I now have a few games of Necromunda under my belt, and I am very much enjoying it. I really like the activation system, and its the perfect length of game at the right level of intensity for me. I’ve played each game with Goliaths, and though I have lost as many games as I have won, I’ve had the chance to make some observations about my gang. A lot of this may not be new to you, but I want to emphasise these learnings in this – my top 5 list of things I’ve learned about playing with a Goliath gang.
Speed (Or The Lack Of It) Kills
When your raison d’être is to charge headlong into combat, swingin’ you spud jacker about (saucy), being hamstrung (almost literally) by 4” basic movement is a pain. It’s often only an inch less than most of your opponents, but that’s doubled over a double move action, and it does make getting into charge range a tad hazardous. That’s why the tactics card that gives you +2” of movement (and an extra attack) is an auto-include.
If you’re playing outside of Zone Mortalis, or your players enter any large open spaces on a ZM board, you really need to use cover to stay alive. And your first move for each fighter pretty much has to be a double move. You need to get up the table as fast as possible, but keep close to walls and behind cover if you can.
The Renderizer Is Amazing
Easily my favourite weapon so far. I’ve not had a game where it’s failed to cause at least one Out Of Action. A Champion, with the Bulging Biceps special rule is lethal with this thing. Add that +2” charge/+1 attack card that we mentioned earlier, and this guy can make it into the fray at a blistering speed, and everyone is pretty much terrified of him. That weapon rips people to shreds, and you often get that satisfying feeling of rolling all the injury dice in your set.
But, while he can make up this ground, it’s important to not leave him isolated. I’ve done this twice, and ended up losing him to withering fire and, in one instance, he then got coup-de-gras’ed by a measly Delaque Juve (he is now ‘humiliated’ in the campaign I’m in – a fitting punishment). The weapon is amazing, but maybe ensure it’s safe to strike out and use it, and that you use the buddy system too.
I’ve already mentioned one great card, and in many games, you get two. If the choice is yours, take click. As soon as someone fires that weapon you’re scared of, throw this down and they’re out of ammo. Of course, they can reload, and there are cards that counter this, but it’s worth taking all the time. Don’t like the look of that heavy stubber? Click. Scared of that flamer? Click. When you’re a Goliath who wants to deal with a little less firepower when charging across the board, this card is a cracker.
Oh, The Krumper
I really want to like the Krumper. But it does suffer from needing two actions to use it, and coupled with its very short range, the trick is to get somewhere in cover and wait for your opponent to get too close – think of it as an ambush predator. Give the Champion carrying it Nerves of Steel, and you can stop him getting pinned (it’s so annoying when you get into a good spot and he gets pinned – it basically means you can’t fire his weapon), and give your leader the Overseer skill and you can double activate him, but that’s a lot of effort to spend in just getting that weapon to be viable.
The krumper in my gang also suffers from a Dice Gods curse – he has managed to get a few shots off, but every time the damned thing missed. I’m going to persevere with it – if only for the rule of cool – but I don’t see it being a star of the show unless someone is really stupid/unfortunate enough to get within 3” of that thing.
You’re Not As Tough As You Think You Are
When I first started playing with them, I think I had a few things in my head that made me think that each one had the toughness of a Contemptor Dreadnought. Yes, T4 is a good bonus, and furnace plates are a nice thing to have, but they won’t save you if you’re stupid enough to let multiple guns draw a bead on you. Yes, you can weather more hits from lasguns and autoguns, but you’re not invulnerable to these by a long shot. I’ve lost more than a few fighters thinking “oh, he’ll be fine out there in the open with all those Eschers still to activate – what are they going to do with those puny laspistols, lol” – that’s something for me to work on right there.
And those are my key takeaways (as the cool kids are saying these days) from my brief time as a Goliath gang player. I’ve got a couple of long campaigns ahead of me, so we shall see what more I learn, and if I can take these lessons on board and get a few more wins out them. Might even try and do you guys a battle report if I can remember to take photos. Onwards!
My opponent plays the Goliath…I shall not tip him of this post!
Nice takeaways! Do you feel like the Krumper will get a boost in the upcoming Gang War 2 book or in an errata? Or it will possibly end up ‘the gun no one takes’. It seems with any system (war-games, boardgames, computer games, etc.) there is always going to a faction, weapon, etc. that almost everyone avoids based on how ‘bad’ it is. Just curious.
I have GW2 and I didn’t see any updates for it, so maybe an errata will save it. I know what you mean about the weapon nobody takes, but like I said, I think in some games, it will come into its own. If my dice roles hadn’t been so bad, it would have done more in my last couple of games. But that short range is a real downer for it. If it went from 3″/9″ to 4″/12″, that would make it so much more viable. That being said, I still think it should be used as an ambush weapon – there it can excel.