Post by killercroc on Apr 22, 2018 15:44:04 GMT
So a few people at the LGS were looking into starting Necromunda and I thought I'd jump in as well, was torn between Genestealers and Chaos and figured I'd go with the cult. I can mix the gang into my army and make some interesting conversions. So I got an extra box of Neophytes and the White Dwarf and after slowly reading it a lot of issues came up, and checking online I saw other complaints and the latest FAQ didn't address anything. Figured I'd post here and see if anyone else has these issues and found a work around for them or what they've done.
-Movement values, everything has a movement of 4". So an Acolyte is just as "fast" as an Aberrant, not sure if this one was an error or 4" is the norm. When compared to Goliath which are hulked out brute and Orlock/Escher that as far as I can tell are normal (as far as a necromunda gang is concerned) humans so when the Goliath have movement 4" and Orlock/Escher have 5" it seems the cults movement of 4" is really slow.
-Acoyltes wounds and attacks. So far every champion has 2 wounds and 2 attacks, so I cannot figure out why the adept has only 1, he even costs the same as Escher and Orlock so I have a feeling this one is just a typo.
-Paying for armor, so far all the gangs have the cost of their armor included into the model but GSC units have to pay 10 points for theirs, effectively making them the more expensive base fighter.
-Missing extra arm. Now this one would explain why the acolytes have 1 attack if they were suppose to have extra arms built in, but all the models that have extra arms do not have it on the equipment or have access to it. I'm not sure if this was intentional or not but it seems both Acolytes and Aberrants should have the extra arm as a piece of equipment, because they both literally have it and would make sense why they only have 1/2 attacks respectively.
-No wargear options. This one is big but Acolytes just straight up cannot take wargear, even though they're listed as having wargear they cannot take and there being an acolyte only wargear that only the Adept and Neophytes have access to. Also the wargear options are pieces that the acolyte box physically has (goggles, respirators).
-Demo charges, this one is pretty minor but it's a 5" blast weapon that at max can only be thrown 6" so not sure if this was either suppose to be a 9" thrown range or a 3" blast but as it stands you're very possible to take out multiple enemy units, or even your target and yourself at the same time... seems a bit off.
-Power pick/Hammer. Another minor one, but the pick is cheaper than the hammer and has much better AP, a better ability but only does 1 damage instead of 2 making it almost always the better weapon. So not sure if they meant to give the Aberrants a different hammer or just forgot what the normal hammer did and gave them a cheaper better weapon.
-Staff of office/Chainsword. Both of these options have the same price but the chainsword does everything the staff of office does in addition to getting +1 to hit so... why ever take the staff?
-Bonesword and heavy rock cutter have an accuracy bonus of 1. Not +/- 1 just 1.
-Familiar. Literally unkillable.Since they never take serious injuries as far as I understand the rules these things just cannot die. I mean sure, they're S/T 2 with 1 attack and WS 5+ which is crazy weak even for Necromunda but the fact they cannot die doesn't seem right.
There is more but I think I'll leave it there. So has anyone else noticed these and made some changes to make the group more reasonable? Seems the biggest fixes are increase the movement of everything but Aberrants to 5", give the Adept/Acolyte/Aberrant the extra arm built in, remove the cost for armor and give acolytes access to wargear and an extra wound. I mean as far as I know barely anyone plays this game but hopefully one or two people out there do.
-Movement values, everything has a movement of 4". So an Acolyte is just as "fast" as an Aberrant, not sure if this one was an error or 4" is the norm. When compared to Goliath which are hulked out brute and Orlock/Escher that as far as I can tell are normal (as far as a necromunda gang is concerned) humans so when the Goliath have movement 4" and Orlock/Escher have 5" it seems the cults movement of 4" is really slow.
-Acoyltes wounds and attacks. So far every champion has 2 wounds and 2 attacks, so I cannot figure out why the adept has only 1, he even costs the same as Escher and Orlock so I have a feeling this one is just a typo.
-Paying for armor, so far all the gangs have the cost of their armor included into the model but GSC units have to pay 10 points for theirs, effectively making them the more expensive base fighter.
-Missing extra arm. Now this one would explain why the acolytes have 1 attack if they were suppose to have extra arms built in, but all the models that have extra arms do not have it on the equipment or have access to it. I'm not sure if this was intentional or not but it seems both Acolytes and Aberrants should have the extra arm as a piece of equipment, because they both literally have it and would make sense why they only have 1/2 attacks respectively.
-No wargear options. This one is big but Acolytes just straight up cannot take wargear, even though they're listed as having wargear they cannot take and there being an acolyte only wargear that only the Adept and Neophytes have access to. Also the wargear options are pieces that the acolyte box physically has (goggles, respirators).
-Demo charges, this one is pretty minor but it's a 5" blast weapon that at max can only be thrown 6" so not sure if this was either suppose to be a 9" thrown range or a 3" blast but as it stands you're very possible to take out multiple enemy units, or even your target and yourself at the same time... seems a bit off.
-Power pick/Hammer. Another minor one, but the pick is cheaper than the hammer and has much better AP, a better ability but only does 1 damage instead of 2 making it almost always the better weapon. So not sure if they meant to give the Aberrants a different hammer or just forgot what the normal hammer did and gave them a cheaper better weapon.
-Staff of office/Chainsword. Both of these options have the same price but the chainsword does everything the staff of office does in addition to getting +1 to hit so... why ever take the staff?
-Bonesword and heavy rock cutter have an accuracy bonus of 1. Not +/- 1 just 1.
-Familiar. Literally unkillable.Since they never take serious injuries as far as I understand the rules these things just cannot die. I mean sure, they're S/T 2 with 1 attack and WS 5+ which is crazy weak even for Necromunda but the fact they cannot die doesn't seem right.
There is more but I think I'll leave it there. So has anyone else noticed these and made some changes to make the group more reasonable? Seems the biggest fixes are increase the movement of everything but Aberrants to 5", give the Adept/Acolyte/Aberrant the extra arm built in, remove the cost for armor and give acolytes access to wargear and an extra wound. I mean as far as I know barely anyone plays this game but hopefully one or two people out there do.