View Full Version : Generaly, what makes a good gang(necromunda)

Dark Apostle197
27-12-2006, 07:11
So, what is the overall law of competitive gangs in Necromunda. Specifically Redemptionists, but all comments are welcome.

27-12-2006, 09:22
Redemptionists are a great gang if you don't mind people refusing to play you after the first game. A lot of players just sat on overwatch with exterminators the whole game and roasted anybody who got close. Not much fun...
The 30 strong Scavvy gang with Infiltrate worked very well but has been slightly toned down with their new cannabalism rules.

In all honesty, I think most gangs are competitive but you should pick one based on your favourite models. Or create a house of your own and either count them as a House gang or use the Unknown Warriors article from Fanatic Online 40. I think it's available in the Articles section of Specialist Games page.

Dark Apostle197
27-12-2006, 09:32
Well, it is a local league coming up, so they can't refuse to play me :) But that does sound boring and I do not plan on winning it, being a noob necromunda player, so i wouldn't do that. I chose redemptionists for a little irony(at the GW I go to I am known as the word bearer guy), or I can call them a chaos cult... or just have fun flaming things :)

So far here is the gang I thought of... probabaly won't change much because it is already modeled but CC is welcome.


Las pistol

Showgun+man stoppers
auto pistol
Exterminator(this might actually have to change, do have the rules right now, but forgot if I can put exterminators on shotguns)


Shotgun+man stoppers
Auto pistol




aut pistol


27-12-2006, 09:49
Exterminators can go on most cc weapons and all basic weapons if I remember correctly. I would probably swap the Priest's club for a sword coz a parry is really useful but otherwise the list seems ok.
Using them as a weird chaos cult would work fine as well, especially Khorne with frenzied Zealots.
It's also nice to see gangers without Exterminators. I have a bit of an issue with them that you may have noticed... Too many cheesey players in the past...
Good luck with Necromunda btw, it's a great game and my 2nd favourite GW game, only being beaten by Inquisitor.

Dark Apostle197
27-12-2006, 09:53
As usefull as the sword would be... It is modeled with a club because there was not onein the box. The cult would be a word bearer one(they are pretty much redemptionists, but fight for chaos so kill imperials instead of mutants :)) Yeah... Only three exterminators, and it being the only ranged weapon for one of them... Thanks for the replies.

27-12-2006, 09:57
The sword thing is a personal preference but the S4 club will still stand you in good stead. I'm just paranoid about h2h and always look for a parry if I can't get multiple attacks.

Dark Apostle197
27-12-2006, 10:01
The club looks so cool though :) (http://store.us.games-workshop.com/storefront/store.us?do=List_Models&code=305697&orignav=300817&ParentID=258505&GameNav=300808) the one in the middle. Plus I have noticed that whenever I need 4s to wound... I don't... i'd roll a 3 :)

27-12-2006, 10:08
Yeah, stick with the cool models coz karma will help you're dice rolls!:D The "Big spiky club o' smackin" does look kinda cool but a Chainsword would give you S4, a parry and looks cool! And all for the bargain price of 25 creds... I love chainswords... But only as friends.:)

Dark Apostle197
27-12-2006, 10:12
Then with my luck my first advance with him will be strength... Therefor meaning with a club I could have str 5 :) Too bad though, I got a chainsword from the extra imperial missionary I had to buy to get another ganger to allow the deacon with a lasgun(crusaders can't take them :() If the fig wasn't already painted I would just put one of the many many many space marine ones I have on his back, but the glue kind of melts the paint sometimes... And the priest actually looks good lol. Thanks.

27-12-2006, 10:28
Your first advance might also be Parry skill so I think you win this debate! :D

Don't worry about the lack of lasguns 2 much. An Autogun is almost as reliable and the lack of save mod isn't really an issue unless you're playing against arbites but you've got Manstoppers in the gang to deal with them. I have a lot of Autoguns coz i think they look cool and the 5 cred saving per model means a Scummer or Ratskin joining in.

Dark Apostle197
27-12-2006, 10:36
Well, not a ratskin... or a scummer I think. With the new rules for redemptionists they can only take like one in a million weapons, grenades, and maybe armour, otherwise everything has to be from the redmptionist list. Parry is less likely, because as he is more of a shooter(atleast at first) I would probabaly pick a shooting skill. I should be mean and try for the hide+overwatch skill for one of exterminators (JK :))

27-12-2006, 10:41
The problem with shooting skills is you end up rolling Gunfighter and have to make a new model without basic weapon if you wanna use the skill. For a ranged model, take Techno skills! Because some are "ganger only", you have a 50/50 chance of getting the skill you want (Weaponsmith or Armourer!) so your Bolter sniper can keep shooting for longer.

