I’ve been playing Necromunda 2017 for a while now, and after
building and painting 5 gangs and seeing others builds inspired me to ramble
about the game and how I play it, starting with skills and working my way
through equipment, tactics and terrain later. Necromunda has always been my absolute favourite game, from getting the first box as a teenager as a Christmas present and playing a full campaign with my brother and cousin, (with us all maxing out at least one gang by new year). The new edition gave me jitters at first as I wanted it to be good but you never know, after playing it for the first time I was hugely relieved- if anything the gameplay is smoother and more logical than the first edition, and the models are amazing. (not as keen on the campaign rules at first, but subsequent gang wars are improving my impression)
So this first post is about skills and how I use them in the
game. I’ve always mentally splits skills into groups, based on when they are
useful and if they have a downside or cost to using them. You can see my chart
below of the current skills and where they fit in my head, and I’ll go into
more detail into why after.
Obviously everyone has their own preferences, and people
will disagree with some of this but that’s fine, it’s always more fun to play
people who see things differently as it means you get more variation on the
table and a better campaign overall.
Passive skills
|
Costed skills
|
|
Reactive skills
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Catfall
Dodge
Spring up
Iron Jaw
Combat Master
Counterattack
Parry
Step Aside
Lie low
Escape Artist
Nerves of Steel
True Grit
Unstoppable
Inspirational
Iron Will
Mentor
Regroup
Medicae
Munitioneer
|
Overwatch
|
Proactive skills
|
Clamber
Mighty leap
Bull Charge
Bulging Biceps
Crushing Blow
Headbutt
Combat master
Disarm
Backstab
Evade.
Infiltrate
Berserker
Impetuous
Fearsome
Commanding presence
Gunfighter
Marksman
Precision shot
Trick Shot
Ballistics expert
Connected
Fixer
Savvy Trader
|
Sprint
Hurl opponent
Rain of Blows
Overseer
Fast shot
Hipshooting
|
Reactive skills
are skills that are only useful when an opponent or game effect gives you the
option to use them- in other words you have no control over them yourself. Most
reactive Skills are passive, and take effect when a fighter is attacked or
injured, though some are simply situational skills that require a fighter to be
placed in a certain situation by an opponent. Reactive skills tend to be used
to alleviate a player’s bad luck or an opponent’s actions, so can sometimes
appear to be of little use if the right situation does not arise.
Proactive Skills
are those skills which can be used at the players convenience, or where the
player can generate the right in-game situation without requiring his opponent
to do anything (other than play the game normally, move into shooting range,
charge range etc.) Again most of these abilities are passive. These skills suit aggressive play more, and
are often more visibly useful than reactive skills.
Passive skills
have no in-game cost to activate or use, they may be additional actions that a fighter
can take without paying AP, or simply enhancements to standard actions. A Passive
skill is generally used more than a costed skill as without a penalty to use
they are always beneficial. Most skills in the current books are Passive skills.
Costed Skills are
skills that require a specific action be taken, or require AP to take an action
that could be used elsewhere. Sometimes this is a forced ‘double’ action, other
times it could simply be taking the same action twice and losing the flexibility
of multiple actions. The upside of costed skills is that they are some of the
most powerful skills in the game, and when they are in the right situation they
can often swing a confrontation in the users favour.
The acolyte better have some mad skills if he want's to walk away from this one..
Starting skills.
Starting skills are new to this edition of Necromunda, and
they are part of the reason I starting musing on skills. Choosing skills rather
than randomising them gives players a great level of customisation to their
Leaders and Champions right from the first game, you can make sure that not
only do your boys and girls have the tools for the job, they have the tactics
too.
So how do we choose our starting skills from the array
presented to us? All champions have at least 12 to choose from and leaders 18
so finding the one that works for you should be easy, until you start worrying
about the ‘best’ skill. When there is a certain skill that seems amazing
compared to the others available it can seem tempting to simply splat that across
the entire gang (Nerves of Steel Goliath’s
and Fast Shot Van Saar I’m looking at
you). Or give it to every leader regardless of gang loyalty (Overseers, Overseers are far as the eye can see…) but this doesn’t just miss
out on the fun, customisation side of Necromunda, it can also hamper a gangs
effectiveness on the board.
