Ash Waste Nomads, please! Would love to get some good perspective on the gang. Especially for 'normal' in-hive games and campaigns. The high per-model cost and the very restricted weapons list always leaves me flummoxed when thinking about starting a gang. I love the models so much, but just can't seem to wrap my head around how to start and what direction to take. I often see suggestions to get a Dunescuttler ASAP, but that's a *massive* investment in credits for a monster that seems like if it turns out to be effective, is probably a net negative in fun for my opponents.
Absolutely. I know that they’re supposed to be hard mode in both indoor and outdoor settings, but I keep dreaming of indoor cavalry in a standard Dominion campaign. Would love to hear their thoughts.
19:30 - Only part you need to listen too lmao - great video as always but you mentioned that Butcher is only fighter with base WS2 and CGC are the only ones with a cargo load specific to them. Maidens have a WS2 and Orlock also have the Wild Snake Vat that was released in a apocrypha also.
Cool deep-dive as usual :) I am a bit surprised Frenzon collars weren't mentioned, since Pinning and the lack of access to Primary Ferocity/Agility (for Nerves of steel/Spring up) are the most obvious 'weakness' for the gang, which in my experience gets 'solved' after game 1. Btw, a single Heavy chain cleaver is 70 creds for CGC (not 90, but it is/was 80 for other gangs in the TP), which for me makes it one of the best late-campaign Melee weapons in the game. To be honest, the fact it is a 'single hand' weapon feels wrong for its profile (many Unwieldy weapons have worse profiles than this) and it gets kinda crazy when Paired (but that option is available Exclusively to CGC, so at least it is contained). Locally we House ruled that Boning Swords are 30 creds and the Heavy chain cleaver keeps its stats/cost (80 cr) on the TP but has Unwieldy on top (more in-line with the Chain glaives the Corpse grinder guild delegation FW models have) - let say CGC are the only ones buff/deranged enough to use them single handed and/or paired. As for Ash wastes being difficult for CGC: Have you considered just mounting the Butcher/Cutters on Dirt bikes? All their non-Paired weapons can be used with 1 hand (including the Rotory Flensing Saw), they get to do Ride-By attacks anytime they move close to enemies and can use Initiative to negate Pinning, without needing any extra skills/Frenzon. Also Ride-Bys alway make only 1 attack, so they work very well with Crushing Blow and/or Killing blow (oh gosh, I guess I have to trade-in 'all my 1 normal attack' for 1 attack at double S, D and no Armor save) - Leader/Champ with 1 Heavy Chain cleaver and Killing Blow = Ws2+, S12, D4, no armor with Sever Ride-By, every time they Move, so if they just Run around an enemy vehicle/gang, it would be 2 such attacks per activation: move once and Ride-by at the end of the 1st move, then move again and Ride-by before moving away... What were you saying about CGC in Ash wastes again? :) Keep up the good work and cheers :)
Very nice video - thank you! As for the Corpse Grinder Cult Icon - the Enrage action is a (Simpel) action - so it can be done twice. I believe that is specified in either the main FAQ or the Book of Ruin FAQ. And yes, the CGC are very, very strong…I am playing them at the moment in a campaign, and have gone out of my way to include: Chain Glaive, Two-Handed Axe, Heavy Rock Cutter, Butcher’s Cleaver…and NO PAIRED HEAVY BUTCHER’S CHAIN CLEAVERS. Yes. Quite proud of myself. 😃 And no doubles on skills, either, so only one Cutter has the Slaughterborn 😀
I can't find anywhere in the FAQ that states the CGC Icon is a Simple action. If you could provide a source, that would be appreciated. Thanks for watching!
@@miniaturesrundown It is stated in the Dark Uprising rules booklet from the Dark Uprising boxed set, p. 118, that the Enrage action is a Simple action.
Okay so I've not watched what you have to say about these guys yet, but I'm just going to put this out there.. Malstrain tainted Corpse Grinder Cults. They now have better access to some ranged weaponry, unique brutes, psychic powers and unique pets.. I'd been wondering which gang to make Malstrain I also like the idea of Delaque as the changes actually make them achieve their original ambitions of being a strong psychic gang. However they gain very little benefit from the broodscum, where as Corpse Grinder cults, if you combine the two you basically have a full list of options to match that of a house gang, just lacking the house special abilities. I have malstrain from hive secondus, corpse grinders from uprising both of which need me to do something with them, plus a ton of cult stuff I've brought up for generic Necromunda usage... It feels like a no brainer at this point.
