I haven't really gotten my hands on the main rule book to see how close to necromunda the game actually is, but my local store is having a launch party and possible campaign, and I am looking at fielding tau. My biggest gripe as with many people is the lack of options, especially considering if I remember in Old Necromunda, the gangs may not have started with all the gear they had access to, but could eventually gain the gear through play, such as better armor saves. I remember most gangs didn't even have armor to start, because it was pricy, nor did they start with even gear at al, not even a combat knife.
So granted we get access to armor and knives to start on everyone, but I am a bit curious why the leaders have to cost to much compared to a basic trooper when they got nothing bonus to start. Even a bumb to leadership, or extra attack could have justified the extra cost. Sure they get access to the extra skill trees, but that surely can't justify 80 points worth if they don't start at least with one skill. This is the same for many of the other factions, as the leaders get a major points bump with no real benefits other than the access to more skill trees, and maybe access to more gear.
As for the factions, I am not saying I wanted all my troops to start with the better armor, but it would be nice to have an option for it, later down the road. Same for wargear, they should have granted access to other special weapon upgrades, at least the pulse rifles, just make them more expensive, and the carbine doesn't feel like it should reflect in the game either. Even acess to the flamer, fusion guns, and plasma rifles would have been nice, because that would encourage conversions, thus making more sales since they can't use the options in normal games and many players would be given incentive to invest in more models to field those options.
So with all that being said, I will still play it and hope they fix the extra factions because it seems the 3 in the rule book that aren't for free are more developed and well thought out factions compared to the rest.
So i was thinking, what do you guys think about starting the game out with a specialist who only has a pistol to start, since the upgrades for the rail rifle and ion cannon are so expensive. The idea is to go ahead and take the extra specialist with a pistol to start so later after a few games I can just buy a specialist weapon for him later down the road, and then I have a spare weapon for him later on. My main reason was to save some points so I could get the drones to start, and since the max starting team is 10 with drones counting, by not taking the rail rifle saves me some points to spend on the drones while trying to keep the pathfinders at a minimum, of mostly just a body and carbine to start, with just the ion rifle on the first specialist. Just was wondering what you guys thought of that for a starting plan. My list includes I think 2 recruits, 2 specialist (1 with ion rifle, other with pistol), a leader, 1 recon drone, 2 pulse accelerator drones, and 2 troopers, with all having carbines except the specialist.