N18 Beginners Question Box

Hi,

For someone fairly New to Necromunda that only owns...
- Core rule hard back book
- Gangs of the Underhive
- But no models, dice, terrain etc
- And is thinking of using Escher,

1) Would you recommend Hive War or Underhive boxset?

2) Is it the same Escher starter gang in each box?


Thanks.
 
Is the rulebook the old hardback rulebook or the new hardback rulebook?

Honestly I would skip both big box sets and instead buy a box of the escher gangers, a escher weapons upgrade box, and a set of Necromunda dice.

From there you pretty much have the initial Necromunda experience.

If there is a a gaming group in your area then meet up with them and see what they are playing with.

The next steps after that are the House of Blades (essentially a codex for Escher) and a box of the specialist champions and prospects (Death Maidens and Wyld Hunters).
 
Is the rulebook the old hardback rulebook or the new hardback rulebook?

Honestly I would skip both big box sets and instead buy a box of the escher gangers, a escher weapons upgrade box, and a set of Necromunda dice.

From there you pretty much have the initial Necromunda experience.

If there is a a gaming group in your area then meet up with them and see what they are playing with.

The next steps after that are the House of Blades (essentially a codex for Escher) and a box of the specialist champions and prospects (Death Maidens and Wyld Hunters).

Thanks for the quick reply - Much appreciated.

It's the Old hardbacked rulebook with the Goliaths/Eschers on the cover.

Gaming groups wise I'm lucky in that I do also have a local Warhammer shop - Although it does seem that Ash Wastes is the Necromunda game of choice, which I'm not interested in at the moment.

Big Box - I do get that you kind of have to go all in on a gang (what with the extra models, codex) but the reason for the "big box" approach was options/value - the thought of having another gang (Delaque/Goliath which I quite like) to add variety with the Escher, plus having some dice/cards from the boxset and the odd bit of terrain.


And...
This next bit isn't a rant - far from it; Just some observation's from starting out again and what I've picked in some other posts; Although I am coming back to the hobby, I must admit there are a few challenges starting out in Necromunda;

So creating your gang.
#1 Like you work out your first gang list, which involves a bit of guessing/balancing act because you don't want to minmax the hell out of it, but at the same time don't want to get wiped out/offer no competition.

#2 Then you build/mod the models to represent them with their loadouts.
At this point you've kind of now committed to the gang.

#3 Then play a few games/campaigns.
#4 Now you realise that some/all of your gang need changing (loadouts/advancements/don't like them or not good to play)

So really, an important step that I don't see discussed much is that when you first worked out your gang list/models at #1 and #2, you need to also have a bit of plan/idea in advance for what potential changes (loadouts/advancements) might be needed in future. You kind of don't know what you don't know.


But..., and this is the massive positive which alleviates what I've just mentioned - The amount of knowledge/resources that's instantly available (on sites like this, Goonhammer etc for the suggested gang builds/tools), podcasts and battle reps etc on youtube, is totally amazing. There is loads to understand, but I'm appreciative that its there.

Well done to people to take their time and effort to share all this.

We never had all this back in the day and this has definitely aided pulling me back into it all.
 
It depends whether the weapon is actually unique or just a different name. Enforcer shotgun is just bog standard combat shotgun, so I want clearer rules than the side-effect of not taking those ammos to prevent me from it. The boltgun on the other hand is actually unique, so I lean towards justifying that as a separate weapon incompatible with ammo for normal bolter.
See id disagree with this, a boltgun is a boltgun, the difference between Enforcer boltguns and gang boltguns is about maintenance and reliability, not that it's a different weapon type entirely.

Id take a more simplistic, if it's a grenade launcher of any sort it can access all grenade types, if it's an autogun of any sort it can access all autogun ammo types.

Keeps it simple, stops rule lawyering and makes sense fluff-wise
 
Thanks for the quick reply - Much appreciated.

It's the Old hardbacked rulebook with the Goliaths/Eschers on the cover.

Gaming groups wise I'm lucky in that I do also have a local Warhammer shop - Although it does seem that Ash Wastes is the Necromunda game of choice, which I'm not interested in at the moment.

Big Box - I do get that you kind of have to go all in on a gang (what with the extra models, codex) but the reason for the "big box" approach was options/value - the thought of having another gang (Delaque/Goliath which I quite like) to add variety with the Escher, plus having some dice/cards from the boxset and the odd bit of terrain.


