How to Build Your First Necromunda Gang List - Necromundown Episode 5

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  • Опубликовано: 25 авг 2024

Комментарии • 47

  • @miniaturesrundown
    @miniaturesrundown  Год назад +2

    Got any starting build ideas we missed? Let us know!

  • @WoodImp
    @WoodImp Год назад +11

    Shout out to you guys for putting these out, long form content is a nightmare to edit but I love having your stuff on as I glue my first Cawdor cult together

  • @nickgarry7211
    @nickgarry7211 Год назад +13

    You guys are a Godsend. I have learned so much in this series and it takes out a lot of the guesswork/struggle in learning this wonderful game! Thank you so much for what you do, and great format!

  • @Pud26
    @Pud26 Год назад +6

    Been watching the series and both of you facing each other is such a godsend! Really helps to be able to hear you better. Thinking about starting a necromunda campaign with a friend and I'm so excited! Thanks for your help lads ❤

  • @pepijnwauters6301
    @pepijnwauters6301 Год назад +21

    Started warhammer 40k earlier this year. Been looking at kill team but necromunda looks more appealing to me. If I would start playing necromunda I would choose ash waste nomads, they look so cool!

    • @imjustsam1745
      @imjustsam1745 10 месяцев назад +5

      Started 40k around the same time. The more I research Necromunda, the more excited I am to get into it soon.

    • @WeOnlyEatSoup
      @WeOnlyEatSoup 4 месяца назад

      This I agree with 100%

    • @trompell0
      @trompell0 Месяц назад

      Kill team is cool. Both being small scale skirmish games is soooo nice. I love grand games too but generally I would prefer small teams to giant armies where a Primarch kills basically half my army by himself.

    • @murphy7801
      @murphy7801 18 дней назад +1

      Necromunda is the better game. But almost none of the models are cross compatibile with 40k. That's pros and cons really

  • @jcrodd7776
    @jcrodd7776 Год назад +3

    You guys make all these different GW games so much more easier to play thanks

  • @JosiahTSmith
    @JosiahTSmith Год назад +5

    Can't wait for the next episode!

  • @leestumer5216
    @leestumer5216 21 день назад

    Just about to jump into Necromunda. Super helpful video 😊

  • @dunami5
    @dunami5 2 месяца назад +1

    As someone who is trying to learn Necromunda before my first campaign with some experienced folks, these videos have been very helpful! Although i admit, Delaque sounds like too much fun so its where i am going to start - just to i can seek my "Squid Billy" at the enemy :)

    • @dunami5
      @dunami5 2 месяца назад

      Also I see it looks like you are working on deep dives for each gang currently in this playlist, would love and appreciate if Delaque is in the somewhat near future! Thank you!!

  • @byblos4
    @byblos4 9 месяцев назад +1

    Excellent and very useful for beginners ! Many thanks from a french viewer ! Byblos

