some friends and me are just starting our own Necromunda Campaign and I´m still not sure about my exact ganglist. I´ve played 40k 2nd Ed and other GW-Stuff, so I´m not totally unfamiliar with the basic rules, but I still havent fought my first gang fight.
What I´m quite sure is that I want to play Delaque - the Matrix-like Minis are just impossible to not fall in love with, and I really like the skill tables. I guess I should mention, that we´re going to use the Community Rules.
So here´s the list I came up with until now:
When I read through the respective threads I picked up some hints, that I tried to include into my ganglist:leader 215
(Grenade Launcher, Frags, Stubgun)
(Heavy Stubber + Autogun)
5 gangers 360
(2 Lasguns, 3 Autoguns)
- exactly 9 fighters
- 2 heavies
- 5 gangers
--> so only one juve possible
for the weapons I liked the idea of using the leaders high BS for a Special Weapon. As I only can get the grenade launcher so easy in the first game, I thought to give it to him.
The Heavy Stubber seemed an appropiate first Heavy weapon and looking at the Plasma Gun and the idea of 3 special/heavy weapons from the beginning, I could not resist.
I thought about giving one ganger a Shotgut, but then refrained from it, for the higher range of the autogun.
The juve got a stubgun to give him an additional close combat weapon which can be upgraded next game with Dum-Dum bullets.
The Autogun for the h\stubber heavy and the stubgun for the leader are thought to be backup weapons, if an ammo roll fails.
As this list is very shooty the "tactic" is simply to keep distance and shoot the enemy to shreds. The heavies and the leader would stay back, with the juve as a meet shield before them.
After the first game I would use the creds to buy more backup weapons and maybe a scummer or better a ratskin to get the chance for a new territory.
And I would definately swap the special weapons between leader and heavy to get the higher BS to the plasma gun, whereas the grenade launcher may still scatter to hit a target if it fails its to-hit roll due to the lower BS of the heavy.
As I have no experience with Necromunda, i fear a friend of mine playing Escher could easily stuff the table with cover and get into close range - where I have few to resist.
I could omit the plasmagun or grenade launcher (in the end, i can easily buy it using one "point" on the D3 roll for a common weapon not on my house list) and use the saved money for a flamer and / or some more CC power (a sword?) for my leader.
Whats your oppinion about these thoughts? I hope you can give me some feedback about it.
edit: I just noticed I made a mistake calculating the value of the gangers, so I have 50 creds left - what shall I do with them?
My first Idea would be:
- upgrade a ganger autogun to a lasgun,
- give the juve Dum-Dum Bullets,
- hire a ratskin scout (for chance of another territory) or a scummer (for better CC abilities),
- upgrade the leader stubgun to a boltpistol or autopistol
- and save the remaining 10 or 20 creds for offers on the traders outpost - and to have a lesser gangrating than my opponent
So this would be:
On second though a handflamer seems very attractive as a backup if CC Escher come to close to my "gathering" of the two heavies and the leader...leader 230
(Grenade Launcher, Frags, Boltpistol)
(Heavy Stubber + Autogun)
5 gangers 365
(3 Lasguns, 2 Autoguns)
(Stubgun + Dum-Dum bullets)
ratskin scout or scummer 15