Necromunda/Tactics

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A tactics page dedicated to Necromunda. This page will cover all three editions, yes there are three editions (or two and a half technically.) If you don't know what Necromunda is read about it here

General Tactics

  • Food, remember before you go on a shopping spree you have to pay a general upkeep fee for each member of your gang. Yes they can fight starving but that won't do you any good.
  • Two weapons are always better than one. Be sure to take at least one melee weapon and one ranged weapon.
  • Play to your strengths and use your weapon armoury effectively. Different gangs will play different prices for the same gun!
  • Remember goggles, re-breathers and stimms can catch you opponent off guard if they don't pay attention.
  • NOTE: First/1.5 Edition has every model have a Knife for free.

First Edition

  • One-In-A-Million-Weapon - If you choose to buy a rare weapon from the merchant and you get the right roll, you get one of these. It is always a gun and it NEVER, has to make an ammo roll. When you get one of these guns, you roll to see what kind of gun it is. No matter what category you get, you can choose ANY gun from said category. So a Bolt pistol, which has an ammo roll of 6+ ,now doesn't need one.
  • Bionics - Unlike Mordheim, losing a limb isn't a bad thing. If you model gets a bionic replacement it will improve their stat-line. Bionic Leg? You can now kick in melee. Bionic Arm? +1 strength. Bionic Eye? immunity to flash-bangs and light changes.

Second Edition - Underhive

Goliath

A Goliath's primary strength is, literally his strength. And his toughness. They hit harder than any other house gang, and are harder to hurt than anyone else. Their biggest weakness apart from the weapons included on their sprues is getting close enough to make it matter so you will need cover fire or smoke grenades. Advances in movement will count for more than further advances in strength or toughness. Similarly, tactics cards that get them to combat are more important than tactics that will improve them in combat - they are badass enough already. A Goliath with his fists will often tear another gangers head clean off. Goliaths aren't actually bad at shooting, so it will probably help to have at least some dudes providing covering fire, but their starting weaponry is mostly pretty short range, and for something like a combat shotgun, you might be better off just charging at that stage anyway. With the new gang war updates spamming grenade launchers can be a great way to lose friends really quickly as they rage quit and throw a tantrum at all their heavy weapons being taken out by the second round, other gangs are wussies anyway. The "Krumper"? ...no, don't bother. A heavy stubber or two might help lay down some much needed support, but do you really want to hold champions back from combat? ...yes you do so the rest of your gang doesn't get pinned by Escher lasgun spam (your Champions have access to Nerves of Steel, ensuring they reach the close combat. Just don't let others charge you - even a Juve with a Stiletto knife is a mortal danger). Remember, stub pistol with dumdums, stub cannon an heavy stubber.

Escher

Eschers are far more maneuverable than Goliaths, the other starter gang, but also have better range. An Escher can stand off close combat gangs by using poisoned weapons to compensate for poor strength and her high movement to get good angles for shooting with her cheap lasgun. And at five points per lasgun, you might as well have lasguns on most of your gangers if you can't spring for needle rifles. Against gangs that are good at combat, they should not get drawn into a brawl, but another advantage of their high movement is that they can take an opportunity to charge multiple gangers into any isolated opposition. And don't forget, when you make a charge move, you may make a free fight action - you don't have to. That enables you to charge with someone who is weak in combat (even a juve, perhaps), decline to attack, avoid reaction attacks and then, in the same activation, charge moments later with someone better, who then gets the combat bonuses (or just give Juve a Stiletto and watch her murder enemy Champions with impunity). The winning strategy, pin your rival with lasgun fire then run up with your chem thrower and crop dust them. Don't forget Acid Rounds on Shotguns and Toxin on your knives - those win games, you know.

Orlock

The All Rounders in the sense that they don't necessarily excel in anything but don't suffer anything either. Based around some confused biker garb nonsense (most of their house are miners, but gangsters ensure their caravans arrive safely where they are needed and spent most of their time in the Wastes) they have a nice array of shotguns to dance around the board with clearing entire hallways with shredder blasts which is perfect for zone mortalis, in 3D games their harpoon gun (more suited for whale hunting and punching through ramshackle vehicles you're trying to rob) is great at pulling gangers off over rails and off platforms until they splat a couple of feet below, don't forget blasting charges to blow up characters and scenery in an attempt to actually make your gang seem more like miners. They can be equipped for close combat if you like watching them die or mid range if you prefer "run and gun". A good general strategy is to lead the gang with two shotgun wielders to clear hallways of critters, lay some a lot of autogun fire for pinning, have juves running around finishing off downed gangers with two to the head and harpooning any big trouble makers pulling them into shotgun range so they can be blasted into human jam!.