You guys should do and episode on the two older cults of Necromunda. The Helot Cults and OG Genestealers. Would be fitting since you guys did one of the gangs from the book of ruin. And since we got the new Genestealers it would be nice to hear about how the older gang is still usable. But since they don’t have many rules, and you guys have kinda talked about them in the corrupted video, maybe talk about both of them in one video.
Hevy Chain Cliver is a weapon that has a great chance of disabling the enemy not from the battle but from the campaign. RAW for each wound inflicted over W +1 we roll on the damage table. A weapon that has at least 6 attacks that hit on 2+ and wound on 2+ and has 2D causes it to roll an average of 7-9 times. The chance of a result causing death is quite large. It is even funnier when the spyrrer is the target. because if the number of glitches is greater than T then it also dies. And half of the results on the table give such an effect. So statistically it makes 7 rolls on the table, which means it has an exact 50% chance of dying from glitches alone.
Given how 40K in general, and Hive Worlds in particular, have some pretty major nods to Judge Dredd, the Mercator Pallidus are also very reminiscent of Resyk.
Easy fix for Boning saw. -1 attack (to minimum of one) and nature of the weapon means it cannot be paired (needs a sawing action to rend, penetrate and deal that meaty 2 damage). This cancels your charge bonus and more thought to take. Still solid on juves. I did a later amendum that let you pair it if you had strength 6 naturally (via exp growth) so it can scale late game with a powerful champ.
So, I play CGC for my first gang. And I've done 3 things. Infiltrate is a scout move.(2xmove at start) Cutters get fearsome instead og terrifying. And I have been buying fun shit, not good shit. I'm still 8wins 1 loss so far. I play the icon as a basic action.
Ash Wastes? If It's like a succession campaign I'll skip buying bikes until after I get something fast n nasty. Jackals usually get Chain Cleavers or Flamers, unless it's a champion which is Rotary Flensing Saw all the way. Ridgerunner, Flamer on frontal hard point, Heavy flamer on rear hard point. Force those handling checks. Rockgrinder, use a ram, a heavy flamer on Front/Left hard point, grenade launcher frontal hard point. (kitbash if you don't have spare guild of coin bits) or if i feel silly I'll put a magnitized Harpoon Launcher on the front/left hard point. Because that makes charges so darn funny when it actually works. Cargo-8, grenade launcher on the front hard point / driver as standard, put a Rockgrinder ram on, Refridgerated container (MAGNETIZE IT!) start cheap if have any credits, then put your choice heavy flamers or Missile Launchers. Then have Jackals zipping about with chain weapons? oh yeah, it's a good ol'time.
I think CGC were only tested in the context of the campaign in the book of ruin. You look at, for example, the juve. Clearly, it's problematic having a spammable 25cred body with any weapon, who doesn't need to refarm the xp for infiltrate. It's also a major fluff fail that the Khorne gang is a serious contender for "best shooting gang in Necromunda". My house rule is that they are only available as a restart gang outside of ruin campaigns. I usually restrict their trade post options in some way too.
Corpse Grinders and all the other super old gang lists should just not get trading post access to their normal fighters and most of the worst problems would be solved. That feels a lot like a legacy rule. That said I wish we could have a limitation on Champions back because at this point it feels like normal gangers aren't even relevant anymore.
CGC is a great example of what ruins most Necromunda campaigns; the Arms Race. With a limited set of counters, template weapons and all sorts of cheese explode in usage just to deal with the Grinders, but then everyone is using the broken stuff even when they’re not facing grinders and the game as a whole just sucks. Don’t be that guy. If you think that 4 Flamers with built-in infiltrate is fun, you’re gonna arms race a campaign and ruin it, in my opinion.
The Dark Uprising Rulebook defines the action from the Corpse Grinder cult icon as "Enrage (Simple)" on Page 118.
I'M SO MAD I MISSED THIS.
grim
Corpse Grinder Cults: what if the workers at the hotdog factory went violently insane?
Oh I wish I was an Oscar Meyer Murder...
Ash Waste Nomads, please! Would love to get some good perspective on the gang. Especially for 'normal' in-hive games and campaigns. The high per-model cost and the very restricted weapons list always leaves me flummoxed when thinking about starting a gang. I love the models so much, but just can't seem to wrap my head around how to start and what direction to take.
I often see suggestions to get a Dunescuttler ASAP, but that's a *massive* investment in credits for a monster that seems like if it turns out to be effective, is probably a net negative in fun for my opponents.
Absolutely. I know that they’re supposed to be hard mode in both indoor and outdoor settings, but I keep dreaming of indoor cavalry in a standard Dominion campaign.