  • @janklevaivancic4263
    @janklevaivancic4263 Год назад +8

    Nice overview.
    I have to disagree with your assessment of the Delaque Prospects: Psy gheists.
    Yes, looking at them in isolation, their stats (in particular Will) are horrible for their intended role (primarily Psychers), but with the right combo of support characters/powers they can become terrifying even at 0 XPs (which is quite appropriate for the House gang that specialises on tricks and deception)!
    So, what does this fabled combo entail?
    - Master of Shadow Psycher with Mentor Leadership skill and Unbreakable will Telepathy power (=continuos aura power that lets friendly fighters use his Cool and Will power stats as their own) - note that due to FAQ Delaque psychers need to pick only their first power from a House specific discipline, after that they can expand into any discipline from the Book of the Outcasts, so usually this combo click only after your leader gets 9 XPs to pick a new power of his choice (if your gaming group allows Delaques to pick from any discipline from creation, then you can complete this combo at gang creation).
    - Psy-gheist with Eternal slumber as his starting power, 1-2 Psycheteric wyrms and as many extra Powers as you can afford (you can pay for +1 power/30 creds when hiring the Psy-gheist); usually I try to buy each Psy-gheist 2 extra powers, like Zen shootist (Chronomancy) + Molten Bolt (Pyromancy) to fire a Bs2+ Meltagun shot trough a wyrm that can burrow trough any terrain/obstacle or alternatively Weapon Jinx (Technomancy) + Inflict pain (Biomancy) for a more pesky/sabotaging support psycher...
    - Optionally: Specialist or Champion with Webgun
    The general strategy is that the Leader casts and upkeeps his Unbreakable will aura, while the Psy-gheists stay within his auras (out of sight of the enemy) and send out their wyrms to channel their psychic powers trough them; if the webgunner managed to web 2-3 enemies in a clump, the Psy-gheist only need run in their wyrm and cast Eternal slumber to automatically take OoA those webbed enemies, gaining the normal XPs for finishing them off + 1XP/enemy from the Leader's Mentor skill. On turns there are no juicy clumps of webbed enemies to dispatch, the Psy-gheist simply use thier other powers to either Melta-shot or Jinx the highest value targets.
    Will advances are the cheapest available at only 3 XPs and Prospects don't pay extra for advancing the same stat multiple times, so you could focus on advancing their will 5 times quickly, so that in the campaign Downtime they can 'evolve' into a normal psychic champion, while keeping their wyrms and gaining access to the Psi-touched skill (have it as insurance against Perils of the warp); at that point they don't need to stick with the Leader and can operate indipendently, while you hire fresh new Psy-gheist with a new combination of powers to be mentored by the leader...
    Granted, this combo relies on the Leader getting that Telepathy power first, so it is more of a mid-campaign combo, but it is fine, since the combo works even if the Psy-gheists have 0 XPs, since you can pay creds to give them Wyrms and extra powers and they'll use the Leader's Will stat, until they advance their own and 1-2 successful eternal slumbers can easily get them enough XPs to actually evolve to champions really fast.
    Cheers! :)

    • @miniaturesrundown
      @miniaturesrundown  Год назад +1

      That's an interesting build idea! Not one we've run into, I'd be fascinated to see how it plays. Sounds like it'd be much more doable in Mortalis vs Mechanicus/AW? In either case it's good to know there is a place out there for them. Psykers in Necromunda are often criminally overlooked.

  • @AJH101
    @AJH101 11 месяцев назад +1

    Good advice and ideas gents 🍺

  • @gamingborger
    @gamingborger 2 месяца назад +1

    suckin at somethin is the first step to bein sorta good at somethin

  • @Moonwake534
    @Moonwake534 Год назад +7

    As a 40k player trying to get into Necromunda, would GSC or Chaos Cultist be a good start? I was also think of proxying votann as squats and poxwalkers as corpse grinders too

    • @jimmyhassett3179
      @jimmyhassett3179 7 месяцев назад +1

      Your better using plague bearers for a chaos cult gang, genestealers are like worse orlocks but all your rules would be in book of ruin so would save you some cash

  • @dirtybirdsf
    @dirtybirdsf 3 месяца назад +1

    I've got a couple Cawdor juves that I only level int on, because they have bomb delivery rats... and those rats go where I want now! But it has been quite a few games of those rats running right back into my lines - which has been great fun 💥
    Also... if your Goliath prospect with rock saw dies, can't you give the rock saw to a champ?

  • @ExileTwilight
    @ExileTwilight Год назад +2

    Interesting, so putting it in Mordheim terms, Gangers are basically your Henchmen whilst Juves are your Youngblood heroes..

