I played it back when it was released. Looking at it and 40K now I kinda understand why I liked it so much but also appreciate why they've homogenised 40K rules for playing larger groups faster. Ironically I see Necromunda as 40K 2nd Edition! I think if I was to write a 40K character I would build them in a Necromunda framework first 🤔
Love we finally got a diagram of the Van Saar's STC! Its definitely the coolest part of their lore and I'm glad to see we got at least a little glimpse of what it's like.
Agreed, it's great for the lore. Being able to show new players a visual representation of the STC is fantastic. I think it helps people get into the lore of the gang easier
Honestly, I feel van Saar have probably become one of the strongest gangs in campaigns in necromunda at this point, combination of a few factors, since we are allowed to battle from turn two onwards on purpose u can play by using a grab and go method, neoteks are super good at this since they cannot be pinned, and their saves become gross after stacking heavy carapace and shield onto them they get a frontally unmodifiable 1+ save and 0+ in melee. Become super strong ASAP by build discounting the purchase of plasma pistols using the tech merchant discount, cascade this effect by tripling up on the tech savvy skill trait to have more capital to work with, and within 3 games you should be able to gain on average 300 rating each game, as tech merchant can discount plasma pistols to 20credits and that means u can buy 10 for 200. In a campaign I am currently playing in, I managed to scale into full plasma spam in 3 games
I have a few questions about flying juves: When juve dies what happened to his hover board? Is it discarded? Is it going into gang stash, and if it does so, who can wield hover board? Can you hire a new juve for a 20 credits and give him hover board from stash?
Does anyone know if those Neoteks from the new kit are able to be modeled *off* their hoverboards? I like the hoverboards, but the poses are super dynamic and I want to use them as some normal gangers/juves too!
they should do at least one variant looks like it would stand well the other might be a running pose it wouldn't take much to fix by putting something under the back foot
@@logansaxby7224 maybe, but that the Empire don´t have it in any other place, and that it looks like the new Goblin from spider-man 3 is the biggest reson I don´t like it
@@Jkos1980 ok I will definitely agree with you there about them looking like the green goblin, jeez I didn't even see that at first now I can't unsee it 😅🖖. Looks aside I'm glad there's something to compete with the jetpack models the Orlock gang just got. The Lore describes them as being able to jump from car to car during caravan runs.
those hover bikes are pretty bad at 70pts. i think the only way to use them would be moving from sight blocking cover to sight blocking cover moving over your opponent and hitting them with the hover board attack. i would probably give them the las gun and that's it if you can give them basic weapons from the trading post a sniper weapon might be good for a kitting unit but i doubt it at seven movement they are barely faster then other prospects i assume they can use the fly by attack even if they double moved so you might have some chance to get back out of sight but your opponent could easily put a stop to it by keeping more then seven inches away from any sight blocking cover that is two story's high so to do it they would leave them selves out in the open as cover would be tricky with such a cumbersome model that is always on the second level and depending on what taurain you use might not actually be able to fit on a level if there is another level above it. they also wouldn't make vary good objective grabbers as they wont last long enough
on a related topic what are other people thoughts about cutting the stand down? modeling for advantage? or perhaps a worthy exception? personally i was a bit iffy when they had the crouching option for the enforcer thought it was quite exploitable but in this case i feel it might be the only way to make them viable.
I can see that being an issue if people intentionally try to exploit crouching models but for the most part I find when playing in groups of friends that doesn't happen
Based on what I saw in this preview, this book makes your starting gang worse. Losing the combi-plasma option hurts. Not sure if Leaders have access to Leadership skills anymore either. If so, that's a huge blow because the skill that allows you to trade the Leader's turn to let someone else take a turn is so good, and helps you save credits. The new Champion type seems straight-up bad. Way better at shooting than melee, but no access to decent guns. Maybe the new augmentations make up for it eventually, but seeing this preview isn't making me want to play Necromunda again.
I simply love Necromunda's universe.
I played it back when it was released.
Looking at it and 40K now I kinda understand why I liked it so much but also appreciate why they've homogenised 40K rules for playing larger groups faster.
Ironically I see Necromunda as 40K 2nd Edition! I think if I was to write a 40K character I would build them in a Necromunda framework first 🤔
Love we finally got a diagram of the Van Saar's STC! Its definitely the coolest part of their lore and I'm glad to see we got at least a little glimpse of what it's like.