Dark Apostle197
27-12-2006, 10:47
True that... I wish I could buy scopes for the gang but nooo aparently the cult going around to help save(or destroy in my case :)) necromunda is not good enough to even buy anything outside of their list... gosh! :)

27-12-2006, 10:52
You can still buy rare trade stuff. The basic list is only stuff that is easy to find. Nobody has scopes or powerswords on their basic list but can buy them later if they find them. Some gangs like cawdor don't even get clubs to start with and have to pick them up later. The weapons lists can be a little stupid at times...

Dark Apostle197
27-12-2006, 10:56
No, there is a specific rule that says there are only certain things they can buy now. For example grenades, one in a million weapons, and I think armour, the rest is a no-no. unless I read it wrong... which i might have, can't check now. Incase you did not know, they came out with new rules, you may be thinking about the old?

Another question, with "inventor" how do you randomly select an item to invent lol... there are A LOT.

27-12-2006, 11:02
I dunno if I have the most up to date Redemptionist rules. I would think not being able to Rare Trade is a little harsh tho. May just be badly worded.

Inventor has been clarified as a free Rare Trade Chart roll on the non-outlaw chart I believe.

Dark Apostle197
27-12-2006, 11:04
I have seen a complaint about it before when I was looking for redemptionist stuff on the web too though. Why did I leave the rules at the local GW?! Why can't the PDFs work on my comp?! lol but anway...

So pretty much you invent something, which is randomly determined by the D66 and is free? Not that bad... Though getting something stupid could suck :)

27-12-2006, 11:12
Free powerfist in the very first game I ever played! The one-in-a-million Flamer would be your best friend. Although an Invented Mung Vase selling for a fortune is really funny!!! Some traders must be really dumb...

Dark Apostle197
27-12-2006, 11:16
Yeah... I know... (goes back to making a papermache[sp?] vase). I wouldn't mind inventor, cause I am hoping it by-passes the restriction on the purchasing of rare items besides grenades ect.

27-12-2006, 11:23
You wouldn't be able to use a heavy weapon but if you invent a One-in-a-million heavy weapon you sell it and buy more minions! With the OiaM result you roll the random weapon type (ie pistol, basic, etc) then pick the actual weapon from that category. Inventors seem to keep churning out those OiaM Lascannons and earning the gang 400creds!!! Straight into your stash. No tax! Nothing!

Dark Apostle197
27-12-2006, 11:29
Lol, I wouldn't mind that. But I was thinking more along the lines of bionics because i do not believe that was on the purchasing list, but can be useful. plus, all my guys have robes, so no extra modeling required :) If for an army, just paint it metallic and there I go! For legs, they're under a robe so yeah...

27-12-2006, 11:45
Even on exposed limbs just say they are the high grade bionics covered in artificial skin. I only tend to add bionic eyes because they make the model look meaner!

BTW, we have now filled a whole page by ourselves! Where is everybody else? Obviously not dedicated enough! LOL!

Dark Apostle197
27-12-2006, 11:48
Well, by me it is going on 4AM but it is winter break so what do I care lol. Some people do need sleep...

I wouldn't mind having bionic legs so my movement isn't slowed and stuff. or when I start loosing fingers... lol.

27-12-2006, 11:53
I keep forgetting how multinational this site is... It's coming up for midday over here.

I meant to say I only add bionic eyes to the model. I still buy bionic legs and arms but they are usually under coats and trousers. I don't get the Space Marine approach of having them outside that nice thick suit of power armour... Stupid stupid stupid!

Dark Apostle197
27-12-2006, 11:54
Lol... That is true. probabaly easier to just attach a bionic leg then attach it, then make new armour around it.

27-12-2006, 11:56
Oh yeah, in the last campaign I was in, a Goliath player kept collecting fingers. His opponents rolled a lot of Lost Fingers results in the first few games so after that whenever he captured someone he set the ransom as a finger. Didn't cost you any money or equipment, only -1 WS...

Dark Apostle197
27-12-2006, 11:59
Lol! That is awsome. Would be great if he could use green stuff to make a necklace of fingers.

27-12-2006, 12:05
He did think about it but wasn't a big green stuff user unfortunately. He should've cut some off the plastic zombie hands.

Dark Apostle197
27-12-2006, 12:06
Yeah, I am not much of a green stuffer but plan on learning soon... Maybe a new year's resolutation... Even though no1 ever finishes those so maybe not.

27-12-2006, 12:15
I have been working with green stuff for a few years now and I'm still learning. It takes a while to master but you gotta just keep practicing. Don't get put off by early failures.