  • @SuperValie
    @SuperValie 7 месяцев назад

    I still play the old rules. A LOT of juves (to protect the Leader, they will level up quick and become gangers) and ALWAYS 2 heavies (preferrably on high positions) to lock the flanks with overkill in firepower. NEVER use bolt-weapons because of the ammo-roll. Leader ALWAYS with chainsaw and plasma or meltagun

  • @crimsonsun2000
    @crimsonsun2000 3 месяца назад

    Watching my way through this series, I adore Necromunda, I've been playing it since the early 90s, after I saved up pocket money to buy it and outlanders, as my second GW purchase after Warhammer quest. I was pretty young like 11, and I've loved it ever since. The new version is different but not that different, scale has changed, its no longer about street gangs more like professional mercs. The heart is the same and the new scale allows for more stuff and options which I adore.
    You mentioned about Enforcers having some rules hidden in a White Dwarf, have those rules been produced elsewhere yet, or do I need to dig them around from the internet. I've got the final two parts of the big campaign on order currently and I know there's more enforcer rules in amongst them.
    I'm super excited to see the return of spyrers and the new box will be combined with the new boxes coming for Genestealer cults because those vehicles are excellent for Necromunda, so lots of reinforcements on the way. Never played Cults, My original go too was Scavvies, which don't as yet have a replacement. Escher were my house gang of choice, but I've got all the models of Van Saar, and Orklocks as well old and new.. Then enforcers, Ash wastes, Corpse Grinders and soon Genestealer cults and Spyrers along with a vast range of hirelings old and new. My go to is simply to lend people interested in playing a gang froom my collection for a campaign or two, so they can decide what to play. I can introduce a bunch of people at once that way and host a entire campaign simply using my own collection, but inevitably people will want their own and stuff grows from there.

  • @hushblas
    @hushblas Год назад

    Nice. You still have to add this one and redo the order in your Necromundown Playlist. You skipped this bad boy! Thanks.

  • @afiblacksails23
    @afiblacksails23 10 месяцев назад +1

    It’s really hard to count out the power of a free juve (rookie) that the palanite enforcers get.

  • @Itronin01
    @Itronin01 5 месяцев назад +1

    Great info for juves, like me. 😅

  • @brionl4741
    @brionl4741 Год назад

    I would play with a house rule that you can only replace a ganger's weapon with a "better" (more expensive) one.

  • @joejones3387
    @joejones3387 Год назад

    Great helpful videos in this series so far. Dipping in and out to watch them when I get chance. You didn’t talk about the Enforcers ‘champions’ and any alternatives they have. From what I understand the subjugator version is the alternative but stats don’t change. So are patrolmen counted as gangers or juves? I assume there are no prospects

  • @Ziforigin
    @Ziforigin 9 месяцев назад

    I'm a bit late to this discussion, but here are some thoughts. I've played 4 campaigns as Van Saar and I have to say that it is OK to have 7 models if you know what you do. Yeah, there's a chance of bottling out, but if you got 3 punchy weapons and mesh armours and your opponent got lasgun hobos it's very likely for him to bottle out, 2+ ballistic and shooting skills is a deadly combination. I tried every gang composition and I prefer to get smth like leader, 2 champions, specialist, ganger and 2 juves. I really really dislike juves spam due to their bad secondary characteristics. I don't think you are willing to improve Cool\Willpower etc for you juve first thing, but when your mission states that you need to pass insanity checks suddenly your juves are all shooting at your champions. Ofc if you start with 7 models first credits will go towards buying additional models until you have these 10 bodies, preferably in mesh armour. Also while I agree that heavy weapon + suspensor is really hard to squeeze in starting list, sometimes it's a viable option if you have smth like Ogryns against you. Also my campaigns were quite tight on credits, so in 3 of them I had heavy weapon somewhere in the middle or even later stages of the campaign, this time I tried plasma cannon champion on the start. While I was in constant fear for any enemy model even looking into it's direction every enemy I was playing against was in constant fear getting into LoS of that thing. Yes, infiltration and overwatch users might screw it up for you, so you should know who's playing in your group. Neotek were insanely good and with new adjustments I think they are now in somewhat a right place as scouts and not tanks. I would recommend to get 1 or 2 as early as possible just for missions, where you need to get somewhere fast\loot smth etc. On the start they will outrun almost everything.

