By taking ten models at Gang creation, you are better insulated against a bad string of opening luck.įrequently with new players, those fielding gangs from more elite Houses will try to start with as few as six fighters. Accounting for Recovery, your number of available fighters to take into a game will often be smaller than your total Gang Roster. While there are plenty of Scenarios with smaller Crew sizes, you won’t always get to pick!Īdditionally, once you start the Campaign and have a few of your fighters go Out of Action (OoA), some will spend some games in Recovery. As we’ll see in further tactics articles, being outnumbered in Necromunda makes things really difficult. If you cannot field close to ten fighters from your Gang Roster, you can be at a real disadvantage during some games. Almost all Scenarios in Necromunda limit Crews to ten fighters or less. It’s important to understand the difference between your Gang Roster (the total number of Fighters you can draw on) and your Crew (the fighters you’ve picked for a game, either randomly or by selecting them). The bottom line when starting your Gang Roster is that you need a Leader, you should always have two Champions (or whatever maximum number your Faction allows) and your total starting strength should be as close to ten fighters as possible. Obviously, if your group decides to abide by it, that will change some considerations below – I will mention this where relevant. My advice to all Necromunda groups is to discuss this rule and come to an agreement before starting a Campaign. This article is written with free removal and swapping of weapons allowed. This is a controversial rule, and my group like many others, ignores it completely. This makes changing your Fighters’ loadouts quite restrictive through the Campaign, as no Fighter can have more than three weapons, with Unwieldy weapons counting as two choices. In the Necromunda rules, by the letter, Fighters can never delete weapons, return them to the Gang Stash or swap them with other Gang members.Players reading these will get the most out of them if they have played at least a couple games, so they can visualize the situations referenced.Ĭredit: Games Workshop Note: House Rules and Swapping Weapons These articles are not intended to teach the basic game mechanics from scratch – they assume the reader knows the core rules. Not much is available to explain the general tactics behind the game and why option X is better than Y. What there is often focuses on specific Gang builds, particularly what weapons, equipment and skills are considered optimal. There isn’t too much Necromunda wisdom available on the internet, compared to the mass of writing on 40k. This is the first in a series of articles aimed at teaching players how to wage brutal gang warfare in the far future. If you’re looking for something a bit more specific, check out our individual gang breakdowns and tactics section. There are unique choices available to different Houses, but we won’t explore them in detail here. Today, we’ll be covering what you should consider when building your starting 1,000 Credit Gang, regardless of which House or other Faction you have chosen.
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