View Full Version : how to start necromunda?

bram kuijpers
29-12-2006, 19:46
so how do i begin with necromunda?

29-12-2006, 20:17
1. Download Living Rulebook from Specialist Games
2. Make cool models
3. Get 4' table and some buildings
4. Find opponent...

That's the basics. Look for models you like the look of and go from there really. Or find a gang type you like the sound of and convert models from a different game system.

Jo Bennett
29-12-2006, 23:41
I'd add that if you play 40k, a perfectly servicable game of Necromunda can be had by just cramming all your 40k scenery into a 4 foot square. It's not perfect, but it's enough to see whether you like the game enough to start making proper multi-level terrain.

30-12-2006, 00:07
Remember with necromunda, it is based a lot more on roleplay then reguler 40k. Make sure you try to breathe some life into your gang. Give your gangers character and storyline. Heck, give your entire gang a storyline. Just because they are of house orlock doesnt mean thier particuler gang name is "orlock". Have some fun with it that way, youll find its loads more fun.

Slaaneshi Slave
30-12-2006, 02:43
God, I remember our old 'Munda campaigns. My gang lasted the whole summer... Then got taken down by THREE Eldar Rangers... THREE!!

Nothing like hearing, on turn one: "Shooting your leader. Hit, headshot, oh he's down. He fell off the building too. Oh, he's dead. Now for your heavy..."

I hate Rangers...

30-12-2006, 03:37
Ouch. Glad I never had to face those. :p
I do remember though that the others in my group always got a good laugh at me as I never gave a newly bought juve a gun. I always just gave him a knife and paired him up with a reguler ganger to help them out. If they survived, THEN I bought them a pistal. For some odd reason, they thought I was callous and brutal. :evilgrin:

30-12-2006, 04:03
What really makes the game is the post game sequences.

It is really fun finding out who got new injuries, skills and working your territories to replace and improve your gang.

My last gang had twelve members to begin with and over the course of the next five games were boosted with lots of neat skills and equipment. I didn't replace any dead members so I had quite an elite force by the end.

30-12-2006, 13:01
@Evil Inc

That's not callous! Make them earn that gun! Autopistols don't grow on trees! (Or sump outflows or whatever...) If they want a gun then they should show some commitment to the gang like charging in and taking people out with their knife or getting in the way of bullets aimed at your heavy.

I have seen a number of people take the same approach. Juves are cheap until you buy them a gun so instead buy lots juves! They probably wouldn't hit much anyway with BS2 so don't waste the creds. Sending all the juves into h2h against one target and they should earn enough xp to get an advance.

Slaaneshi Slave
30-12-2006, 15:03
Juves should have frag grenades! Frag Grenades, Combat Knife, and a whole lotta luck!

30-12-2006, 16:42
My idea was that I would pair them with a reguler ganger and let the ganger do the shooting and then the juve would run and finish the enemy off with thier knife. Been a long time, but used to be if a ganger was downed, they auto died or taken prisoner or whatnot if finished off in close combat when downed. Likewise, they served as a shield for the ganger and an extra weapon in close combat.
And the low bs was also a huge facter as well.

Master Corvinus
30-12-2006, 17:10
Its true you shouldn't give them a gun until they have earned it but my gang so far doing well in the latest campaign. My tactics is to spilt my force into shooty and assaulty with some support. So I put my heavy 3 gangers together then put them in a high place. Then the new juves i put them with my Leader and put them into the fray with a couple of gangers with shotguns following on behind. It works so far its a great game necromunda I have to say have fun playing

30-12-2006, 17:16
1. Download Living Rulebook from Specialist Games
2. Make cool models
3. Get 4' table and some buildings
4. Find opponent...

I would like to add step 1.5: read the rulebook before you start buying the models.

Also, lazy and optimistic people could just drop step 3 and go straight for 4A: find an opponent who has a table and a pile of terrain already.

Slaaneshi Slave
30-12-2006, 17:44
I want to do a gang of 20 Juves all armed with nothing but a single frag grenade each.

31-12-2006, 02:53
Gotta have a leader though.

Slaaneshi Slave
31-12-2006, 03:04
Yeah I know, there goes that idea. :p

31-12-2006, 04:53
Sounds like fun. Add the leader in and name him Fagin (think spelling is right).

31-12-2006, 13:09

You can only have half your gang made up of juves unless you play a Shanty Gang from the Ash Wastes stuff.

If you don't mind only having 5 or 6 Juves then the idea is a sound one. I've seen what it can do to someone who keeps his gang too close together. And that was in the original rules from 1995 when Frags only had a 2" radius template rather than the new ordnance one.

31-12-2006, 13:38
Try this:

Leader (Shotgun, Manstoppers, Bolt Shells, Autopistol)
Heavy (Lasgun, Heavy Stubber)
4 Gangers (2 Lasguns, 2 Autoguns)
6 Juves (Frag Grenades)

Keep the Gangers far away. You only have 4 to collect income so keep them alive! Everybody sits back and covers the juves who all run forward and lob explosive death left, right and centre.

02-01-2007, 00:37
Spyers lots of them thats the way to go

02-01-2007, 05:47
I prefer my Spyrer ganngs kinda small. 5-6 at the most. And the fact that they start taking bottle tests afte one guy is down makes them a challenge to play.

02-01-2007, 05:56
I played Spyrers under the original rules and they were nasty! I'm actually thankful they toned them down because I'm probly gonna be taking on at least one gang in my next campaign. Time for Manstopper Shells I think...:evilgrin: