I'm a newcomer to Necromunda- always loved the look of it in White Dwarf as a kid, but it was impossible to get hold of and even fewer people played it in Alabama than other GW games. I want to jump in to N17, with the goal of eventually rounding up some people for a campaign, but in the meantime I'd like to start building the models for a decent, all-rounder starting gang.
I've been picking up what I can on the forums over the past few days, and I have a few decisions that I'd like to build around:
1. Escher have always been my favorite gang, so I'm willing to splash out on one of the FW weapon packs. I think I'm settled on pack #1- I like the aiming pose for the needle rifle in #2, but #1 has open poses for both it and the heavy stubber that will make it easier to glue and start playing before I paint. If there are any reasons I should change my mind, I'm open to them.
2. On that point, I want to model my leader wearing the coat, which means some combination of needle pistol, needle/bolter, chainsword and shock whip to begin with. I only have Gang War 1, which I bought with the core game at release (other projects have kept me away for quite a while), and I'm waiting on the compilation books to invest any further, but I like the chainsword/needle pistol combo to keep costs down. This is totally open to change, of course, and I'm planning on at least one alternate model for the leader so I can give her something more shooty, but I'm trying to pick from those four weapons. If it's any help, I think I want to avoid Overseer, because it seems to samey and dull- to my mind, leaders should be *doing* things, not standing at the back slingshotting their underlings forward (well, maybe for Cult gangs...)
3. It seems that without exception, gangs' special weapons (rivet cannon, crossbow et al) are mediocre, but I want to build a Chem-thrower for rule of cool- I want to lean into toxin weapons for thematic reasons.
So far, I'm looking at the following for my initial ten-model build:
1. Leader with one of the weapon combinations above
2. Champion with chem-thrower
3. Ganger with needle rifle
4, 5, 6: Gangers with lasguns (I know it's important to use Escher's improved access as well as having pinning weapons)
7. Juve with stubber and stiletto knife
My biggest questions at the moment:
-Is it worth taking a second Juve this early on, or would that be a liability?
-Am I good for lasguns or should I go a bit more? I'd love to fit a shotgun with acid rounds in there, even if it means starting without the acid.
-Should I build to try and fit a Champion with a plasma gun in there? I want to play for fun, not WAAC, and if having one off the bat would be too powerful I'm not going to do it.
-Are gunfighters worth it? Rule of cool practically dictates that I build at least one unless it's such a bad idea that it would be dead weight.
I've been picking up what I can on the forums over the past few days, and I have a few decisions that I'd like to build around:
1. Escher have always been my favorite gang, so I'm willing to splash out on one of the FW weapon packs. I think I'm settled on pack #1- I like the aiming pose for the needle rifle in #2, but #1 has open poses for both it and the heavy stubber that will make it easier to glue and start playing before I paint. If there are any reasons I should change my mind, I'm open to them.
2. On that point, I want to model my leader wearing the coat, which means some combination of needle pistol, needle/bolter, chainsword and shock whip to begin with. I only have Gang War 1, which I bought with the core game at release (other projects have kept me away for quite a while), and I'm waiting on the compilation books to invest any further, but I like the chainsword/needle pistol combo to keep costs down. This is totally open to change, of course, and I'm planning on at least one alternate model for the leader so I can give her something more shooty, but I'm trying to pick from those four weapons. If it's any help, I think I want to avoid Overseer, because it seems to samey and dull- to my mind, leaders should be *doing* things, not standing at the back slingshotting their underlings forward (well, maybe for Cult gangs...)
3. It seems that without exception, gangs' special weapons (rivet cannon, crossbow et al) are mediocre, but I want to build a Chem-thrower for rule of cool- I want to lean into toxin weapons for thematic reasons.
So far, I'm looking at the following for my initial ten-model build:
1. Leader with one of the weapon combinations above
2. Champion with chem-thrower
3. Ganger with needle rifle
4, 5, 6: Gangers with lasguns (I know it's important to use Escher's improved access as well as having pinning weapons)
7. Juve with stubber and stiletto knife
My biggest questions at the moment:
-Is it worth taking a second Juve this early on, or would that be a liability?
-Am I good for lasguns or should I go a bit more? I'd love to fit a shotgun with acid rounds in there, even if it means starting without the acid.
-Should I build to try and fit a Champion with a plasma gun in there? I want to play for fun, not WAAC, and if having one off the bat would be too powerful I'm not going to do it.
-Are gunfighters worth it? Rule of cool practically dictates that I build at least one unless it's such a bad idea that it would be dead weight.