  • @Sagittarian1202
    @Sagittarian1202 5 месяцев назад

    Man if anybodys relying on auto generated closed captioning they're gonna be real confused by the lack of yarmulkes

  • @chrisvalentine8949
    @chrisvalentine8949 5 месяцев назад

    Great stuff. Mayhaps, you could hit the table less in future episodes. You guys never mentioned the Palanite Enforcers.

    • @miniaturesrundown
      @miniaturesrundown  5 месяцев назад +1

      We have learned much since this one, especially in regards to audio...
      Enforcers are so weird, having basically two gangs within one with the Badzone Enforcers and their other exceptions, that we're saving them for an episode all their own.

  • @juliancalero8012
    @juliancalero8012 Год назад +1

    I might bring 3 greenhorns with my gang, how can I say no to 3 free bodies with initation

  • @adamfisher173
    @adamfisher173 11 месяцев назад

    Honest the cawdor champions are basically half way between champions and prospects

  • @mitchellfowler7482
    @mitchellfowler7482 6 месяцев назад

    What do tou think of a speed freak ork gang as orlocks for a campaign with friends? does the rule style work?

    • @miniaturesrundown
      @miniaturesrundown  6 месяцев назад

      If I was going to pick any gang to be Orks, it'd be Goliath personally - close range shooting backed up with big muscles. But as long as everyone's on the same page, Orlocks would work too! I'm assuming you mean in the Ash Wastes, to take advantage of the Speed Freaks vehicles (which are AMAZING for Necromunda conversions in general!)

  • @jaysunbodaysun3302
    @jaysunbodaysun3302 9 месяцев назад

    Was the first version this complicated?

    • @yumanoid5753
      @yumanoid5753 7 месяцев назад

      No. I am watching this and im not sure if i should dig up my old stuff, because i wanted to introduce my group to necromunda. They'll never jump on this one sadly

  • @gwenfranklin8242
    @gwenfranklin8242 10 месяцев назад

    look up whats efficient, someone will have already done the maths

    • @trompell0
      @trompell0 Месяц назад

      That is an incredibly boring way to game. Meta power game snooze. Much better to reach a conclusion yourself even if it's the exact same. Personal taste and touch matters. Imagine wanting to make a mordheim warband and you just copy someone else exactly because they already did the math.. How sad. This is why games like Diablo have such a short shelf life these days. Instead of mystery and learning and exploring the internet totally ruins it and the game is figured out literally day one.

  • @Gurmudgin
    @Gurmudgin Год назад +3

    Hmmm I mean…. My GCG champions do have some pretty big guns….. but probably not what you meant.
    Now, where’s my jojo music.
    Also a quick rules thing: CGC can field 3 champions, not 2. It’s their own fun exception nonsense.
    While I love boning swords, THEY ONLY GIVE YOU TWO! WHYYYYYYYY! Why Necromunda, you give me something so absolutely badass, and then it’s just…. 2. You gave me 7 PAIRS OF CHAIN AXES! I DON’T NEED THAT MANY!

    • @miniaturesrundown
      @miniaturesrundown  Год назад

      Nowadays almost every gang CAN field 3 champs - they removed the "two champs only" rule with the updated "House of" books. However, we still recommend 2 as a solid starting number.
      And yeah, weapon availability on sprue... another topic entirely, and not always a fun one!

    • @Gurmudgin
      @Gurmudgin Год назад +1

      @@miniaturesrundown I hate my old and crusty rule book that never tells me the full story and is split 3 ways even though 2 entire gangs in that book have no actual support and the other one only has one set of models.

  • @Le_Petomane
    @Le_Petomane 10 месяцев назад

    It "Juves" pronounced Yuves not Jews.