Van Saar

Van Saar [pronounced Van Say-ar] are the neo-Dutch pale bearded long range option, as their radiation filled suits have shrivelled their insides to the bone they can be challenging in close combat which they are not prepared for but don't let that dissuade you though as they are a very fun gang to play if you play them small and over equipped (and a pure cheese if you take 8 of them in 1000pts roster, exploiting your Champions' 2+ BS). Create a gunline of 3 or 4 so you can continue laying down fire and hiding in dark environments, flank with you rad launcher, give some of them rad grenades (those things are OP), give another champion a plasma gun or better yet, a plasma cannon with suspensor (which sits very conveniently in Van Saars' equipment) and give juves a set of carbine pistols and have them run about drawing fire or coup de gracing seriously injured. These guys should terrify you opponent with sheer gunfire and the ability to survive in all environments. Probably the strongest gang in the game right know, rocking so much firepower you won't be able to do anything against them. Also paint them black with glowing red goggles for the extra cool factor.

Cawdor

A gang of crazed religious fanatics who like nothing better than a good ol' fashioned human BBQ. Cawdor are a swarm close combat gang more akin to scavenging rats, though they are not as strong as Goliath their swarm strategy will win out in the long run. The current sprues are no very customisable and are probably worse than the Van saar gang, fortunately you can always use old Ork spares as cheap axes. Equip them cheap and get more bodies on the board, the more chaff/juves the better, a reclaimed auto pistol and axe will be fine. The crossbow though expensive is a must as it has multiple types of ammo great for picking off trouble makers. Your leader should have the hand flamer, its fluffy but also very effective in ending Golaith charges and Orlock cover camping, smoke grenades and goggles also make for extra annoyance, his very cool giant axe is debatable though (it's an icon ,and nowhere is official rules there is a word about it being an axe, so take it). In 3D games rat bombs can be fun as they are almost untouchable behind cover right up to the moment they sneak up on rival gangs. DO NOT OVER EQUIP, Cawdor have near useless guns that are very likely to break down after a couple of shots, use them on the move to try and thin other gangs before swarming in for the kill. However, they are not as cheap as they probably should be (Cawdor ganger with reclaimed autogun cost exactly as much as Esher one with a lasgun while having worse stats), their equipment is priced strangely (oh wow, that autogun on a stick is basically an axe and a reclaimed autogun. What a shame it costs as much as an axe, autogun and reclaimed autopistol combined) or plainly wrong (fighting knives for 30 points while power knives are 25, really?), so the only way you can triumph is using their tactics cards, which are absolutely rad. For example, all you guns can gain Blaze for one turn or your Champion can temporally receive +3 to S and A, squashing Goliaths like they're potatoes.

Delaque

Probably French (very) roughly translated as "From Her". Their a bunch of bald slap headed Matrix wannabe freaks that seem to be a direct rip off of 'The Strangers' from Alex Proyas's Dark City, unfortunately without the wide brimmed hats ...or Richard O'Brien.

Genestealer Cult

GW strategy for you to start buying an box of figures that are not selling too well. Your Neophytes are cheap and hard to break, and Acolytes and Aberrants can put out serious hurt in melee. You also have no Trade Post territories and other gangs get extra cash for your Acolytes and Aberrants.

Chaos Cult

You have numbers and little else - the Witch works best when you keep it cheap, the Chaos spawn is unreliable to get and keep. But numbers is all you need. Basically Cawdor 2.0, doing everything those fanatics do, but better. Also, Familiars give your Champions and Leaders 3++ analogue once per turn for 20 points and are not rare. They are a must buy and enable you to triumph over basically every other big guys one on one or survive that Lascannon shot.

If you want to play a specific god, you are better served with Escher as Slaanesh and Goliath as Khorne or Nurgle. Van Saar or Delaque make a good Tzeentch.

Venators

Latin, literally "Hunters". The Mercenary gang. Highly customizable but very expensive. You also get Credits for Reputation instead of Territory, which leaves you vulnerable at the start. You gangers can buy house connections to get access to their respective weapons and price lists - one house per ganger, but you can mix and match. Diversity is key as the House gangs are more cost-effective for their specific strategies.

Pox Walkers

No you didn't miss anything, there are no rules for them but will await the inevitable WD rule release in the future!

Enforcers

It seems rules for enforcers (and many other minis as well) are on the horizon.