And...
This next bit isn't a rant - far from it; Just some observation's from starting out again and what I've picked in some other posts; Although I am coming back to the hobby, I must admit there are a few challenges starting out in Necromunda;

So creating your gang.
#1 Like you work out your first gang list, which involves a bit of guessing/balancing act because you don't want to minmax the hell out of it, but at the same time don't want to get wiped out/offer no competition.

#2 Then you build/mod the models to represent them with their loadouts.
At this point you've kind of now committed to the gang.

#3 Then play a few games/campaigns.
#4 Now you realise that some/all of your gang need changing (loadouts/advancements/don't like them or not good to play)

So really, an important step that I don't see discussed much is that when you first worked out your gang list/models at #1 and #2, you need to also have a bit of plan/idea in advance for what potential changes (loadouts/advancements) might be needed in future. You kind of don't know what you don't know.


But..., and this is the massive positive which alleviates what I've just mentioned - The amount of knowledge/resources that's instantly available (on sites like this, Goonhammer etc for the suggested gang builds/tools), podcasts and battle reps etc on youtube, is totally amazing. There is loads to understand, but I'm appreciative that its there.

Well done to people to take their time and effort to share all this.

We never had all this back in the day and this has definitely aided pulling me back into it all.

The older rulebook is fine, but just be aware there are quite a few small changes in each of the rulebooks along the way. If you can get your hands on the new hardback rulebook it’s probably the best place to start as it has all of the errata and updates from the FAQ and then some (and there Im are a lot of them).

It also has the actual rules to run vehicles if you ever want to do that, but again you will need to pick up the books that have the prices and stats for the vehicles because it’s GW.

For the actual models as Topsy said at some point you will want to buy a second box of gangers just to build different and varied load outs anyway, so don’t stress too much about the initial load out being “wrong”.

I don’t really do Escher but my standard advice to people is to build out a 7-8 fighter starting roster and keep 2-3 missing their arms so that you can add them later once you know what you stuffed up the first time.

I’d also build 2-3 leader and champion models with more exotic/specific load outs and then build 4-6 other fighters with basic weapon load outs (mostly lasguns for Escher) that you will get a fair bit of use out of.

From memory most of the heavy and special weapons on the base sprue are pretty shit and you will want the weapons and upgrades box so you can build a plasma gun, a needle rifle, a shotgun, and a flamer (though you can pretend the gas launcher is a flamer).

You can build a plasma pistol and stiletto/power sword wielding champion or leader from the base box, but the Death Maidens specialist champions are soo much better at close combat that once you start using them you won’t want or need a close combat leader/champion.

I’ll see if I can dig up one of my old threads on here where I listed out all the weapons on all the sprues as well as what hand they were in, and then followed that up with proposed starting gangs using just the box set.

Edit: found the link to the thread mentioned above on weapons on the base sprues.

Post in thread 'New Sprue Weapon Options by Hand'
https://yaktribe.games/community/threads/new-sprue-weapon-options-by-hand.6356/post-128029
 
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I’ll see if I can dig up one of my old threads on here where I listed out all the weapons on all the sprues as well as what hand they were in, and then followed that up with proposed starting gangs using just the box set.

Edit: found the link to the thread mentioned above on weapons on the base sprues.

Post in thread 'New Sprue Weapon Options by Hand'
https://yaktribe.games/community/threads/new-sprue-weapon-options-by-hand.6356/post-128029

Starting to see the value in maybe picking that up New 23 Core rulebook & House of/Codex, versus my GoTU & Old hardbacked rulebook.
Was following a gang creation video along with the Old hardback rulebook until it was mentioned in the vid the starting cost of a certain ganger which appeared to be 10 credit difference between New 23 Core rulebook & House of/Codex, versus my GoTU & Old hardbacked rulebook.

And Prospects? No mention of them in GoTU/Old hardbacked rulebook.
What ruleset introduced Prospects? Is this from the New 23 Core rulebook or House of/Codex?


That sprue list is a great help - Brilliant!

Thanks also for the gang load out suggestions - A massive penny has dropped here aswell; I originally thought that you just get the gang box and then build up all of your gang using all the models/weapons from that box (not holding any back), but really it's planning your gang first and working what bits/boxes you need from there to build it.
I was kind of getting to understand this point but your reply has confirmed it.

Hence, I'm guessing why you recommended the upgrades box.
 
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Prospects were introduced in N20. Another alternative is getting all the latest rules fully up to date from the community:
It has some drawbacks and benefits. Main benefit is you never have to wonder what book anything is in or where the latest rules for something are.
 
