Awesome video! Thanks again for the content. In the process of building a Chaos Helot gang. I got the Abyss Cultist box which is honestly pretty cheap for GW standards and I picked up some bits from ebay: the traitor comissar and the chaos ogryn from kill team (I then discovered that I cant start with a brute :P, oh well). I'll be using your first list as a base for my gang. I'm gonna make the comissar my Demagogue and I'll tweak his weapons to give him the hand flamer/chainsword combo with overseer, and keep him guarding the Heavy Stubber guy. 2 Disciples: 1 with a Heavy Stubber (love the old Dark Vengeance cultist with the metal mask and the apron) and the other will be the abyss cultist girl with the chainsword and autopistol (which I'll turn into a hand flamer) and give her infiltrate to hunt for enemies. 😅The rest will be cultists with autoguns (probably no flak armor for the rabble at least in the beginning) and one specialist with a grenade launcher. I will try to hire the Ogryn after a few campaign games. I know its not a great brute but I just love the mini (Rule of Cool).
With the help of your vids & my local Necromunda group, I recently built my first gang using Cultists of the Abyss as a basis! I decided to use Chainsword Mask as my Demagogue, since she's got tons of style, but I left out the flamer so I could round out the gang with an old "chaos cultists" box and bring extra autoguns. Overseer has yet to do anything for me since my Demagogue went OOA on the first activation of my my first game, entirely my fault though. I've been pleasantly surprised by autoguns, overall! A cheap cultist with a Reclaimed Autogun has a solid chance to pin, so bringing a lot of gangers can translate quickly into a lot of board control. I am feeling the loss of the flamer though- I don't have much besides the heavy stub that can actually KILL anything, especially not when I'm going up against established gangs with armoured undersuits. Fortunately I've managed to avoid any "kill objectives" long enough that I've been able to save up for a Warp Horror, which will hopefully be able to dish out serious pain to anyone my cultists have pinned.
A couple more opinions from a newbie: Nerves of Steel on the heavy weapon is great, even if it means giving up the option to infiltrate it. I like the look of Stub Guns as the sidearm of choice, though I can't say I've tested them in comparison to the reclaimed autoguns. That said, 5 credits for a Plentiful 4+ weapon that gives +2 to-hit within 6" seems like a steal to me. If the enemy's close enough to charge you, then you're pinning them on a 2+.
Awesome! A smattering of shotguns will probably help in the dage department if you will for sure to bring that all important 2 damage solid shots but rapid fire does indeed put in work when you have lots of it. Maybe some krak grenades or blasting charges too? 🤔
@@Ninjat126 yes its a toss up between rapid fire on the reclaimed auto pistols and the excellent close range and plentiful on stubbers. Of course dum dums are also 5 creds for the st boost
@@wellywoodwargaming I think the split might come down as Autopistols to score wounds with rapid-fire, Stubs as an emergency pinning tool? It looks like both can load special ammo like Static Rounds and Warp Rounds. Honestly it's nice from a game design perspective that both are viable options.
I’m working on a chaos helots gang for an ash wastes campaign. I’m the traitor guard from the blackstone fortress/blooded killteam boxes. The leader is the traitor commissar which I have to kitbash abit for a different load out, rouge psyker as the witch and I chaosed up and kitbashed a chimera for their heavy vehicle.
Nice lists:) About the Pyromaniacs list: Considering all Redemptionist fighters have access to Exterminators for 15 creds and the Fire pike is a strait-up better version of the Flamer, while all Cawdor fighters can get Blunderpoles for 40 creds, I am pretty sure Cawdor/Redemptionists are still the kings of Fire madness. Also if the gang is more Redemptionist than Cawdor (aka Outlaw gang) they can bring Cherubs, which are essentially Psychic familiars on steroids, and Cawdor is better at being Hordy anyway, since they can bring more fighters han the scenario crew limit normally allows... The only 'advantage' the pyro Cultists list has is easy access of Infiltrate on their characters, but in a confrontation of flaming cheese I still think Cawdor comes comfortably ahead :D Cheers! :)
Awesome lists and very interesting. Do you think its possible to recreate the old munda gangs using the new outcast rules, that haven't come out for the new version? Rat skins, scavvies, spyrers
There's some really unique rules for those guys, i haven't read outcast yet, but im not sure how they would introduce scavvy cannibalism or frequent Spyerer suit stat upgrades, as their stats could grow higher than what the necromunda model has normally. Like +3 model strength etc.
