N18 Making tactics card decks for core Gangs + enforcers

Jul 24, 2023
19
6
3
I'm trying to be the entry point for anyone who wishes to play Necromunda in my area. And it's also kind of a personal pet project/dream of mine to have. So I bought all 6 gangs and there special units boxes, along with a healthy amount of enforcers (1-Escher, 2-Orlock, 3-Van saar, 4-Cawdor, 5-Delaque and 6-Goliath). I looked around the internet for any premade tactics decks that people might have for each faction using the new rules (18 cards). But have come up short beyond goonhammer's 300+ tactics card tier list.

I've only played a few games so far and have only used the tactics found in the back of the gang books, or the cards that came with the underhive box. Which admittedly has made the enforcers feeling a bit left out. I've tried using goonhammer's tactics cards list, but it's quite Massive and honestly overwhelming. My experience is rather limited, so i was wondering if anyone had any ideas or premade decks of there own that they use that I can take?

My goal is to have 1 premade deck of 18 cards for each core gang + enforcers, that I can hand to starting players or people who just want to get straight to playing. Where the decks are not super sweaty and aim to enhance the narrative character, fun and flavor of each specific gang.
ex: the Delaque deck should be sneaky, mysterious and underhanded. Goliath decks highlight that they are burly bulging mounds of steroid rage muscles that work the iron works of necromunda, etc, etc...

Any thought would be be a big help.
 
You can find those 18-card decks in a handy format here in the vault, compiled and printable thanks to someone who is too modest to brag up his own work:

Many of the gangs (House gangs, for example) have 18 cards in their 2020-2021 "House of, faction deck." Enforcers back in 2019 have 20. Ash Noamds and Squats, even Slave Ogryns, included. That should help give very themed, 18-card decks.
 
This is what I've put together for the delaque deck for the time being, after a bit of research. I tried to lean into the narrative of the spooky spy, disturbing, and sneaky mind games aspect of their lore.

-Delaque deck ideas-
1. Spiked Drink - (selected enemy gains -1 to BS, WS and Int.)
2. Tainted Meat - (selected enemy has a flesh wound)
3. Maddening Voices - (enemy has a chance to become insane and takes a -1 penalty per delaque close by, up to -3)
4. Shifting Shadows - (unit can teleport up to 4 inches anywhere, and then gets their turn)
5. Shapeshifting - (seriously injured fighter is swapped out for another delaque not in this fight. assumingly with an uninjured fighter)
6. Whispered threats - (enemy rolls 1 bottle test on 2d6 instead)
7. Deceit - (you get to swap the priority rolls)
8. Snakes in the dark - (after opponent finishes deployment, you can redeploy your peeps)
9. Whisperer - (for one game, the fighter is a psychoteric psyker)
10. Shooting at shadows - (if hit by a shooting attack, roll d6, on 2+ you ignore the hit. you keep the card if the roll is a 1)
11. Shadowfast - (after a charge attack kills someone, you can make an extra attack or free move)
12. Confusion - (an enemy fighter must pass an INT check to make melee attacks with specific weapon normally, or at ws6+ if failed)
13. Friend or Foe - (the unit cant be targeted for this round, unless they make an attack)
14. Mass infiltration - (d3 delaque gain infiltration)
15. Over here... - (enemies movement is d6 your choice of direction instead of normal)
16. Darkness Descends - (battle becomes pitch black fight until enemy rolls a 6)
17. Unnerving Whispers - (-2 willpower roll, or enemy goes insane)
18. Vanish - (after failed bottle test, battle ends)

I love the cards that make it sound like there's a bigger social dynamic to the world beyond the current battle.
A part of me wants to replace some cards with "A debt to pay" and "distrust" from the delaque book for the above reason. But I'm not sure how good distrust is. or if I understand what effect it has on the battle really (it turns one enemy ganger or juve into an enemy fighter to there own gang, still controlled by your opponent) the name and idea sounds like fun though. and "A debt to pay" sounds cool (enemy ganger or juve needs to pass willpower roll to charge for the rest of the match) but is it still good if it can only target gangers and Juves? I know my knowledge is slightly distorted, as the only limited games I played were against Van Saar and were one off games.
 
Why not use the 18-card decks for the house gangs? Then you only need to make the enforcer deck.
I guess one of the problems is that not all of the tactics seem good. or at the very least I don't understand them enough to know that they might be good. Delaque seem to have a lot of very good gang specific tactics cards. But a quick glance through the Cawdor Book, and more then a few seem to be underwhelming. or difficult to see on paper how they are good. Like the one that takes your fighters action to drop a burning brazier that lights your gangers melee weapon's on fire for one turn if they use a simple action next to it.
You can find those 18-card decks in a handy format here in the vault, compiled and printable thanks to someone who is too modest to brag up his own work:

Many of the gangs (House gangs, for example) have 18 cards in their 2020-2021 "House of, faction deck." Enforcers back in 2019 have 20. Ash Noamds and Squats, even Slave Ogryns, included. That should help give very themed, 18-card decks.
Thank you very much for the link. that Took me an embarrassingly long time before I found that download button at the top there. This is going to save me a lot of time when I get to putting these together.
 
Most are passable. Some are solid. A few are excellent. True of most of the groups (except GSC, apparently, but there are enough "anybody" cards to easily suit them].

 
All tactics cards/lists fall into categories like Gold, silver, bronze, lead tier.

That’s because they often fall into an “interesting concepts you might see in a movie” theme, rather than pure rules.

That’s how I’ve long suspected they’re supposed to work, to add “storylines” and “intrigue” into the game, not as most people think, to add buff and nerfs to things. Though there are tactics cards that do that, it’s probably a side effect of the concept - like Click… - which is clearly based on a cinematic concept but also turns out to be actually quite good in games.