Hey there - running a campaign in London and it's due to start tonight and I wanna talk through a few things (as I understand it) and see if you guys have thoughts:
Allies vs. Hired Guns Point Costs
Allies work groups currently don't have a points cost associated with them - Hired Guns explicitly do (as per Gangs of the Underhive).
This disadvantages gangs which have rackets/ guild allies which add Hired Guns (adding to the Gang Rating) vs. Allies (which don't have a points value)
For the sake of simplicity, we've got a working rule of thumb for our group that Allies add a flat 250 to the Gang Rating (which is a band-aid fix for the first game tonight). How are other people dealing with it? Is it something that I'm over-engineering? I'd rather have a flat rule of thumb for this then differing values for each group of allies.
Adding Hired Guns and Allies
Allies explicitly take up the slot of 1 Fighter in your gang composition. It's not clear whether Hired Guns are in addition or in place of fighters in your crew (it doesn't say anywhere helpfully). I have a half remembered line from a video (I believe it was this one https://www.twitch.tv/warhammer/video/432077960 - I'll add the precise time below once I've played it back) where Hired Guns are in addition to the fighters in your crew (meaning your starting crew can be larger than the number in the book).
My interpretation:
Allies work as described - which makes sense.
Hired Guns are always in addition to your Starting Crew (otherwise - you'll be at a significant disadvantage by hiring them, both by reducing the number of fighters from your gang that you can bring, the added increase to your Gang Rating (ignoring the points cost issue flagged above) and (if you're hiring them) the cost of adding them.
Allies vs. Hired Guns Point Costs
Allies work groups currently don't have a points cost associated with them - Hired Guns explicitly do (as per Gangs of the Underhive).
This disadvantages gangs which have rackets/ guild allies which add Hired Guns (adding to the Gang Rating) vs. Allies (which don't have a points value)
For the sake of simplicity, we've got a working rule of thumb for our group that Allies add a flat 250 to the Gang Rating (which is a band-aid fix for the first game tonight). How are other people dealing with it? Is it something that I'm over-engineering? I'd rather have a flat rule of thumb for this then differing values for each group of allies.
Adding Hired Guns and Allies
Allies explicitly take up the slot of 1 Fighter in your gang composition. It's not clear whether Hired Guns are in addition or in place of fighters in your crew (it doesn't say anywhere helpfully). I have a half remembered line from a video (I believe it was this one https://www.twitch.tv/warhammer/video/432077960 - I'll add the precise time below once I've played it back) where Hired Guns are in addition to the fighters in your crew (meaning your starting crew can be larger than the number in the book).
My interpretation:
Allies work as described - which makes sense.
Hired Guns are always in addition to your Starting Crew (otherwise - you'll be at a significant disadvantage by hiring them, both by reducing the number of fighters from your gang that you can bring, the added increase to your Gang Rating (ignoring the points cost issue flagged above) and (if you're hiring them) the cost of adding them.
