N18 New Ash Waste Nomads

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Gang Champion
Aug 28, 2022
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I like the new models for the New Ash Waste Nomads. However, it sounds like in the past they didn't function well outside of an Ash Wastes campaign.

The reviews I've read of their new book make it sound like that isn't going to change much (I don't have any desire to play an Ash Waste campaign). However, I do like how they have reasonably priced pets, albeit pets in Necromunda generally aren't impressive (but they are cool). I also like how they special melee models are specialist gangers and not champions or prospects. i.e. they are usable "out of the box" and don't take up a champion slot.

Do you think they will function better in "standard" Necromunda?

Or are they really only effective in the campaign they were designed for--Ash Wastes?
 
It looks like the new melee specialists' special infiltrate only works in ash waste's campaigns.

While it's still good that they have the option for a melee ganger, making the nomads a bit less one note, they are still probably weaker in a "normal" campaign.

They probably aren't for me and how I like to play and I'm wishing they were because of how cool the models look :(.
 
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I think the Nomads are really underrated - particularly in the Hive (which I'll circle back to). People just give the opinion of Necromunda influencers too much credence instead of experimenting with the gang themselves.

It's true that in the Ash Waste campaigns they are somewhat under powered, but the way people talk about them you'd think they were totally unplayable. They're a gang built around not having vehicles in a vehicle based campaign, of course you need to be a bit clever about how to use them. They can absolutely square up with other gangs if you use the weather and terrain to your advantage. Picking off soft targets and forcing the enemy to bottle is probably the best approach. Their heavy weapons are top-tier, their brute is awesome.

What I will say is that they struggle against gangs with a Cargo-8. Regular vehicles they can take on, but the Cargo-8 is basically indestructible. But guess what... basically no gang can damage that thing. It's completely broken. The Nomads just feel that brokeness more than other gangs because they don't have a transport option to whisk them away from it.

The Cargo-8 aside, you just need to think about using finess and speed out maneuver your enemies and focus on soft targets, and the new book makes this much easier. For one there's a whole new ammo-type geared towards damaging vehicles (far more viable than praying for 6's on your shock weapons), as well as an area effect weapon that disables vehicles. But the Hunters are where it gets really interesting because (as far as I can tell) they can be deployed 9" away from the enemy at the beginning of any round with no proviso around line of sight.
The possibilities for messing with your opponent are huge. There's the obvious approach of charging with versatile weapons. But there's also the fact that you can probably buy the hunters web pistols on the trading post. The tactics cards are where it gets really fun. Deploy a hunter and then use "Bait and Switch" to swap him out for your Anthromite Dune skuttler. Or use "seize the initiative" to garauntee they get to attack first. There are so many options.

Now in the Hive I keep hearing that Nomads are at a disadvantage because their Ash Waste specific attributes don't apply... I think this fundamentally misunderstands the point of their Ash Waste attributes. These are things designed to give an advantage vs vehicles.
In the Hive, Nomads actually square up fine against most gangs. Again they're not S-tier like Van Saar, but they are also far from being a write off like Helots. They have really solid base stats (including great cool and initiative), their basic weapons are awesome (juves can take blast carbines, gangers can take long rifles) and they have access to web which is one of the most powerful traits in the game. People have this idea that they're too expensive. This is only the case if you go hard on the heavy weapons. Not to mention their brute is amazing in the Hive. It's incredibly tough, hard to seriously injure, and has clamber. Its only weakness is honestly its poor cool, and that's easily fixed with a bit of XP. I'd say the Dune Skuttler is almost as good as the Piscean Spektor. I think the mistake people make is thinking they're an elite gang when they should really be run as a juve heavy shooty gang with 1-2 heavy hitters (e.g. the Chieftain and Dune Skuttler). And now with the new book you also have cheap pets with burrow and fly...

Anyway that's my essay on why Ash Waste Nomads actually rule and the new book will make them even better. People need to stop complaining that the Nomads aren't how they want them to be, and instead look at how they're actually designed to be played.
 
Now in the Hive I keep hearing that Nomads are at a disadvantage because their Ash Waste specific attributes don't apply... I think this fundamentally misunderstands the point of their Ash Waste attributes. These are things designed to give an advantage vs vehicles.
In the Hive, Nomads actually square up fine against most gangs. Again they're not S-tier like Van Saar, but they are also far from being a write off like Helots. They have really solid base stats (including great cool and initiative), their basic weapons are awesome (juves can take blast carbines, gangers can take long rifles) and they have access to web which is one of the most powerful traits in the game. People have this idea that they're too expensive. This is only the case if you go hard on the heavy weapons. Not to mention their brute is amazing in the Hive. It's incredibly tough, hard to seriously injure, and has clamber. Its only weakness is honestly its poor cool, and that's easily fixed with a bit of XP. I'd say the Dune Skuttler is almost as good as the Piscean Spektor. I think the mistake people make is thinking they're an elite gang when they should really be run as a juve heavy shooty gang with 1-2 heavy hitters (e.g. the Chieftain and Dune Skuttler). And now with the new book you also have cheap pets with burrow and fly...
I think my big concern is that they lose choices when it comes to building a gang. i.e. they cannot use their specialist champion or their prospect since they are forced mounted.