Having three Nerves of
steel sounds great, escaping pinning for free? Brilliant. But because this
is a reactive skill it needs the right situation to come up- you need to be hit
by an enemy, not wounded (or just losing a wound for multiple wound models) and
you need to pass the Cool test. If your opponent has turned up with proactive
skills he will have the upper hand in leading the game right from the word go- Passive
Reactive skills rarely change an enemies tactics because frankly they are going
to shoot you whether it pins you or not, but knowing that the fighter with the
plasma gun has fast shot means you are far less likely to leave anyone in his
line of sight if you can help it.
Similarly having a full deck of matching Proactive skills (Three
Orlock gunfighters for extra shots every turn is dead shooty but a bit limited)
whilst giving you great board control initially, means you are more likely to
be punished for errors without the backup of skills to negate bad luck.
Necromunda is a game of luck after all, and even Van Saar can miss an easy shot
leaving a model vulnerable to counterattack where Step Aside or True grit
would come in a lot handier than Trick
shot..
My advice for both a fun game and one you’ll have a chance of
walking away from with a win is to balance your starting skills out, have at
least one Proactive aggression beast, be it melee or shooting, and at least one
reactive survivor to keep you in the game when it goes wrong. I’d always advise
two champions to start with, so this leaves you with an extra skill to choose
which is where you can tilt your gang towards your own playstyle, I often go
for a Costed skill in whichever style I go for on the extra guy, whilst
sticking with Passive skills on the others. In campaign games you also need to
think about where you want that fighter to go in the future- what role are they
going to play on the table and what skills would work well with stats increases
and specialist equipment to help with that.
Some examples from my gangs-
Goliaths-
- · Leader with Combi plasma, Power Hammer and Nerves of Steel.
- · Champion with Combat Shotgun, Brute cleaver and Hurl,
- · Champion with Renderiser, Stub Gun and Bulging Biceps.
With two wounds, toughness 4 and furnace plates goliaths
have already got survivability built in, so I went for an aggressive build
initially. The exception is my leader: he needs to be close to get the best
from his great stats and weaponry so Nerves
of steel will hopefully keep him on his feet under enemy fire. The first
champion is designed to stay out of melee and lay down fire into enemies
(eventually I’ll get him a heavy weapon when I can afford it) Hurl is an excellent skill in that if an
enemy does engage him, he can hopefully suck up any damage, then chuck them out
of melee and lay into them with a close range salvo (usually pretty fatal). The
second champion is another melee beast, I love the Renderiser but hate losing
the extra attack dice, so Bulging Biceps
or Berserker is a must. I went for Bulging Biceps so he can use the pistol in his off-hand and gain the
dice even if he doesn’t charge.
Escher-
- · Leader with Shock Whip, Plasma pistol and Inspirational
- · Champion with Combi bolter/needle, stiletto knife and Clamber
- · Champion with Power sword, two Autopistols and Sprint.
Anyone who’s played a few games with Escher knows that once
the going gets tough, the girls get the hell out of dodge faster than you can
say ‘enforcers!’ The gangs high Cool is a massive Achilles heel in protracted
games, so taking Inspirational on the
leader is a great way to offset that- the downside is it means the leader needs
to stick with the crew quite closely, so needs to be outfitted appropriately. The first champion is a full on sniper-
boltguns are (as always) great weapons for blowing big holes in your opponents
hopes and dreams (and gangers) with good range, rapid fire and damage stats. Clamber
is a great skill for a dedicated sniper in that it allows them to get to a
vantage point really quickly, and often unexpectedly for your opponent. Finally
the last champion is designed for Melee and objective grabbing, she needs to be
fast to get there with the Escher’s poor armour and average toughness, so Sprint is a good choice. Remember +1
move is one of the cheapest upgrades for experience in a campaign, and that
would give her an 18” move, not too shabby.
You can see both gangs have a decent variance in weaponry and skills, and the mix of proactive/reactive/passive/costed skills is pretty even, though both swerve a little to the proactive as I'm trying to play more aggressively at the moment.
That’s it for now as I don’t want to write too much, but
next time I’ll be going over some of the skills in more detail, who I like them on, how to
get the best from them and why naming fighters after their skills and equipment
is
an amazing idea if your memory is as bad as mine.
Mick
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