Would love to hear their thoughts.
19:30 - Only part you need to listen too lmao - great video as always but you mentioned that Butcher is only fighter with base WS2 and CGC are the only ones with a cargo load specific to them. Maidens have a WS2 and Orlock also have the Wild Snake Vat that was released in a apocrypha also.
Couldn't agree more
Cool deep-dive as usual :)
I am a bit surprised Frenzon collars weren't mentioned, since Pinning and the lack of access to Primary Ferocity/Agility (for Nerves of steel/Spring up) are the most obvious 'weakness' for the gang, which in my experience gets 'solved' after game 1.
Btw, a single Heavy chain cleaver is 70 creds for CGC (not 90, but it is/was 80 for other gangs in the TP), which for me makes it one of the best late-campaign Melee weapons in the game. To be honest, the fact it is a 'single hand' weapon feels wrong for its profile (many Unwieldy weapons have worse profiles than this) and it gets kinda crazy when Paired (but that option is available Exclusively to CGC, so at least it is contained).
Locally we House ruled that Boning Swords are 30 creds and the Heavy chain cleaver keeps its stats/cost (80 cr) on the TP but has Unwieldy on top (more in-line with the Chain glaives the Corpse grinder guild delegation FW models have) - let say CGC are the only ones buff/deranged enough to use them single handed and/or paired.
As for Ash wastes being difficult for CGC: Have you considered just mounting the Butcher/Cutters on Dirt bikes? All their non-Paired weapons can be used with 1 hand (including the Rotory Flensing Saw), they get to do Ride-By attacks anytime they move close to enemies and can use Initiative to negate Pinning, without needing any extra skills/Frenzon.
Also Ride-Bys alway make only 1 attack, so they work very well with Crushing Blow and/or Killing blow (oh gosh, I guess I have to trade-in 'all my 1 normal attack' for 1 attack at double S, D and no Armor save) - Leader/Champ with 1 Heavy Chain cleaver and Killing Blow = Ws2+, S12, D4, no armor with Sever Ride-By, every time they Move, so if they just Run around an enemy vehicle/gang, it would be 2 such attacks per activation: move once and Ride-by at the end of the 1st move, then move again and Ride-by before moving away... What were you saying about CGC in Ash wastes again? :)
Keep up the good work and cheers :)
Helot Cult next!
Hey guys! Love the content, keep it up!
Genestraler cult next? Followed by malstrain?
Very nice video - thank you! As for the Corpse Grinder Cult Icon - the Enrage action is a (Simpel) action - so it can be done twice. I believe that is specified in either the main FAQ or the Book of Ruin FAQ. And yes, the CGC are very, very strong…I am playing them at the moment in a campaign, and have gone out of my way to include: Chain Glaive, Two-Handed Axe, Heavy Rock Cutter, Butcher’s Cleaver…and NO PAIRED HEAVY BUTCHER’S CHAIN CLEAVERS. Yes. Quite proud of myself. 😃 And no doubles on skills, either, so only one Cutter has the Slaughterborn 😀
I can't find anywhere in the FAQ that states the CGC Icon is a Simple action. If you could provide a source, that would be appreciated. Thanks for watching!
@@miniaturesrundown It is stated in the Dark Uprising rules booklet from the Dark Uprising boxed set, p. 118, that the Enrage action is a Simple action.
Celebrity Deathmatch! Corpse Grinder Cult vs Malstrain Genestealers!
Sunday, Sunday! SUNDAAAAAYYYY!!!!
Malstrain corrupted corpse grinders are canon and are the ultimate tag team crossover
Okay so I've not watched what you have to say about these guys yet, but I'm just going to put this out there.. Malstrain tainted Corpse Grinder Cults. They now have better access to some ranged weaponry, unique brutes, psychic powers and unique pets.. I'd been wondering which gang to make Malstrain I also like the idea of Delaque as the changes actually make them achieve their original ambitions of being a strong psychic gang. However they gain very little benefit from the broodscum, where as Corpse Grinder cults, if you combine the two you basically have a full list of options to match that of a house gang, just lacking the house special abilities.
I have malstrain from hive secondus, corpse grinders from uprising both of which need me to do something with them, plus a ton of cult stuff I've brought up for generic Necromunda usage... It feels like a no brainer at this point.
I'd say nomads. They feel quite different, so some perspective would be nice
Yeah boy! Kwick Trip! If ya know ya know...ok maybe Casey's?
We've got Casey's locally, though Kwik Trips are also near-ish!
