Suggestions on introducing new players?

Space Truckin

Gang Hero
Dec 16, 2015
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Cruz Bay, St. John, USVI
Hello everyone. First time caller, long time listener etc.
I didn't see an introduction thread on the forum so I hope you don't mind me snooping around here asking questions.

Anyone have any tips, suggestions or advice on introducing new players ( not 40k people ) to Inquisimunda?

Trying to get a group started where I live. Space Hulk and the Assassins game went down pretty well, Kill Teams - not so much took waaaay too long - maybe will give HoR rules a go next time. Anyways they actually really enjoyed the Co-Op part and the theatrical feel of sneaking around in Assassinorum. Would be great to recreate this in a more open environment.

For this reason maybe a co-op style scenario where players work together or split a warband?

Thanks!
 
For simplicity's sake, I'd start with basic Necromunda rules for building gangs, although nothing's stopping you from using Inquisimunda as a re-skin: Delaque for Genestealer Cult, Escher can be Dark Eldar, etc.

If they're really into co-op, and you don't mind playing an arbitrator role, you could have each player build a smaller gang -- say 250 to 500 credits -- to work against a larger gang you control. Add in some additional objectives (There are tons of additional Necromund scenarios in the vault) and you should be good to go.

So, an example:

You run a 1,200 credit gang of crazed Chaos worshippers (counts-as Goliaths).
Three other players build 400-credit "gangs." One builds a small Ordo Hereticus inquisition cell (counts-as Cawdor or Redemptionists), another goes with a small force of Eldar pirates (Escher counts-as) and the third builds an AdMech enginseer and retinue (counts-as Van Saar). They team up as allies of convenience on a series of missions against the cult.
 
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There are also some nice multi player scenario's out there that feature a large overall threat (often an scary monster, with multiple smaller ones), where players can and will fight among themselves, but they should/ have the option to work together more or the overall threat will kill them all.
Here there can still be some infighting, but you can more easy make an overall threat where people are not fighting one of you.

As Tribe said if you are an arbiter it should be quite easy to do.

Another option is to split the group into factions and pit them against each other. Multiple gangs on each side, or even just splitting 2 gangs among everyone and pit them against everyone.
 
Thanks! Some great suggestions here.
It's got me thinking maybe I should dial it back and just start with basic gangers and very few models for the players.

I did peak around the Vault before posting, actually a google search for Co Op / Multiplayer Necromunda pulled up a nice Mini Campaign called Chaos Gate. Going to read through it over the weekend although at first glance I think this is going to be too overwhelming ( for both me and players!).
 
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One final thing to throw in... how do your group feel about zombies? (and do you have access to a horde of them?! :p). If you do, small 500 point house gangs to get folk into the mechanics and idea behind it... a man the barricade/close the grates (spawnpoints) before being overrun type game could be a fantastic intro

Edit: ah, I think it might be the chaos gate that I was vaguely describing/remembering. or is that the one with the stop the ritual chaos deamon thing?
 
Yeah a few of them are / were into Walking Dead so much that I did think of picking up Zombiecide as an intro to tabletop gaming but decided against that for other reasons.
Zombie's would be a very "safe" place to start. Zombies an progress into discovering a Nurgle chaos cult and slowly introduce more of the setting that way.
 
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So in setting up a scenario, should I go ahead and put together the basic gangs for each player?
Kinda hand off everything to them for the first game?
I did this with my Kill Teams game but that's a bit different.
It would simplify things and make it faster to dive in, but it does kinda take some of the fun out of it.

I'll probably work it out after reading through a few scenarios.
 
depends... do they play DnD (thinking do they make their own characters?), do they paly any other tabletop wargames (historical, fantasy etc where they'd make their own lists), are they used to playing board games with preset characters/play straight out the box type games? Blood bowl?

If this is a first foray into true tabletop games... I'd say a leader, a heavy with either flamer or heavy stubber, then a pair of juves and a pair of gangers. Gives them all 6 guys, a range of weapons/stuff, and just do injuries after the games, rest of it... maybe you keep rough notes on exp gained, give them either a true advance for folk after certain points, or a preset skill/stat increase for the following game.

Having a rough idea or maybe 3 linked games with that. That'd give the players a good time to see progress in their fighters, get a grasp of the rules, and see what stats are good to focus on/what playstyle they like. Then can go from there with how they take it.

Hope that gives you some ideas :)
 
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