Coming back to Necromunda after 25 years. Going with Delaque since that's what I played back in 1st. I've been reading and watching videos, had some rules questions. Jumped in and got the BRB (N23), HoS, both Delaque Boxes, Dice and Cards. I've finished assembling the models and looking forward to playing this week. The Open-Casual Campaign has already started so I've decided to just jump in with a huge learning curve and figure things out the painful way.
Here are my thoughts, so any tips would be appreciated.
- Leader has the Long Rifle and Overseer to support the Gang rather than jump into the thick of it. Plan to have him run with Ghosts/Shadows depending on the game setup.
- Nacht-Ghul is pretty self explanatory. Auto-Pistol was just to use the last 5pts I had left-over.
- Phantom has the Web Gun because it appears to be a Delaque thing. Infiltrate to help me make sure he gets used effectively.
- Psy-Gheist. Last minute add-on as I was going to skip psykers knowing I could get em down the line with the other models. He's going to start out in a supporting role, right now I'm leaning toward 'Sight Blight', as the potential 8" Bubble off the Wyrm will handicap my opponent without crippling him. Utterance is the other one I'm interested in.
- Ghosts. After reading several debates of Autoguns vs. Lasguns I've decided to go with the Autoguns. I feel that Lasguns are about making shots count, but Autoguns are about making hits count. I'm not opposed to using Lasguns, but won't have the models until I decide to buy a second box. I thought about doing 1 of ea, but simply decided to keep it simple.
- Shadows. Taking advantage of the Dual Auto-Pistols cheap cost. I like how the Impossible shot mechanic works, and simply feel that the Dual Pistols will take advantage of that.
The extra models from the base box are a Shotgun (planned as 3rd Ghost before deciding to run the Gheist) and 2 Web Pistols (Planned as Shadows since that's what I saw them equipped with then found out how pricey it was).
Stratagems
I'm still not fully aware of how these things work yet. Either they aren't used, aren't worth talking about, or the feeling I'm getting is that it's a N23 addition to the rules. I've been watching 'Miniature Game Montage' batreps the most because they're quick and easy to follow. The system they use is similar to the one in the book, I think Goonhammer does 12. Pick 18 at gang creation then use that pool for scenarios. I've got a few that I definitely want, but wouldn't mind some suggestions to fill.
- Shape Shifting (HoS) **There is an interpretation thing that doesn't make sense to me at this time.
- Shifting Shadows (HoS) **I think this is HUGE for the Nacht-Ghul
- Deceit (HoS) **Seems really handy to have when absolutely need to go first, but also want to force the opponent to go first to start a domino chain of events
- Shooting at Shadows (HoS) **A 1x 2+inv save that stays around if it fails is too good to pass up. Would it include being Pinned?
- Adrenaline Surge **More Nacht Ghul Shenanigans
- Chain Attack **More Nacht Ghul Shenanigans
Any others to consider before finding fillers?
Here are my thoughts, so any tips would be appreciated.
- Leader has the Long Rifle and Overseer to support the Gang rather than jump into the thick of it. Plan to have him run with Ghosts/Shadows depending on the game setup.
- Nacht-Ghul is pretty self explanatory. Auto-Pistol was just to use the last 5pts I had left-over.
- Phantom has the Web Gun because it appears to be a Delaque thing. Infiltrate to help me make sure he gets used effectively.
- Psy-Gheist. Last minute add-on as I was going to skip psykers knowing I could get em down the line with the other models. He's going to start out in a supporting role, right now I'm leaning toward 'Sight Blight', as the potential 8" Bubble off the Wyrm will handicap my opponent without crippling him. Utterance is the other one I'm interested in.
- Ghosts. After reading several debates of Autoguns vs. Lasguns I've decided to go with the Autoguns. I feel that Lasguns are about making shots count, but Autoguns are about making hits count. I'm not opposed to using Lasguns, but won't have the models until I decide to buy a second box. I thought about doing 1 of ea, but simply decided to keep it simple.
- Shadows. Taking advantage of the Dual Auto-Pistols cheap cost. I like how the Impossible shot mechanic works, and simply feel that the Dual Pistols will take advantage of that.
The extra models from the base box are a Shotgun (planned as 3rd Ghost before deciding to run the Gheist) and 2 Web Pistols (Planned as Shadows since that's what I saw them equipped with then found out how pricey it was).
Stratagems
I'm still not fully aware of how these things work yet. Either they aren't used, aren't worth talking about, or the feeling I'm getting is that it's a N23 addition to the rules. I've been watching 'Miniature Game Montage' batreps the most because they're quick and easy to follow. The system they use is similar to the one in the book, I think Goonhammer does 12. Pick 18 at gang creation then use that pool for scenarios. I've got a few that I definitely want, but wouldn't mind some suggestions to fill.
- Shape Shifting (HoS) **There is an interpretation thing that doesn't make sense to me at this time.
- Shifting Shadows (HoS) **I think this is HUGE for the Nacht-Ghul
- Deceit (HoS) **Seems really handy to have when absolutely need to go first, but also want to force the opponent to go first to start a domino chain of events
- Shooting at Shadows (HoS) **A 1x 2+inv save that stays around if it fails is too good to pass up. Would it include being Pinned?
- Adrenaline Surge **More Nacht Ghul Shenanigans
- Chain Attack **More Nacht Ghul Shenanigans
Any others to consider before finding fillers?