Agreed, it's great for the lore. Being able to show new players a visual representation of the STC is fantastic. I think it helps people get into the lore of the gang easier
Honestly, I feel van Saar have probably become one of the strongest gangs in campaigns in necromunda at this point, combination of a few factors, since we are allowed to battle from turn two onwards on purpose u can play by using a grab and go method, neoteks are super good at this since they cannot be pinned, and their saves become gross after stacking heavy carapace and shield onto them they get a frontally unmodifiable 1+ save and 0+ in melee. Become super strong ASAP by build discounting the purchase of plasma pistols using the tech merchant discount, cascade this effect by tripling up on the tech savvy skill trait to have more capital to work with, and within 3 games you should be able to gain on average 300 rating each game, as tech merchant can discount plasma pistols to 20credits and that means u can buy 10 for 200. In a campaign I am currently playing in, I managed to scale into full plasma spam in 3 games
This is great! Only two more books in this universe will feel much more complete. I can't wait for the Delaque book!
I love Delaque, can't wait to see what new kits they get!
@@SpruesAndBrews I'm hoping some sweet psychr models
I have a few questions about flying juves:
When juve dies what happened to his hover board?
Is it discarded?
Is it going into gang stash, and if it does so, who can wield hover board?
Can you hire a new juve for a 20 credits and give him hover board from stash?
Sweet, new book already for review.
Its a brilliant book too!
@@SpruesAndBrews I like the weapon smith the ability to remove scarce from special weapons and that, more so when people play the "click" card.
Does anyone know if those Neoteks from the new kit are able to be modeled *off* their hoverboards? I like the hoverboards, but the poses are super dynamic and I want to use them as some normal gangers/juves too!
they should do at least one variant looks like it would stand well the other might be a running pose it wouldn't take much to fix by putting something under the back foot
Nice review !
I don't see combi-weapons anymore, where did they go ?
Changed to pistols!!! No more 75 cred combi plasmagun/lasgun. Makes suiting up a team cheaper, and partially makes forge world kits unnecessary
It looks good, except for the hover bords, they don´t feel Necromunda
I mostly agree with you but I could see them being used in the wasteland area outside and in-between the hive cities. Like when Orlock runs a convoy
@@logansaxby7224 maybe, but that the Empire don´t have it in any other place, and that it looks like the new Goblin from spider-man 3 is the biggest reson I don´t like it
@@Jkos1980 ok I will definitely agree with you there about them looking like the green goblin, jeez I didn't even see that at first now I can't unsee it 😅🖖. Looks aside I'm glad there's something to compete with the jetpack models the Orlock gang just got. The Lore describes them as being able to jump from car to car during caravan runs.
@@logansaxby7224 green goblin, that is the dark eldar, this is new goblin, the goofi goblin :P
Legit, thanks for this! Good work :]
Great name for a Channel. Very British 😃
Thanks!
those hover bikes are pretty bad at 70pts. i think the only way to use them would be moving from sight blocking cover to sight blocking cover moving over your opponent and hitting them with the hover board attack. i would probably give them the las gun and that's it if you can give them basic weapons from the trading post a sniper weapon might be good for a kitting unit but i doubt it at seven movement they are barely faster then other prospects i assume they can use the fly by attack even if they double moved so you might have some chance to get back out of sight but your opponent could easily put a stop to it by keeping more then seven inches away from any sight blocking cover that is two story's high so to do it they would leave them selves out in the open as cover would be tricky with such a cumbersome model that is always on the second level and depending on what taurain you use might not actually be able to fit on a level if there is another level above it. they also wouldn't make vary good objective grabbers as they wont last long enough
on a related topic what are other people thoughts about cutting the stand down? modeling for advantage? or perhaps a worthy exception? personally i was a bit iffy when they had the crouching option for the enforcer thought it was quite exploitable but in this case i feel it might be the only way to make them viable.
I can see that being an issue if people intentionally try to exploit crouching models but for the most part I find when playing in groups of friends that doesn't happen
Hey let badger gw to get this book reprinted
Based on what I saw in this preview, this book makes your starting gang worse. Losing the combi-plasma option hurts. Not sure if Leaders have access to Leadership skills anymore either. If so, that's a huge blow because the skill that allows you to trade the Leader's turn to let someone else take a turn is so good, and helps you save credits. The new Champion type seems straight-up bad. Way better at shooting than melee, but no access to decent guns.
Maybe the new augmentations make up for it eventually, but seeing this preview isn't making me want to play Necromunda again.