanks for all the input everyone. On the subject of the credit miscalculation it was because I'd given the heavies autopistols but forgot to mention them there. Should they be dropped as well?
I've had another go, without the autopistols on heavies.

Leader. Chainsword, bolt pistol, frags=195

Heavies
1 with flamer=100
1 with plasma=130

Gangers
1 with Autogun=70
1 with Autogun=70
1 with Autogun=70
1 with Autogun=70
1 with shotgun, manstoppers=75
1 with shotgun, manstoppers=75
1 with autopistol=65

Juves
1 with autopistol=40
1 with autopistol=40
=1000

Does that look better?
Another thing I was meaning to ask is whether there#s a printer friendly version of the rules anywhere, or would I have to print the whol thing, pictures and all?

And one final question, if the armour on Cadian models is non-WYSIWIG for the gang, do you have any other suggestions as to what would be good instead? I may go with the deserters idea; they were part of a Cadian regiment but deserted whilst orbiting Necromunda.

Thanks again :)

Tomothy
20-04-2007, 10:24
You still have 65 creds left, thats another ganger with autopistol, some backup weapons, a hired gun and a juve, etc etc

Arhalien
20-04-2007, 10:35
You still have 65 creds left, thats another ganger with autopistol, some backup weapons, a hired gun and a juve, etc etc


Oops, forgot to write him in. I'll edit it :o
Thanks for pointing it out.

Lord 0
20-04-2007, 13:35
I wouldn't worry too much about WYSIWYG about the armour. I have never seen anyone model on armour and I have been playing for years. Just tell your opponent that noone has armour or point out the only models that do have it.

The main things that people get tetchy about being modeled are the weapons they are carrying and that they are the correct size for their class ie. no juves as gangers and no gangers as juves etc.

Arhalien
20-04-2007, 14:35
Well I was thinking armour-wise of combining Cadian and Catachan plastics, using Catachan bodies, with Cadian arms, heads and a mixture of Catachan and Cadian legs. The only models that would then be non WYSIWIG with the armour would be the shotgun wielders (FW upgrade pack), the officer and the plasma heavy (Cadian metal models). The Juves would then be made from the Catachan plastics, using the Cadian bayonets as knives maybe.

edit: Actually, having just looked at the Catachan plastics I may just use exclusively Cadian bits :)

Jedi152
20-04-2007, 14:48
Good call. Using the catachan bodies with cadian arms would produce very strange models - topless with shoulder pads and sleeves...

I'm too thinking of getting back into necro. I'll strip my escher and van saar and see which ones i like best.

Arhalien
20-04-2007, 14:53
Any ideas what I could use for Juves? Something to look suitably different to the regular gangers but still fit in with them?

Catferret
21-04-2007, 04:10
Empire Free Company guys may work as Juves. Maybe... Failing that, just order a few actual Juve models!

Arhalien
21-04-2007, 11:19
Empire Free Company guys may work as Juves. Maybe... Failing that, just order a few actual Juve models!

But which gang though? I like the free company idea though, maybe with some Cadian heads and Cadian legs? hmm...
Thanks Catferret :)

Ozorik
21-04-2007, 18:11
Personally I hate Juves so I never take them (they generally make fairly shoddy gangers unless you are lucky), this would also solve your modelling problems :)

I would use the 80 credits to get yourself another ganger and upgrade the autopistol on the other ganger.

Catferret
21-04-2007, 22:51
But which gang though?

Any you like the look of! Just say they are raw recruits who haven't earned the uniform yet.

Arhalien
22-04-2007, 10:51
Personally I hate Juves so I never take them (they generally make fairly shoddy gangers unless you are lucky), this would also solve your modelling problems :)

I would use the 80 credits to get yourself another ganger and upgrade the autopistol on the other ganger.

Hmm, I'll think about that. It would solve the modellig problem, but would lower my close combat potential a bit.

Upgrade the autopistols with or to what? There don't seem to be any upgrades for them in the book.

I was also wondering whether it would be worth to put the autopistol back on the flamer armed heavy, in case I fail an ammo roll. If i drop the juves and stick in another ganger with autopsitol I could afford the autopistol for the heavy. Would that work as an idea?

@Catferret: I think I'll probably go with the free company idea, although I'll have a look at the different gangs to see which I like the look of best.

Thanks again!

Weregerbil
22-04-2007, 13:34
Give the heavies a back up weapon, they need it. The flamer go for a pistol since he'l been in close anyway and for the plasma guy a rifle of some sort las/auto.

Major_Gilbear
22-04-2007, 15:59
I think that rather than having the Juves (the "A-Team" equivalent of the blonde female journalist), you'd bet better off with a Ratskin Scout hired gun as a local guide/informer.

As far as gangs go, you could try mixing the Cadians and the Milita as suggested; they make good PDF lookalikes. Audrey Ewing (AKA "Wraeththu") did a great conversion a while back:
http://oubliette.tranquility-base.us/images/gunslingerImages/gunSlingerMain.jpg.
I think the padded jerkin looks like the old Rogue Trader flak armour, but also looks less bulky than the new Cadians'.

Arhalien
22-04-2007, 17:57
I've re-written the gang (again ;)) and I've decided that these are going to be Cadian deserters, probably from the 121st that El Diablo is doing; he's letting me use the scheme if I let him write the deserters into the fluff.

So, new list, with the backup weapons as suggested by Weregerbil.

Leader:
Lt Carter. bolt pistol, chainsword=165

Heavies
Cprl Kelly. autopistol, flamer=115
Private White. Plasma gun, autogun=150

Gangers
Sgt Lynch. Autopistol=65
Cprl Donovan. Autopistol=65
Private Harper. Autogun=70
Private Williams. Autogun=70
Private McAllastair. Autogun=70
Private Vaughn. Autogun=70
Private Fulton. Shotgun. Manstoppers=75
Private Haydn. Shotgun. Manstoppers=75

Total =990
Not sure what to do with the last 10 credits.
I;ve dropped the Juves as I'm not sure how they fit in fluffily nd it's easier not to have to model them ;)

Thanks for your advice again!

Sylph
22-04-2007, 18:33
I really disagree with the comments on juves being shoddy gangers. My last gang started with 5 gangers, and 3 juves. As time went on, I hired another 7. I ended up, after 6 games, with a gang rating of 3000 and retired. This was in no small part due to the juves. By the time they've played a couple of games they typically get a WS or BS increase, and if you arm them with appropriatte weapons (shooting or assault) they are basically half-price gangers with many more skills.
Furthermore, they are rather good when given hand flamers, especially if you roll on the agility table given the chance.

Arhalien
22-04-2007, 18:35
Hmm, so how many Juves would you recomend I take in this gang?

Sylph
22-04-2007, 19:50
Most of our group start on 2. I use 3 in a starting gang. 2 if I am using a ratskin scout.

Reesraw
22-04-2007, 20:07
Question:
I want to start Necromunda with Enforcers and I need to know what to buy. Is the starter box of 8 models sufficient or do I need more? I'm asking because the pdf says, an Enforcer Precinct Squad consists of 11 models (sergeant, 8 enforcers, handler & cyber mastiff).

Major_Gilbear
22-04-2007, 21:21
@Arhalien:
If you are looking to do this on the cheap, and are just starting out with models passed to you by your firend, I'd stick without the juves for now. Juves are/can be good, but you can always add them later TBH.

@Reesraw:
Enforcer patrols must have 10 Arbiters + 1 Cyber-mastif. No more, no less. So you will need to purchase a few more Enforcers.

Reesraw
22-04-2007, 22:34
But half of the squad has to remain in the precinct house. So wouldn't 5 or 6 models be enough to play with Enforcers?

Major_Gilbear
22-04-2007, 23:49
No, because no model is allowed on patrol more than twice consecutively, and your patrols must always be five men. Plus, if your patrol's "Gang Rating" (ie the patrol's totalled-up Exp + 1000) is equal to or less than half of your opponent's, the whole team is deployed en masse.

The advantage of the Enforcers is that you will never need more than the 11 models as teams are always exactly this size (they get automatically reinforced for free if they take any deaths).
Of course, extra models for providing different weapon options is always nice, but the same is true for every gang/army/game.

The disadvantage of the Enforcers is that they don't collect income, use terretory, visit the Trading Post, get special kit or use Hired Guns. So if you are a regular player and are using them in a campaign, you do lose out on quite a lot of the fun of Necromunda.

Enforcers are really best suited to the campaign arbitrator who will prolly have less time for all that stuff anyway (as they'd be busy orchestrating the whole thing!).

Reesraw
23-04-2007, 00:17
Ahh, I see. Thanks for the info. :)

Arhalien
23-04-2007, 10:13
Ok. I've decided that I'll start off without Juves, and use the list I showed above. I't shouldn't be too long before I could recruit some, or maybe just a ratskin scout or two (saves me havig to covnert them). It's just a bit easier as to add juves I would have probably bought the EMpire Free Company sprue, which I now may not need to at an point.

Thanks for all your help :D