100% give it a go mate, it’s a great game to play even as a skirmish game to try it out (though obv a campaign is better, just more work to get into starting up, worth it though)
So many options, in a campaign I think it is a considerable advantage to have similarly equipped gangers so that your strategy remains consistent. Personally I steer towards style over substance sometimes, disregarding awkward and clumsy type weapons like combi and plasma. My gangsters have as many chain swords and auto pistols as possible because more bullets means more blood if you hit, you hit twice as hard. Heavy stubber is absolutely mandatory, grenade launcher is the swiss army gun of mass destruction and with a high strength krak shot it is great for sniping tough nuts. 5 inch blast makes mincemeat outta lightly armoured groups as well as Incorporating the grenade bouquet tactics it can annihilated ranks of gangers. Few lasguns but heavy duty ones for extra oomph. A few juvies with two sidearms and toxic knives led by a death maiden to infiltrate and isolate easy prey, strike like a pack of wolves and butcher the idlers, Move on, wash, rinse, repeat. Gang queen has a claw and sawn off shotgun. Not just any claw one ripped from a space wolf sprue. I gave them all imperial chain swords which look far more menacing and unforgiving. Finally there is a ganger with shotgun and acid rounds. I have basically a front line strategy of infiltration and outmanoeuvring the enemy backed up by ganger snipers with goggles allied to Two heavy weapons units in the midfield and rear guard and obviously the queen who didn't do much except look awesome and absolutely cool as she is the lady helmawr figure with an Escher head. I figure armour is a must on a campaign because over the course of a few battles those hits mount up and I don't want to lose important characters the queen has under armour and a carapace suit that is in the form of medieval style ornamental gold embellished gem studded plate mail. Juvies also have grenades and throwing daggers. I'll probably have a rogue doc if I can afford it. Overall there are thirteen auto pistols, three chain swords, one power knife, heavy stubber, grenade launcher, two toxic knives, two throwing daggers, shock whip, shotgun, sawn off shotgun, two hot shot lasguns, multiple grenade assortments and various wargear.
Great video, thanks for goin over all the chems, too! That plasma canon will do work even without a suspenser. You will have to team them up with a couple support fighters as screens or multiple threat kinda things, so they have time to set up a shot. Rain of Blows is great with versatile weapons, so maybe get it after Combat Virtuoso and Spring Up, and run around with some screens so the Rain of Blows character isn't the one getting charged.
@@BearfootMiniatures well I run with them sprint and just slingshot them across the map, sometimes throwing hyper on them as well. They’re basically ballistic missiles that I can move incredibly far and then use hail of blades for a cheeky charge if necessary. Plus the shotgun tends to just put absolutely anyone in the dirt
Really informative video, how do you deal with the ammo scarcity for the special weapons on leaders and champions if you dont like yo give them basic weapons? I'm making my first list at the moment and currently they both have a lasgun as a backup because of the 5 credit cost.
Tbh mate I tend to just not worry about them going OOA and if they do they go and punch people if the enemy is close or run about as medic if not Combo weapons do help with this as you have to go OOA on both for it to really cripple the fighters output
Interesting to see the gaming group difference, as I've seen a few melta/plasma/web in the later stages means people have favoured forgoing armour for more bodies/smoke/falsehoods/field armours so the instant injury dice is a really attractive prospect! What combos/numbers etc does your group end up with?
@@BearfootMiniatures XD Every campaign I have played has had 4 plus armor almost after the first couple games, and rapidly edged towards 3 plus. Mostly for champions. Gangers get basic armor if they are lucky. None if they aren't. armored undersuit access is super useful. I mean everyone also usually starts with the weapons a gang will have the rest of the campaign (except at NOVA open which has wiiiiildly permissive rules XD. Doing necro there this week)
@@EAfirstlast oh nice! Is NOVA the necro that’s hosted by the Dome runner(s)? I get you on the 4+/3+, can be super egregious if it’s spammed, maybe our players are just too web-happy haha
@@BearfootMiniatures XD NOVA is an area. Northern Virginia. NOVA Open is the big wargame con in the area. Runs a pile of events, including necromunda. It's starting today and running til monday.
You mention with your combi weapons that when you run out of ammo you can just switch to the other part of the gun. Do you guys house rules this? An ammo check for one part of the gun unfortunately requires a reload before any shots can be made. For example a plasma gun has 2 profiles and when you get an ammo check you can't switch to a different profile without reloading. So same is true for a combi weapon.
Good, informative video. I'm exploring Necromunda territory. Escher gang is my obvious choice.
100% give it a go mate, it’s a great game to play even as a skirmish game to try it out (though obv a campaign is better, just more work to get into starting up, worth it though)
This was super helpful! Thanks mate.
Good vid, ty.
Thanks for watching mate!