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Yeah, there are plenty of updates and tweaks made in each book released since the initial release in 2017 (which was a soft cover rulebook that was missing a lot of rules).

What you have (the old hardcover and Gangs of the Underhive) is generally referred to as N20 and is a good hold point if you have everyone in your group happy to use outdated rules and on the same page. The House of series of books came out just after this and “expanded the rules” by adding in the specialist champions and prospects, amongst a fair number of other changes.

The newer hard cover rulebook (which I think should start being called N23) basically wraps up all the new rules since the old hard cover (mostly vehicle rules and a bunch of small but significant changes) and is backwards compatible with the House of books.

There are also a bunch of Book of books (Peril, Ruin, Outlands, Judgement, outcast) which add in different settings and non-house gangs as well as different campaigns to run to fit those settings. These are totally optional.

And then there are the three Aranthian Succession books. These are essentially vehicle / ash wastes expansions, which you can ignore if you don’t want to use those things.

If you do end up buying more books you probably want to start with your house book, then the new rulebook, then any of the other books that take your fancy.
 
Removing scarce?

I found the obvious answer with the ammo cache but I found another one.

In the book of outcast it's encourage the players to trade. So I thought about this situation.

In the campaign there is a van Daar gang, several other gang and a bad zone enforcer gang.

The Van Saar has the weaponsmith skill that can remove scarce from a weapon.

So can the bad zone enforcer trade in one way or another to get the scarce remove from his patrolman like the concussion carbine?
 
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Removing scarce?

I found the obvious answer with the ammo cache but I found another one.

In the book of outcast it's encourage the players to trade. So I thought about this situation.

In the campaign there is a van Daar gang, several other gang and a bad zone enforcer gang.

The Van Saar has the weaponsmith skill that can remove scarce from a weapon.

So can the bad zone enforcer trade in one way or another to get the scarce remove from his patrolman like the concussion carbine?

Weaponsmith only works for that character's own weapons I'm afraid. Otherwise Van Saar would gradually strip scarce from all weapons in the gang.

Doesn't mean you can't homebrew something with the same effect for your campaign though.
 
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Oh no the hangers on / Brutes died

Can we put his stuff into the stash ? I will understand that hangers on without the part of the crew rule is not concerned but the rule say "fighter" it does not specified that his has to be a regular of the gang.
 
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Hi
Where In the rulebook can i find the way to Shoot 2 pistols the Same Time ? Is it possible ? Rules ? Modifiers ? Something ?? Pls help
Thank You all <3
 
i dont have the new rule book , but you can fire 2 pistols with a -1 modifier to the shot unless you have the 'gunslinger'skill (i think thats the name).
im sure someone else can quote the pages for you
 
It's on page 67 of the previous version of the Rulebook. "Twin Guns Blazing" is the rule noting that you get the -1 if you fire two weapons with the Sidearm trait using a single Basic Shoot action. @daveh is correct that the Shooting skill "Gunslinger" eliminates the -1 penalty.
 
So I have a question. Maybe my internet searching skills are failing me but it seems like there have been a bunch of changes to Necromunda since I was originally introduced to the game back in the 1990s. My questions is, If I have old goliath miniatures from the 1990s that are painted and on 28 mm bases are they legal in the latest edition? Somebody has told me that Goliaths have larger bases and that it's part of the rules now that they have to use the larger bases, is this true? If it is true are there any models from the earliest edition that you can still use? Thanks in Advance for your thoughtful responses.

The plastic ones are even cooler to use if you take into account the origin story of the Goliath as they are identical in shape.
 
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If I have old goliath miniatures from the 1990s that are painted and on 28 mm bases are they legal in the latest edition?

As above, yes and no. Yes, they’re usable and the bases are bigger on the new ones because the models are bigger! Plus GWs response has always been to use the bases they came on. Yours came on 25mm bases.

No, in the sense of new weapon restrictions. For pure rule of cool I’d say let them have their original guns. It’s hardly deal breaking.
As I’ve been reminded of this old post, may as well update my previous post.

The House of Chains includes options to use Gene Smithing to represent Nat-Born and Un-Born models, which older Goliaths could certainly be used to represent.

The incompatible weapons is a minor issue but again Classic Goliaths can be used to form a Goliath Affiliated Venator Gangs or Outcast Gangs, both of which would permit the Classic range of weapons, as is.

Both options are 100% legal in the modern game.
 
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So, i have been holding off buying a new Necromunda books, but if I wanted to, which is the book/s I need to get? And does it look likely that it will be replaced again?