N18 Advice for my first gang

Nightgaunt

New Member
Sep 25, 2020
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My friends and I are getting into Necromunda and I'm trying to pick my first gang. I narrowed down what I like to Genestealer Cults, Van Saar, and Ironhead Prospectors. I understand Genestealers are from an older ruleset and thus trickier so I'll put them on the back-burner and pick either Van Saar or Ironheads. Is either bad for a new player? I'm very into shooting things but I don't want something boring that plays like a gunline, static and just standing there shooting....although I get the sense that's not how this game works.

I've also read that people like to play the game narratively and try to avoid repeating the same weapons on fighters. Is that possible with these gangs? What do you do if you want to add a weapon or piece of gear the fighter doesn't start with as far as the model goes? Is it necessary to magnetize everything?

Sorry if that's a bit rambling, I'm just taking my first steps and also a bit loopy from pain meds from the dentist :p
 
My friends and I are getting into Necromunda and I'm trying to pick my first gang. I narrowed down what I like to Genestealer Cults, Van Saar, and Ironhead Prospectors. I understand Genestealers are from an older ruleset and thus trickier so I'll put them on the back-burner and pick either Van Saar or Ironheads. Is either bad for a new player? I'm very into shooting things but I don't want something boring that plays like a gunline, static and just standing there shooting....although I get the sense that's not how this game works.
I would not be static in Necromunda ever. It's just asking to be pummeled with templates and Blast. Thankfully all Necromunda models get two actions each turn usually. You can move and shoot double move etc.
Every Clan gang is a alright starting gang for new players. (Almost like GW wanted to sell lots of their Core gang models...). They all have a angle for thier style of play that is evident from the get go. As you learn the game and the gangs you can gain more abilities with them but their general style remains.
Van Saar are the shooting clan gang High BS, good guns, strong shooting skills and did I mention the good guns? They have cheap lasgun access, the most reliable workaday pinning gun for gangers, a good routine rifle in the Las carbine, solid range rapid fire and no need to roll to reload, and a laser shotgun, all the perks of a normal shotgun but laser so easier to reload.
These van Saar only weapon may be pricey but this can often be offset by you discount lasgun price over the gang.
You have access to all the good routine energy Special and Heavy weapons and Van Saar are excellent at accurate firepower. I find them best to work as pairs or trios of fire teams. It is possible to supplement the gang with some melee capability but it is not their forte and needs a lot of skill and opportunity. Keep your distance and out shoot others. Other gangs can actually as individuals but Van Saar needs to operate as a team.

Ironheads are another shooty gang, but they are no slouches in melee either but instead of accurate fire they focus on more fire. Virtually all their weapons have a extra rapid fire dice over the normal versions and they can pump a scary amount of shots out.
They have more limited options as default but they are all great and their melee options are far more solid gan Van Saar so they can wade into melee quote well.

Both gangs share the same main drawbacks. Movement 4 is not great. You will not win any sprints (Unless you get loads of Neoteks on hoverboards). While expensive you have some great long range options if you give up trying to out run anyone and just pummel them long range.
Lots of Rapid fire and powerful weapons have lots of opportunities to run out of ammo. Either take your lumps and expect to run out of ammo on key weapons or mitigate it with skills and ammo jacks. Van Saar have an edge here as Plentiful basic weapons on your gangers will keep the lasers going at least.

Both gangs also suffer from being expensive, both gangs come with improved key statistic . While Ironheads by them selves are relatively standard in price thier guns cost a mint. They should as they are awesome. You are Tougher though and can weather S3 fire better, which is the average weapon strength like autoguns.
Van Saar are also expensive. They come with better BS so they hit at range better and come with the Bodyglove. This gives you a little armour that can stack with other armours and makes you immune to Radphage. (That allows radgun,cannon and grenade friendly fire. A pinned for possibly with an additional flesh wound can not charge you). Since a normal undersuit costs 25 Credits without rad protection its actually quite a steal.

I fine Van Saar more forgiving to start with. The extra initial armour goes a long way and the inherent accuracy is easy to rely on.
 
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Also Ironhead specific skill as one skill not usable outside the ash wastes. Depending on your group and if it's important for you that skill may or may be not useful.

Squat have less option than Van Saar. They don't have deadly juve flying on hoverboard à la dark eldar hellion for example.

The most painful part is that their box doesn't have enough diversity. There is only two autogun for example and it s one of the two basic weapons choice.

Their vehicle is forge world only.

So that's the rational part. As a player go for what you feel even if mean working with bitz for all miniatures.

I played Escher for decades. So I tried the Squat and I enjoy learning to play differently.
 
I've also read that people like to play the game narratively and try to avoid repeating the same weapons on fighters. Is that possible with these gangs?
I always try to do that on any gang I play. It gives you Garan Long shot, the lasgun sniper, rather than Guardsman 8. It makes your gang a collection of characters.
(I would start off all fighters with different weapons when you found your gang. As you add more you may find you need a few lasgunners because it works but your original guy will have a narrative of it's own by then).
It is definitely possible to start with unique loadouts with Initial gang of any of the Clan gangs, including Van Saar.
Your teks just on basic weapons have a midranges pinning sniper with a lasgun, a midrange rapid fire harrying gunner with the Las Carbine and a close quarters room clearer with the Suppression laser. To add to that there are a few pistol and grenade builds for teks and subteks. There are many options higher up with Special and heavy weapons.

There may be less options for Ironheads but given that they are expensive, well once you add Ironhead guns, it is surprisingly easy to have a unique loadout in your starting roster given that it is likely to be a smaller crew.
What do you do if you want to add a weapon or piece of gear the fighter doesn't start with as far as the model goes? Is it necessary to magnetize everything?
If you are capable of magnetising from I modeling perspective I Highly recommend it.
It uses up far more of the sprues so you don't have a tone of arms and weapons taking up space forever. Less waste plastic etc.
It seriously cuts down on your total model requirements. Instead of buying three or more main boxes to have ethe bodies you want to model all the weapon fits you want to try eventually you may only have one and a few different upgrade boxes.
GW love shoulder pads. They hide any drilling mishaps nicely 😁.
Magnetising let's you try out different weapons that you would not normally do. After being smashed in melee too often a van Saar player may want to give shock staves a try. ( The correct Van Saar response to melee is nasty gunfire to the face. At range).

I've magnetised every official necromunda gang (Cawdor were a nightmare), except Corpse Grinders (no desire to play cannibals. Eww).
Apart from the Goliaths, who I did hand/wrist magnet joints to, all the alternate gang boxes like the neoteks share the same arm/shoulder joints so you can mix and match parts quite well. All the van Saar are the same.
Van Saars were a dream with arm and shoulder joints. Most of the arms already had a hole right where you need to drill so it is perfect. Just open up the two-handed guns arms a tiny fraction and they fit in perfectly well.

The Ironhead squats also were quite easy to magnetised. The ball and socket join of the arm works perfectly for tu one handed arms. For the two handed autoguns, Heavy stubber and bolter i had to do an additional magnet joint for the right elbow connecting to the right forearm, which holds the gun trigger handle, which was fairly delicate. Otherwise the chunky ball joins will not slot round those big dwarf chest plates.

I eventually got round to magnetising various heads, so my Goliaths can sport Roman Gladiator helmets or respirator masks, and back options so I could add cloaks, backpacks, extra weapons, jump packs etc. 🧲
 
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Don't get put off by Genestealer Cults, I've always found them to be competitive even against House Gangs with their fancy new books.

As a gang they came with a lot of options already (2 possible leader choices, Aberrants, extra arms, familiars already). The only truly challenging thing about them it their champions being very flimsy compared to other gangs..