Many of their wasteland skills only apply to being in the ash wastes, not surprising but also something they won't get "full" access too.

Maybe not using their ash waste specific stuff is fine and not a big deal. As someone who has no interest in playing an ash waste campaign, that is what I'm trying to find out before dropping money into them. i.e. will I have a fun time playing them exclusively in an underhive setting, or will I feel like I'm missing something?

I feel like they were maybe trying to go for Ratskins 2.0 (from old munda), but not quite getting there.

Maybe one day they will bring those back in an updated form. Space Skaven anyone?
 
Ah I see what you're saying, you're not that interested in playing Ash Waste campaigns (relatable tbh!).

I've played them in two Hive campaigns and had a blast. I played them as a mid-close range gang. Lots of shock weapons on Juves, a heavy blaster on the champ + "Bring it Down" (which works a lot better in the Hive where targets are generally more squishy and confined) and then a Chieftain (with field armour and a lance) and a Dune Skuttler as the close combat contingent. You use the high movement of the gang to get up close quickly.

My experience was I didn't really miss the Ash Waste-specific abilities. It's a lot of fun to fish for those 6's on shock weapons and get stuck in quickly. The new Spirit system sounds like it will give you even more opportunities to push that advantage. There are way more options, plus in the new system you get a pool of World Spirits that you can assign to any champ/leader as the game progresses. This is a lot more versatile than the Apocrypha rules where, IIRC, you rolled one Spirit for each champ/leader and couldn't chose who used which Spirit.

So yeah I can definitely say they're fun in the Hive. My advice would more be to think about whether you like "finesse" gangs, because the Nomads do require a bit of finesse. I'd say mechanics-wise they're the closest to Delaque. If you enjoy that sort of play you'll like the Nomads too.

And yeah agree about them being this edition's Ratskins. I doubt they'll bring back the Ratskins, but Nomads would make for a great proxy gang imo!
 
So yeah I can definitely say they're fun in the Hive. My advice would more be to think about whether you like "finesse" gangs, because the Nomads do require a bit of finesse. I'd say mechanics-wise they're the closest to Delaque. If you enjoy that sort of play you'll like the Nomads too.
ah ok, the Delaque are actually my "main" gang. (I like psykers and sneaky stuff).
 
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ah ok, the Delaque are actually my "main" gang. (I like psykers and sneaky stuff).
I've actually recently bought a second box of Nomads to convert them into Delaque proxies as I adore the AWN models but want to be viable in the Underhive. I actually have a full Delaque gang (with the second box and upgrade kit) so I have lot of spare bits. I've made an Ash Wastes Nacht-Ghul already and I dig it.

So now I'll have 20 Nomads, and be able to play them as both AWN or Delaque, depending on campaign or mood.

Edit: Just uploaded a pic for ya.

 
Before the book, Nomads in the underhive were actually really quite effective. If you play the RAW dominion rules and you win a couple of games in a row you'll credit ball people out.

I'd ignore the heavy weapons at creation, go with a Duneskuttler and a Web Gun, bunch of dirt cheap juves and a couple of Long Rifles.

Soon as you can get a Warpstorm Bolter / Regular Bolter or two going. If you get rich get a Lascannon as a sort of super Long Rifle.

With the new trading post - honestly think it's both a pretty poor design (there's nothing flashy to buy at all) but it means you can't even really lean into the Outlaw status and pick up the sweet illegal gear.

I really think a Scavenged Autocannon and Reclaimed Lascannon (as vanilla with -1 ammo roll or scarce for the same cost) with scavenge 15 would have at least given something to aim for.

If your arbitrator let's you use the ash waste infiltrate rules from the hunters they're pretty good.

Given how much of the rules start with: "In an Ash Wastes Battle" your arbitrator is essentially deciding how the gang plays. RAW Warrior Spirits don't even work in the underhive.

I really love the models and the way they play but I am sad the new book didn't just address the problem and pushed it entirely onto the arbitrator again.
 
Nothing stop you to play with hive decors in the ashes wastes. I m pretty sure that ruins of all kind and size dote the landscape.

So you technically still play in the ash waste and keep your advantage.
 
If your arbitrator let's you use the ash waste infiltrate rules from the hunters they're pretty good.

Given how much of the rules start with: "In an Ash Wastes Battle" your arbitrator is essentially deciding how the gang plays. RAW Warrior Spirits don't even work in the underhive.
This really is a core difficulty in the new book, alongside not actually fixing the now-broken-by-the-2023-core-rule-book Sky Mantle.
I really love the models and the way they play but I am sad the new book didn't just address the problem and pushed it entirely onto the arbitrator again.
Agreed.
 
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