Select 1000 credits of gangers.
You must have:
1 Leader
At least as many Gangers and Juves as other models
A maximum of 1 hanger on/brute (you can have more once your rep goes over 4)
If you are intending on doing some Ash Waste battles then you may also select up to 300 credits of vehicles/mounts (but any unused credits must be discarded after gang creation)
Timeline:
2 club evenings “Occupation phase” - play for ‘unclaimed’ territories (1st October and 15th October)
1 club evening "Down time" - either have a week off or play a side battle. Either way fighters recover before takeover phase.
2 club evenings “Takeover phase” - challenge others for their territories (12th November and 26th November)
Between the two phases, the gangs will automatically ‘recover’
There’ll be awards for: Most territories, Largest wealth, Most battles fought, Highest Rep, Best painted
Playing games:
Choose an opponent (try not to play the same person more than twice!)
Choose a territory to fight over (lowest gang rating will get first choice - random on day 1)
Choose a scenario - decide with your opponent, you can do this randomly if you want
Choose crews: Most of the time you don’t fight with your entire gang, most scenarios have something like “Custom selection (5)” but you can balance on credits if you prefer.
Play game
Do the post battle sequence (p142)
Report results to me (I’ll need to know change in rep, gang value and territories)
We’re not doing: Dramatis personae, House Agents, Alliances, Patronage and many
other extra rules found only in certain rule books (They’re too powerful and pretty
miserable to play against if you’re not prepared for them and really know the rules)
You can do (if both players agree): Gang Tactics, Attackers/Defenders/Home Turf
advantage, Ash wastes
Rules as written encourage frequent use of "Border dispute", "Smash and Grab", "The Trap" (p204 onwards). If you're using credits to balance the games, I'd recommend starting crews at 100 x n where n is the number of fighters (so if it says Custom(8) then 800 credits of fighters).
I'm going to recommend everyone does Border dispute for their first game (and probably the 2nd as well).
All gangs have a Settlement territory which cannot be taken off them (D6x10 when collecting income and may roll 2D6 after each battle. If either is a 6 then recruit a Juve for free, if both are a 6 then recruit a ganger for free). Territories drawn randomly are:
Promethium cache: 3 gangers get incendiary charges for free, ammo checks for blaze weapons are rerolled
Wastes: If challenged during occupation, you may choose which territory is at stake, if challenged during takeover then challenger must make Int check with leader or be ambushed
Workshop: Outlaw: D6x10 income, Law abiding: may recruit ammo-jack for free
Collapsed Dome: between 2D6 and 6D6 income but if any number appears more than once then 0 income and random fighter gains lasting injury
Refuse Drift: 2D6x5 income but random fighter misses next game on a double. Cawdor +1 Rep, no penalty on double
Corpse Farm: D6x10 income for every deleted fighter in preceding battle (either side). Cawdor: +1 Rep, 2D6x10 rather than 1D6x10 income
Bone Shrine: 2D6x5 income Cawdor: +2 Rep and 4D6x5 income
Drinking Hole: +1 Rep, any fighter may reroll a Cool Check but then are -1 to hit anything. Delaque: +2 Rep, nominate 3 enemy fighters, they're at -1 for all tests and checks
Slag Furnace: D6x5 income, Goliath: +2 Rep, recruitment as per settlement (see above)
Fighting Pit: May recruit 2 Hive Scum Goliath: +2 Rep
Smelting Works: D6x5 income, Goliath: 2D6 x5 income instead (2D6x10 if also own a slag furnace)
Tunnels: 3 fighters may deploy as reinforcements further on battlefield (see p179) Orlock: +1 Rep, 6 fighters not 3
Toll Crossing: D6x5 income Orlock: Always has priority round 1 (and other gangs can pay 20 credits for the privilege)
Generatorium: Can cause pitch black during any priority phase, pitch black ends on 5+ during end phase Van Saar: +1 Rep
Archeotech Device: Any number of weapons may be given Unstable and Blaze/Radphage/Seismic/Shock Van Saar: +2 Rep, give two of the traits not one.
Tech Bazaar: D6x10 income, possibility of free equipment (see p181) Van Saar: +1 Rep, 2D6x10 income if also own an archeotech device
Promethium cache Rob*
Wastes
Workshop Andrew
Collapsed Dome Jonny
Refuse Drift
Corpse Farm Andrew
Bone Shrine Andrew
Drinking Hole Aiden
Slag Furnace Richard
Fighting Pit
Smelting Works Richard
Tunnels
Toll Crossing Jonny
Generatorium
Archeotech Device Norman
Tech Bazaar Jonathan
Use Yaktribe and use the 2018 rules with “House of …” lists rather than the GOTU (Gangs of the Underhive)
400 credit limit - try to take 3-4 gangers.
Games will be played on 2’x2’ boards with terrain on one level
The idea is to see what works and what doesn’t when you’re picking your main gang so pick a variety of weaponry.
There’s nothing to stop you drawing up a couple of lists. Chances are you’ll get more than one game in. With such small games, one roll of the dice will make much more difference as well.
I’d recommend
A leader with one loadout (go close combat or ranged but not both)
A champion (or other special fighter) with the opposite type loadout to your leader
2 gangers or Juves with something fairly basic e.g. shotgun or pistol and knife.
Remember that leaders and champions start with one skill (write their rules on your cards to save looking up)
Print the gang cards rather than the sheet (or using a device) you’ll be annotating them!
Here are a couple of examples (Van Saar are expensive compared to other gangs so I’ve gone slightly over!):
https://yaktribe.games/underhive/gang/van_saar_mini_gang.682915/
Squats are also expensive (I don’t know if Yaktribe is up to date either)
https://yaktribe.games/underhive/gang/squat_mini_gang.682916/
Delaque
https://yaktribe.games/underhive/gang/delaque_mini_gang.682917/