My simple rules:

1. Keep the tools slightly damp.
2. Don't do too much at once or you will put fingers on the really nice work you did on another part of the model.
3. Don't mix up too much green stuff at a time. You can always mix more later but stuff that is already mixed will be wasted.
4. Don't be afraid to ask GW staff for help and lessons. It's their job to help.

Dark Apostle197
27-12-2006, 12:17
Yeah, I can get help from GW staff, and from my step-dad that does historical minis who has used stuff similar to green stuff, so hopefully I will be able to make entire minis of green stuff *Wakes up*

27-12-2006, 12:23
I'm putting off workin on a Chaos lord for WFB that needs his entire lower half sculpted... I can do limbs from scratch now but don't like doing it on anything under Inquisitor scale. It's less fiddly.

Dark Apostle197
27-12-2006, 12:24
Good luck with that, I mostly want to do GS for parchment like purity seals for my word bearers...

27-12-2006, 12:28
Nice easy stuff to start with then you can sculpt a chainsword for your Priest! Hahaha! See Mods, back on topic!

Dark Apostle197
27-12-2006, 12:30
So... any other tips for redemptionists? -.-

27-12-2006, 21:24
My suggestion is maintain balance. Have some CC oriented guys, and some fire support. It's a little tricky with Redemtionists, since long range shooting is not their forte, but if you can keep you opponents pinned down long enough to mangle them with an eviscerator, it's great.

Dark Apostle197
27-12-2006, 21:55
Ok, thanks for the reply.

Lord Humongous
28-12-2006, 02:52
Redemptionists do very well to take LARGE gangs. Keep individual fighter costs low. Don't worry about back up weapons aside from exterminators. Your etermionators aren't so much for back-up as for the "KO punch" that lets you finish a game after you've moved up using cover and pinning fire.
Specialize each model for one role, and use that model (and the appropriate gear) for whoever has the stats / advances best suited to that role. Buy better / more weapons once your guys get good, and once you know what advances are turning up.
A balnced approach is good, but redemption gangs actually can end up very good at shooting if you roll BS advances, have lots of guys, and get some good shooting skills, but they can also go the other way. Since the game generally favors shooting, and exterminators make HtH pretty easy to avoid (if not downright pointless) I'd aim for a shootier gang, but be aware it might not work that way. Oh, and if a guy doesn't have a BS or WS advance yet, and you roll a skill, take Ferocity; many ferocity skills work well regardless of the users role. Ferocity is (imo) vastly under-rated; you'd be surprised how effective it is when half your gang has "nerves of steel" and / or "true grit".

Dark Apostle197
28-12-2006, 21:31
Thanks for the reply, but I am not really into the whole huge gang thing. I got into the specialist games because they are fairly cheap compared to the others games, so I do not really want to buy 80 dollars worth to have the big gang.

29-12-2006, 12:10
I noticed one of the posts, and it indicated a 30-man Scavvy gang?!

I haven't looked at the new rules, though I still have the hardback version of all the original rules (yay for free GW stuff!), but I remember that originally gangs were restricted in their size to sixteen models. Would I be right in guessing that this restriction has now been removed?

29-12-2006, 12:18
I don't know where you read about the 16 man restriction. Gangs had no upper limit, it just reduced your income as a House Gang or gave you more chance of an average amount of cash for foraging. The 30 man Scavvies bought a new guy every game and ate him to feed everybody and kept his free club. All the foraging money was free profit! Of course, the cannabalism rules have been fixed and foraging money reduced for Scavvies so this isn't an issue any more.

Lord Humongous
29-12-2006, 18:24
The new scavvie rules have a bit called "disloyalty" or some such that can cause members to desert the gang if it gets to big. Its random if they do or not, but you also don't get to choose who leaves. The rule kicks in if the gang has more members than twice the boss's leadership. So yeah, scavvie gangs are now (in a fashion) limited to 16 (or maybe 18 / 20) gang members.

Redemption gangs have no such limit, but when I said "big" I just meant 12 as opposed to 9. You can easily pick up a couple extra models and add them as new members AFTER the campaign starts.

Dark Apostle197
29-12-2006, 20:02
Ok, when you said big, i was thinking mob size rules where there are only like crusaders and devotees, making some fairly big gangs :)

31-12-2006, 13:45
@ Lord Humongous

Ah, my bad. Been ages since I read the new Scavvy rules. I was thinking back to the good old days of First Ed Necromunda when they were a truly silly gang.

Still, 16 guys infiltrating in The Caravan and running off the board in the first turn is still a lot of creds.

03-01-2007, 05:18
Odd.......why run a man with a auto pistol and gun?

Dark Apostle197
03-01-2007, 05:32
Guns eventually run out of bullets. or when you are close you shoot them with the pistol because it will be +2 to hit at short range.

03-01-2007, 05:34
true enough ill have to rember that when running my gang lol