N18 Needle Ways is insanely broken

Well in Sabotage the attacker can choose cards, so he will choose "take the initiative" and other fast killing cards. As the second round arrives, 3 flamers/webbers will mostly kill 1-2 gangers. While the others are broken/blazing, other 3 Delaque pop and finish the job. Spreading gangers is not a solution, with move 5" they will at least kill 3 people.
You have chances only if you have a safe upper level zone to deploy.
How do you fix this? Removing this territory directly from campaign or do you have some suggestions?
Thank you.
 

Baffo

Ganger
Aug 2, 2018
243
435
73
Ljubljana
Don't forget Delaques have Cunning (Infiltrate) as a primary and at least 1 Delaque exclusive tactic card to infiltrate even more fighters, so technically, even if you were to remove the Needleways territory, they could achieve the same result on turn 1.
Alternatively Delaques could choose/draw their tactic card to cut off the lights and fight in the dark (if they are spamming templates they don't even need discounted Photo goggles on most of their fighters), so your sentries can't see/spot further than 3'' away (or they could get the same effect if they got a hold of the Generatorium territory or an alliance with the Pyro guild and their delegation's special rule to cut off the lights).
That said, being tricky and 'underhanded' is the Delaques main characteristic/selling point and except for a few exclusive tactic cards it is not like they are the only ones that can do that (with the same territories/skills any other gang can replicate these tricks).

Also, I don't think Needleways is their most egregious Tactic card/Territory (History of violence and the Gambling den are far more 'broken/negative play experiences' in my opinion), but if your group now decides to 'ban' Needleways, what is going to stop your group from also banning the Gambling den and/or History of violence, once you get hit by it and if you get there why not ban Delaques altogether?

Instead I would suggest that if you try to avoid scenarios with Sentry rules (which depends on how your group decides what scenarios to play), but if you roll randomly to determine the scenarios based on the little tables, I would suggest checking out the 0-2 Narker hanger-ons from BoJ, whom allow you to add a cumulative +/-1 per Narker to that roll to determine the scenario, so you can manipulate the roll result to avoid the most disadvantageous scenarios for your gang.
Beside that, if you strongly dislike a specific territory, you (or any other gang opposed to the Delaque tricks) can try claiming/taking over these problematic territories and then use an Isotropic fuel rod from the BoP to transform that territory into a normal Settlement (effectively removing the territory from the campaign and negating any such trick in the future, even if the Delaques manage to take it back later on).
 
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cronevald

Gang Champion
Jun 5, 2016
419
666
98
Missoula, MT
Another suggestion would be to use random tactics cards methods instead of chosen cards. It won't fix the territory or the sentry rules but could mitigate the auto win combo of territory and tactics. Personally I wouldn't want to play in a campaign that didn't use a Draw 5, Pick 2 (draw x + 3, pick x) or similar house rule for this very reason.
 

JawRippa

Gang Champion
Mar 31, 2017
253
233
58
It is a triple combo here:
  • Sentry missions and mechanics are the worst in the entire game. I've played SWA rather than old necromunda and sneaky missions there sucked as well.
  • Infiltrate breaks any scenario, where you have to go from point A to point B, while fighting your way through/avoiding hazards. Why bother with any of that when you can just beam a fighter anywhere on the board? Sure, you can't beam into LoS of enemy fighters, but it degrades the game into "find the spot that enemy could not cover with his LOS" which results in successfull infiltration almost all of the time because covering all blind spots is very tedious.
  • Needle ways allows you to infiltrate while being within group activation bubble with all 3 models while taking ability of opponent to properly respond. This means that if you take the priority during next turn, you'll justs steamroll an opponent with this group activation with no counterplay except for some tactics. Also RAW you can deploy in base-to-base with enemy Relic, so you could potentially break Border dispute or Sabotage.
You kinda-sorta can do the same with Reinforcements, although they are obviously a lot more limited. Still, getting Heavy Bolter from any side of the field will result in it just obliterating 1-2 of enemy fighters.

What needs fixing here is not Needle ways, but how Reinforcements work. We've houseruled for fighters not getting Ready tokens if they were deployed via Reinforcements/Needle ways, giving opponent time to react and forcing more cautious use of "deep striking". We've also changed Infiltrate skill to making fighter untargetable until his first activation in turn 1, allowing for some aggressive placements.

P.S. If you think that Needle ways is super broken, wait until you encounter Van Saar with Archaeotech territory
 
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Don't forget Delaques have Cunning (Infiltrate) as a primary and at least 1 Delaque exclusive tactic card to infiltrate even more fighters, so technically, even if you were to remove the Needleways territory, they could achieve the same result on turn 1.
Alternatively Delaques could choose/draw their tactic card to cut off the lights and fight in the dark (if they are spamming templates they don't even need discounted Photo goggles on most of their fighters), so your sentries can't see/spot further than 3'' away (or they could get the same effect if they got a hold of the Generatorium territory or an alliance with the Pyro guild and their delegation's special rule to cut off the lights).
That said, being tricky and 'underhanded' is the Delaques main characteristic/selling point and except for a few exclusive tactic cards it is not like they are the only ones that can do that (with the same territories/skills any other gang can replicate these tricks).

Also, I don't think Needleways is their most egregious Tactic card/Territory (History of violence and the Gambling den are far more 'broken/negative play experiences' in my opinion), but if your group now decides to 'ban' Needleways, what is going to stop your group from also banning the Gambling den and/or History of violence, once you get hit by it and if you get there why not ban Delaques altogether?

Instead I would suggest that if you try to avoid scenarios with Sentry rules (which depends on how your group decides what scenarios to play), but if you roll randomly to determine the scenarios based on the little tables, I would suggest checking out the 0-2 Narker hanger-ons from BoJ, whom allow you to add a cumulative +/-1 per Narker to that roll to determine the scenario, so you can manipulate the roll result to avoid the most disadvantageous scenarios for your gang.
Beside that, if you strongly dislike a specific territory, you (or any other gang opposed to the Delaque tricks) can try claiming/taking over these problematic territories and then use an Isotropic fuel rod from the BoP to transform that territory into a normal Settlement (effectively removing the territory from the campaign and negating any such trick in the future, even if the Delaques manage to take it back later on).
Ok they have the tricks, but should be fun to play. Infiltrate anyway costs XP and only a few gangers can take it.
We already removed Gambling den and History of Violence. We can try to change it into the Orlock version, a bit more fair.
Sabotage is broken, we houseruled it so we are testing if new rules works instead of removing it. Anyway in other scenarios the situation doesn't change so much.
P.S. If you think that Needle ways is super broken, wait until you encounter Van Saar with Archaeotech territory
We removed it