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Josiah

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Posts posted by Josiah

  1. 15 hours ago, Tao Tsê-Mung said:

    Thanks, I don’t want to build the crazy competitive lists and the tiny familiars are as expensive as the characters so I’ll probably just skip them. I’ll check out goonhammer’s review too.

    So far I’ve picked up a Magus, Primus, and Icon for dirt cheap and a neophyte squad - probably going to build one of each heavy/special weapon just for laughs and see which one I like playing the best.

    Part of the appeal of GSC over cawdor is that the same warband could play in necromunda, kill team, and as an intro to the army in 40k crusade. Plus it’s a good time to get cheap characters because folks are dumping them out of the discount boxes right now.

    Your plan sounds awesome, and I look forward to seeing those ugly little dudes across the table. 

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  2. I built a GSC gang for my friend a few months back, and they are surprisingly competitive, but I feel like you have to play them in a very narrow, highly specific way. The Adept is a good psychic leader, the Cult gets cheap hand flamers, and all your champs & leaders can take a psychic familiar that makes them stupidly hard to kill. The Cult is fun to play if you've already got models lying around for Kill Team or whatever, but I feel like House Cawdor is thematically similar, and they would give you more bang for your buck.   

    If you want to read more about GSC in Necromunda, this Goonhammer guide is really great:

    https://www.goonhammer.com/necromunday-houses-er-cults-of-the-underhive-genestealer-cults/

    To answer your specific questions: the Magus & Primus are both usable as leaders. I'd go for Magus if you have to pick one because that's the best model to use for the psychic adept leader. I think you can also use the icon bearer by hacking together a few of the character options, but I don't think it's a very great build. Neophytes will be your bread and butter, so pick those up. I would skip acolytes entirely: third arms are too expensive to use more than maybe one, and heavy melee weapons are even less cost-efficient. Like I said up top, Psychic Familiars are arguably the best model in the Gang, and you can use up to three. 

    I hope this helps.

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  3. Hi Scotty.  I was confused by the "generally 1/3 of your gang" statement.  Thanks for clearing up that it will be variable based on the mission. 

    I agree that Necromunda is not balanced, but it's important to have an open conversation about how much imbalance can occur before it negatively impacts the fun of the game.  When I ran the Deathcap Junction campaign, the black market book had just come out, and we had to straight out ban a few items--I'm looking at you, Falsehood--because they simply made for a less good time.  (It may have been a gentleman's agreement to stop using Falsehoods, I can't remember, it was the Before Times.)

    Either way, playing games more quickly is a good way to help mitigate imbalance issues, so kudos for taking us in that direction.

  4. But now that I look at Jeff's "Gang Raids" post, it says missions will involve 3-6 fighters.  I guess we need to determine whether the number of fighters involved is based on a ratio of the total gang strength (a la Scotty's post) or a set number of dudes on the map (a la Jeff's post). 

    This is pretty important for balancing because a horde gang like Cawdor only has a chance against an Oops-All-Brutes gang like Ogryn, if the number is based on total gang strength.  Otherwise, 3 Ogryn will squash 3 Cawdor every day of the week. 

    Also, Dan is bringing up an important thing to look at regarding the number of champions.  If a gang can bring its full roster on a 3-6 ganger mission, then there's a mathematical incentive  to avoid making a gang with (a) more than 6 members or (b) more than one champion.  Again, this would make things tough for high-body gangs like Cawdor and to a lesser extent Escher.

    Maybe we should split the baby by including a hard cap for points allowed on a mission in addition to the 3-6 number of bodies allowed. 

     

     

  5. 17 hours ago, jollyork said:

    Yes, the campaign masterminds have uttered some rumors, but for my gang it meant fielding only 3 out of 4 ogryns each game. As tough as they are individually, I don't like them odds since there isn't even a whiff of a gun on them. I need a wall of muscle to absorb puny lasgun shots until they get into krumpin' range! 

    The details are probably still being hammered out, but it looks like Ogryns might have to roll with fewer than 3 dudes for some of these missions.  According to Scotty: Missions will be gang raid style, generally 1/3 of the gang involved.  Balance and bodies is recommended, as it will be randomly determined who's involved for a particular mission. If you've played Warcry you'll be familiar.

    Depending on the mission, one 5 Strength/5 Tough Ogryn might be all you need, however.  Also, there's nothing to stop people from just playing full-strength games in addition to the mini-gang raid missions.

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