One of my players out of the blue has said he is going to play Corpse Grinders in our upcoming Hive Secundus campaign. Now I know why.
You guys should do and episode on the two older cults of Necromunda. The Helot Cults and OG Genestealers. Would be fitting since you guys did one of the gangs from the book of ruin. And since we got the new Genestealers it would be nice to hear about how the older gang is still usable. But since they don’t have many rules, and you guys have kinda talked about them in the corrupted video, maybe talk about both of them in one video.
Squats squats squats!
Nomads have so good models. But i dont know how to let them sing in a game. so i hope they are next on your list.
Hevy Chain Cliver is a weapon that has a great chance of disabling the enemy not from the battle but from the campaign. RAW for each wound inflicted over W +1 we roll on the damage table. A weapon that has at least 6 attacks that hit on 2+ and wound on 2+ and has 2D causes it to roll an average of 7-9 times. The chance of a result causing death is quite large. It is even funnier when the spyrrer is the target. because if the number of glitches is greater than T then it also dies. And half of the results on the table give such an effect. So statistically it makes 7 rolls on the table, which means it has an exact 50% chance of dying from glitches alone.
Given how 40K in general, and Hive Worlds in particular, have some pretty major nods to Judge Dredd, the Mercator Pallidus are also very reminiscent of Resyk.
Squats next please
Have yall done chaos gangs and basic gene stealer cults? (Im a newer viewer) Would love videos on both if not.
Easy fix for Boning saw. -1 attack (to minimum of one) and nature of the weapon means it cannot be paired (needs a sawing action to rend, penetrate and deal that meaty 2 damage). This cancels your charge bonus and more thought to take. Still solid on juves.
I did a later amendum that let you pair it if you had strength 6 naturally (via exp growth) so it can scale late game with a powerful champ.
So, I play CGC for my first gang. And I've done 3 things.
Infiltrate is a scout move.(2xmove at start)
Cutters get fearsome instead og terrifying.
And I have been buying fun shit, not good shit. I'm still 8wins 1 loss so far.
I play the icon as a basic action.
not a deep dive suggestion, but an episode talking about gang tactics in general might be a good idea.
Ash Wastes? If It's like a succession campaign I'll skip buying bikes until after I get something fast n nasty. Jackals usually get Chain Cleavers or Flamers, unless it's a champion which is Rotary Flensing Saw all the way. Ridgerunner, Flamer on frontal hard point, Heavy flamer on rear hard point. Force those handling checks. Rockgrinder, use a ram, a heavy flamer on Front/Left hard point, grenade launcher frontal hard point. (kitbash if you don't have spare guild of coin bits) or if i feel silly I'll put a magnitized Harpoon Launcher on the front/left hard point. Because that makes charges so darn funny when it actually works. Cargo-8, grenade launcher on the front hard point / driver as standard, put a Rockgrinder ram on, Refridgerated container (MAGNETIZE IT!) start cheap if have any credits, then put your choice heavy flamers or Missile Launchers. Then have Jackals zipping about with chain weapons? oh yeah, it's a good ol'time.
can we get squats next please?
Spyrers!
Are there any Hanger On's you would consider specifically good for CGC ?
Finallyyyyyyyy
Hail all
I think CGC were only tested in the context of the campaign in the book of ruin. You look at, for example, the juve. Clearly, it's problematic having a spammable 25cred body with any weapon, who doesn't need to refarm the xp for infiltrate. It's also a major fluff fail that the Khorne gang is a serious contender for "best shooting gang in Necromunda".
My house rule is that they are only available as a restart gang outside of ruin campaigns. I usually restrict their trade post options in some way too.
Nomads would be nice
Corpse Grinders and all the other super old gang lists should just not get trading post access to their normal fighters and most of the worst problems would be solved. That feels a lot like a legacy rule. That said I wish we could have a limitation on Champions back because at this point it feels like normal gangers aren't even relevant anymore.
TBF it's not all the food, why agroworlds are so prized
Corn grinder cult
We want Venator deep dive!
Better at melee than Ogryns? ua-cam.com/users/shorts_rZmx1URH3g
CGC is a great example of what ruins most Necromunda campaigns; the Arms Race.
With a limited set of counters, template weapons and all sorts of cheese explode in usage just to deal with the Grinders, but then everyone is using the broken stuff even when they’re not facing grinders and the game as a whole just sucks. Don’t be that guy.
If you think that 4 Flamers with built-in infiltrate is fun, you’re gonna arms race a campaign and ruin it, in my opinion.
A great way of describing it.
Please do ash waste nomads next