The other idea I had was that you could make a "storytelling outcast gang" where a Spyrer has become, in contrary fashion, the Outcast gangs leader. The story goes that he is the last surviving member of an original group of Spyerers that were launched several years prior. The three other spyerer members were killed in action or lost. Since one of the dead members was of celebrity lineage, the upper hive refused to let the last member back in, blaming him for the dead/missing members. With a great suit and new development for skin of his teeth survival the Spyer was discovered by an outcast gang and with knives and guns drawn made them a promise to get them into his upper hive estate to redeem their tortured lives with good medicine, women, food, and drink a plenty. Depending on what type of Recluse Spyerer you want, it might be nice to load the leader model up a great deal and in the direction of what kind of Spyerer he was. For example an Orrus will take as much armor, strength, toughness as possible. Consider getting him a "full-Harness" and carapace armor like a slightly malfunctioning Orrus suit. If you ran a Jakara survivor, you might get a nice energy shield from the trading post, etc. And a high credit harlequin sword. The Yeld might be able to use a Grappling hook to act like wings etc.
@@wellywoodwargaming what about a green screen and having a virtual studio? So many channels do that and its super cheap, looks really good and easy to change or update if you want something different.
"I'm not that guy" says the guy who took a multi-melta on his van saar champ lol.
Haha that was like 5 years ago and when I started playing the game. Not been that guy since 😁
Awesome video! Thanks again for the content. In the process of building a Chaos Helot gang. I got the Abyss Cultist box which is honestly pretty cheap for GW standards and I picked up some bits from ebay: the traitor comissar and the chaos ogryn from kill team (I then discovered that I cant start with a brute :P, oh well). I'll be using your first list as a base for my gang. I'm gonna make the comissar my Demagogue and I'll tweak his weapons to give him the hand flamer/chainsword combo with overseer, and keep him guarding the Heavy Stubber guy. 2 Disciples: 1 with a Heavy Stubber (love the old Dark Vengeance cultist with the metal mask and the apron) and the other will be the abyss cultist girl with the chainsword and autopistol (which I'll turn into a hand flamer) and give her infiltrate to hunt for enemies. 😅The rest will be cultists with autoguns (probably no flak armor for the rabble at least in the beginning) and one specialist with a grenade launcher.
I will try to hire the Ogryn after a few campaign games. I know its not a great brute but I just love the mini (Rule of Cool).
The ogryn and commisar are amazing models. If you dont use them, they might be good for storytelling.
With the help of your vids & my local Necromunda group, I recently built my first gang using Cultists of the Abyss as a basis!
I decided to use Chainsword Mask as my Demagogue, since she's got tons of style, but I left out the flamer so I could round out the gang with an old "chaos cultists" box and bring extra autoguns.
Overseer has yet to do anything for me since my Demagogue went OOA on the first activation of my my first game, entirely my fault though.
I've been pleasantly surprised by autoguns, overall! A cheap cultist with a Reclaimed Autogun has a solid chance to pin, so bringing a lot of gangers can translate quickly into a lot of board control.
I am feeling the loss of the flamer though- I don't have much besides the heavy stub that can actually KILL anything, especially not when I'm going up against established gangs with armoured undersuits. Fortunately I've managed to avoid any "kill objectives" long enough that I've been able to save up for a Warp Horror, which will hopefully be able to dish out serious pain to anyone my cultists have pinned.
A couple more opinions from a newbie:
Nerves of Steel on the heavy weapon is great, even if it means giving up the option to infiltrate it.
I like the look of Stub Guns as the sidearm of choice, though I can't say I've tested them in comparison to the reclaimed autoguns. That said, 5 credits for a Plentiful 4+ weapon that gives +2 to-hit within 6" seems like a steal to me. If the enemy's close enough to charge you, then you're pinning them on a 2+.
