View Full Version : Thinking of starting necromunda

The Guy
31-08-2007, 23:06
Hey I'm considering starting necromunda is there any threads that lists all the advantages and disadvantages of each gang? thanks

Damien 1427
31-08-2007, 23:10
There isn't, really. The House Weapon lists are the only difference, and most people seem to think they're best ignored and buried under a big pile of rubble twenty miles into the desert.

If you're starting, I suggest hitting eBay and finding the Big Yellow Book, which had expansion and the orignal game together. Underhive is free, but it shows.

31-08-2007, 23:16
From what I've read here and heard from ppl who've been playing, it mostly depends on the look you want the gang to have and the backstory or characteristics you want to see/embody in your models.

That and a lot of somewhat random skill/characteristic advances as you play. It's a narrative game, and it seems like the more you invest in the modeling/painting/playing of it, the more you will get from it.

I could be wrong, but from reading several posts about "which gang is best" it seems like it is almost purely a matter of opinion. You can even come up with a new house if you aren't satisfied with the existing options.

Anyway, look through all the posts here, and you'll get a different answer in each one, depending on who's replying.

Good luck!

The Guy
31-08-2007, 23:25
It's not that I'm looking for the best gang. I'm just looking for the one that I'd have the most fun playing. But if i can just make my own gang then I'll do that, should be interesting :D

31-08-2007, 23:30
Give this a look - The Unknown Warriors (http://www.specialist-games.com/assets/FO40UnkownWarriors.pdf)

01-09-2007, 09:44
There isn't, really. The House Weapon lists are the only difference, and most people seem to think they're best ignored and buried under a big pile of rubble twenty miles into the desert.

Now, the HWL aren't the only difference (though we mostly ignore them) the major difference are the skill sets. They more or less dictate how your gang develops and in turn how you play them.

For example, Escher mostly gain Agility skills, making them great for flanking and reaching hand to hand combat fast. On the other hand, Van Saar excel at Shooting and Techno, making them more suited to standing back and blaze away with their more reliable guns.

Just go with the combination of looks and playing style you like the most or make your own. The skills are listed in the rulebook. Or if you'd like, i can simply write it down for ya?

BTW, in my opinion, the new, freely available, Necromunda rules are okay, save for a few things. But you'll get to that while playing the game.

The Guy
01-09-2007, 10:12
Ok thanks :D I really like the van saar models and the enforcers. so it's a choice between them. Or my own gang.

01-09-2007, 12:46
Enforcers are quite specialised and will quickly find themselves unable to keep up with other gangs due to thier rules, thus they are best used in campaigns as a plot tool. The models are cool though and if you like them, check out the classic arbites as well, as they are quite sinister.
Van Saar are a very popular choice and if you end up playing with house weapons they have a good selection. The unknown warrior rules are fun, and let you create some combinations that people might find painful and possibly, a little mean, like swords and handflamers....
Necro is one of the best thinsg to come out of Games Workshop.

01-09-2007, 13:11
Yup, Enforcers seem strong at first, but they're best used by an Arbitrator since they're kinda limited, very little in the ways of post battle sequence as well. Also, later on in the campaign, you're still limited to 10 members while other gangs are on 3k+ ratings. I wouldn't recommend them as a starting gang.

Van Saar are cool, if you like 'em and their skills, go for it. :)