Ash Waste Nomads Deep-Dive – Necromundown



You’re deep in the Ash Wastes, returning from a caravan raid that didn’t quite go as planned, but at least you have some loot to show for it. Out of the corner of your eye you think you saw something shift in the sand. You look closer, but see nothing. Then a shot rings out, and before you know it they’re upon you: the Nomads. This day just got a whole lot worse, if you even survive.

How do the Ash Waste Nomads perform on the tabletop? Joshua and Mitchell discuss the ins-and-outs of these mysterious inhabitants of Necromunda.

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18 thoughts on “Ash Waste Nomads Deep-Dive – Necromundown”

  1. I absolutely adore nomads. Their hit and run style of play is a ton of fun, and i think their tactics are some of the most creative. They do have some downsides that make me sad, like no beastmaster w/ ash pets. That feels like a huge missed opportunity to me. But they can be more shooty than Van Saar, they can be more mobile than Esher, and can control the board better than Delaque.
    But they are heavily focused towards all outer hive play.
    In our campaigns we have 3 house rules that help balance them for in hive play.
    A) storm callers can be dismounted when in sector mechanicus or zone mortalis matches.
    B) when you win a match, you can take the territory boon when raiding it.
    C) they can take hangers on if you kitbash a nomad variant of it.
    Not game breaking, and a ton of fun to add an extra level of enjoyment

    Reply
  2. Just want to say that you guys are part of why I'm trying to get into necromunda. You guys are always enthusiastic and the videos are always fun and educational. I hope I can find a group half as cool as you guys. Keep up the great work and I can't wait for squats to get their turn.

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  3. I really like the Ash Wastes Nomads from an overall design point of view. They really favour a playstyle that uses the visibility mechanics and preserving the hidden status. You get a lot of back and forth with the nomad player controlling their tempo of when they use non-silent weapons to escalate their damage, but expose more of their squishiness. Likewise, their opponent has to lean on their blast, template (esp blaze) and gap closers, and use their more traditional "goodstuff" in a supporting role. It's the design sweet spot where the fight will be memorably different, but both players have fun.

    I think the leader is there to solve the early campaign shooting gang problem of dealing with enemy melee chaff armed with parry.

    They can also struggle against psyker strategies, without any satisfactory ways to tech out of the problem.

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  4. Personally love the nomads. They’re one of those gangs either you’re utterly smitten with, or they are meh.

    They are some of the best models GW have ever made, and my favourite minis in Necromunda. Yeah the rules are not *amazing*; they’re a finesse gange for sure – but they aren’t bad either. Just need plenty of reps, and you need to not be the guy who likes to buy the auto-win-button wargear.

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  5. In defence of the juves by the way – blast carbines on juves make for excellent close quarters firing; hitting on threes and they can spike incredibly with the rapid fire and shock, especially when you have Bring It Down and play and can reroll to hunt sixes. There’s a great tactics card for this too.

    Reply
  6. Thanks for doing this video, I'm playing Nomads as my first gang in an underhive/dominion campaign. I did come looking for this guide when we rolled up, but happy it's here now and love to hear the opinions.

    My thoughts on SM/ZM.. Hipshooting Web Gun and a Duneskuttler go a long way to making the gang balanced between shooting and gunline. But I think you need to use the whole Buffalo to compete outside the wide open spaces, and yes, it is a bit cheesy.

    Charge Caster has been overrated for me until you get a suspensor not being able to Bring it Down and shoot was a problem, especially as I wanted to fit the Brute in a starting (1k) list.

    Everything is quite expensive baseline so I found I had to take a lot more Juves than normal to make the numbers work if I wanted 8 ready markers.

    Reply
  7. I've built a Chronos Ironcrawler, and an Wy'tari Stormcaller, and despite the huge battle with the transport bay on the Ironcrawler, the Stormcaller hands down wins any 'hardest to assemble' contest.

    Reply

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