Awesome! A smattering of shotguns will probably help in the dage department if you will for sure to bring that all important 2 damage solid shots but rapid fire does indeed put in work when you have lots of it. Maybe some krak grenades or blasting charges too? 🤔
@@Ninjat126 yes its a toss up between rapid fire on the reclaimed auto pistols and the excellent close range and plentiful on stubbers. Of course dum dums are also 5 creds for the st boost
@@wellywoodwargaming
I think the split might come down as Autopistols to score wounds with rapid-fire, Stubs as an emergency pinning tool?
It looks like both can load special ammo like Static Rounds and Warp Rounds.
Honestly it's nice from a game design perspective that both are viable options.
Best necromunda content, thank you for the detailed breakdowns
Thanks a lot
Ok so THIS will be my first Necromunda gang 🔥 love the look and idea. Ash Waste Nomads will be second
I’m working on a chaos helots gang for an ash wastes campaign. I’m the traitor guard from the blackstone fortress/blooded killteam boxes. The leader is the traitor commissar which I have to kitbash abit for a different load out, rouge psyker as the witch and I chaosed up and kitbashed a chimera for their heavy vehicle.
Watching all your videos, great work, thank you!
Thanks for all your beginner guides! Can I find these lists on Yaktribe that I can clone them?
Nice lists:)
About the Pyromaniacs list: Considering all Redemptionist fighters have access to Exterminators for 15 creds and the Fire pike is a strait-up better version of the Flamer, while all Cawdor fighters can get Blunderpoles for 40 creds, I am pretty sure Cawdor/Redemptionists are still the kings of Fire madness.
Also if the gang is more Redemptionist than Cawdor (aka Outlaw gang) they can bring Cherubs, which are essentially Psychic familiars on steroids, and Cawdor is better at being Hordy anyway, since they can bring more fighters han the scenario crew limit normally allows...
The only 'advantage' the pyro Cultists list has is easy access of Infiltrate on their characters, but in a confrontation of flaming cheese I still think Cawdor comes comfortably ahead :D
Cheers! :)
Yeah of course they do I mean it's their thing. I just thought it would be funny to try something different with helots too
Great video!
Awesome lists and very interesting. Do you think its possible to recreate the old munda gangs using the new outcast rules, that haven't come out for the new version?
Rat skins, scavvies, spyrers
There's some really unique rules for those guys, i haven't read outcast yet, but im not sure how they would introduce scavvy cannibalism or frequent Spyerer suit stat upgrades, as their stats could grow higher than what the necromunda model has normally. Like +3 model strength etc.
The other idea I had was that you could make a "storytelling outcast gang" where a Spyrer has become, in contrary fashion, the Outcast gangs leader. The story goes that he is the last surviving member of an original group of Spyerers that were launched several years prior. The three other spyerer members were killed in action or lost. Since one of the dead members was of celebrity lineage, the upper hive refused to let the last member back in, blaming him for the dead/missing members. With a great suit and new development for skin of his teeth survival the Spyer was discovered by an outcast gang and with knives and guns drawn made them a promise to get them into his upper hive estate to redeem their tortured lives with good medicine, women, food, and drink a plenty.
Depending on what type of Recluse Spyerer you want, it might be nice to load the leader model up a great deal and in the direction of what kind of Spyerer he was. For example an Orrus will take as much armor, strength, toughness as possible. Consider getting him a "full-Harness" and carapace armor like a slightly malfunctioning Orrus suit.
If you ran a Jakara survivor, you might get a nice energy shield from the trading post, etc. And a high credit harlequin sword.
The Yeld might be able to use a Grappling hook to act like wings etc.
45 credits for a helot with 2x reclaimed auto pistols. 3 CC attacks on the charge.
i kit bashed the flamer guy into a long rifle leader with a cult banner
Hail all
need some more character in the backdrop white is a bit meh.
Yeah I know this. I'm living out of a suitcase though at present so not much I can do about it for now
@@wellywoodwargaming i dont think the white is bad, better than a greasy/junky garage or something.
@@wellywoodwargaming what about a green screen and having a virtual studio? So many channels do that and its super cheap, looks really good and easy to change or update if you want something different.
I believe he just moved! 😉