So many options, in a campaign I think it is a considerable advantage to have similarly equipped gangers so that your strategy remains consistent. Personally I steer towards style over substance sometimes, disregarding awkward and clumsy type weapons like combi and plasma. My gangsters have as many chain swords and auto pistols as possible because more bullets means more blood if you hit, you hit twice as hard. Heavy stubber is absolutely mandatory, grenade launcher is the swiss army gun of mass destruction and with a high strength krak shot it is great for sniping tough nuts. 5 inch blast makes mincemeat outta lightly armoured groups as well as Incorporating the grenade bouquet tactics it can annihilated ranks of gangers. Few lasguns but heavy duty ones for extra oomph. A few juvies with two sidearms and toxic knives led by a death maiden to infiltrate and isolate easy prey, strike like a pack of wolves and butcher the idlers, Move on, wash, rinse, repeat. Gang queen has a claw and sawn off shotgun. Not just any claw one ripped from a space wolf sprue. I gave them all imperial chain swords which look far more menacing and unforgiving. Finally there is a ganger with shotgun and acid rounds. I have basically a front line strategy of infiltration and outmanoeuvring the enemy backed up by ganger snipers with goggles allied to Two heavy weapons units in the midfield and rear guard and obviously the queen who didn't do much except look awesome and absolutely cool as she is the lady helmawr figure with an Escher head. I figure armour is a must on a campaign because over the course of a few battles those hits mount up and I don't want to lose important characters the queen has under armour and a carapace suit that is in the form of medieval style ornamental gold embellished gem studded plate mail.
Juvies also have grenades and throwing daggers. I'll probably have a rogue doc if I can afford it. Overall there are thirteen auto pistols, three chain swords, one power knife, heavy stubber, grenade launcher, two toxic knives, two throwing daggers, shock whip, shotgun, sawn off shotgun, two hot shot lasguns, multiple grenade assortments and various wargear.
Great video, thanks for goin over all the chems, too! That plasma canon will do work even without a suspenser. You will have to team them up with a couple support fighters as screens or multiple threat kinda things, so they have time to set up a shot. Rain of Blows is great with versatile weapons, so maybe get it after Combat Virtuoso and Spring Up, and run around with some screens so the Rain of Blows character isn't the one getting charged.
Good plans there: may be convincing me (more) to try a plasma cannon start!
@@BearfootMiniatures ps - that was in my van saar gang, but he has survived every game and done the majority of the damage.
I run two matriarchs with acid shotguns and power swords, they serve me very well!
Oooh why the choice (other than shottys firing acid to be cool, unless that’s simply it?!)
@@BearfootMiniatures well I run with them sprint and just slingshot them across the map, sometimes throwing hyper on them as well. They’re basically ballistic missiles that I can move incredibly far and then use hail of blades for a cheeky charge if necessary. Plus the shotgun tends to just put absolutely anyone in the dirt
Really informative video, how do you deal with the ammo scarcity for the special weapons on leaders and champions if you dont like yo give them basic weapons? I'm making my first list at the moment and currently they both have a lasgun as a backup because of the 5 credit cost.
Tbh mate I tend to just not worry about them going OOA and if they do they go and punch people if the enemy is close or run about as medic if not
Combo weapons do help with this as you have to go OOA on both for it to really cripple the fighters output
@@BearfootMiniatures Thanks for the pointers, it's much appreciated.
a power sword is generally better then stillettos sword. You NEED the AP as a campaign goes on
Interesting to see the gaming group difference, as I've seen a few melta/plasma/web in the later stages means people have favoured forgoing armour for more bodies/smoke/falsehoods/field armours so the instant injury dice is a really attractive prospect!
What combos/numbers etc does your group end up with?
@@BearfootMiniatures XD Every campaign I have played has had 4 plus armor almost after the first couple games, and rapidly edged towards 3 plus. Mostly for champions. Gangers get basic armor if they are lucky. None if they aren't. armored undersuit access is super useful. I mean everyone also usually starts with the weapons a gang will have the rest of the campaign (except at NOVA open which has wiiiiildly permissive rules XD. Doing necro there this week)
@@EAfirstlast oh nice! Is NOVA the necro that’s hosted by the Dome runner(s)?
I get you on the 4+/3+, can be super egregious if it’s spammed, maybe our players are just too web-happy haha
@@BearfootMiniatures XD NOVA is an area. Northern Virginia. NOVA Open is the big wargame con in the area. Runs a pile of events, including necromunda. It's starting today and running til monday.
You mention with your combi weapons that when you run out of ammo you can just switch to the other part of the gun. Do you guys house rules this? An ammo check for one part of the gun unfortunately requires a reload before any shots can be made.
For example a plasma gun has 2 profiles and when you get an ammo check you can't switch to a different profile without reloading. So same is true for a combi weapon.
He mate it’s in the Combi weapon rules that the out of ammo is tracked separately on a Combi weapon!
@@BearfootMiniatures Oh good to know! Thanks, was definitely playing that wrong 😅Glad I asked.
@@radiumminis no worries mate I was actually doing the same till someone said on the first necro barrep!
Everyday is a school day!
@@BearfootMiniatures ya! If I can remember at least 2/3 of the necromunda rules for a game I'm happy 😁
Hail all
Hail Jenson!