Tactics in the game of Necromunda
Free advice - it may be worth only the price you pay for it...
About flamers and exterminators...
Flamers are nasty. You never need to roll to-hit and since they are strength 4, they wound 67% of the time. But they have their weaknesses. One of them is the fact that a flamertemplate is only 9 inches long. It should be possible to shoot the flamin' bastard before he/she gets close enough to use the flamer. BUT! As this is a weapon that automatically hits, you MUST roll an ammocheck. This might be fun in a gang of Van Saars with more Armorers than brains, but the local Eschers fail their ammocheck half the time when using flamers. Not to mention the possibility of an explosion... Once the ammocheck is failed, you are basically carrying around a weapon that is more expensive than a boltgun... and as useless as an empty Boltgun in a close combat. And when you have used your flamer, close combat is going to commense soon after...
One of the greater problems when fighting Redemptionists is that they all have Exterminators. This is essentially one-use Flamers. As the Exterminators AUTOMATICALLY fail their ammo-check, all Redemptionists HAVE to make an explosioncheck the second after laying down that template. In 1 out of 6 cases, that will bring an explosion, if I remember correctly! BUMMM! And the Exterminator will then give a Str. 3 hit to the poor guy using it - oh, and he can start burning as well. Once the Redemptionists have seen that possibility, they will not love their Exterminators quite so much...
About Spyrers
When you are playing Spyrers, your greatest problem is the fact that you have only 4-5 men - and when/if you loose one, you have lost a large percentage of your gang. To make the best of your Spyrers, you need to be the Underdog (which you generally will be, as they do not have extra equipment, so your gangrating is going to be 1000 points plus experience.) When you are the Underdog, the chance of choosing the scenario is pretty good. Now this is the important part - choose scenarios that you can win. I would choose Hit and Run scenarios almost all the time, because these scenarios are so ridiculously easy to win. In most cases, that is. Usually the attacker wins - and the scenario gives 10 XP per attacking raider for winning. Not very fair, but let's admit it - we do not play Necromunda to be fair - we play to win. (And have a good time...)
To quote Jes Wulfsberg Nielsen:
A Spyrer is always the center of his personal 4th of July. They simplycan't fight a decent gang fight: With so many shooting at them, they'll endup dead sooner or later, no matter how good they are.
About Heavies (from Simon Day)
Heights are dangerous places for heavies - they tend to take falling very seriously... Why not purchase that wonderful piece of equipment for your heavy: a clip harness - that will help to prevent you falling off.
Personally, I tend to place the Heavies on level 2 or 3 as well making sure they have as wide a field of fire as possible. If they're behind cover, then so much the better, but the clip harness can really annoy your opponent when they think he's about to take a tumble.
If you've got two heavies (or even one heavy and one well armed ganger/leader), why not use the "move one, shoot with the other" technique to move them down the field. As long as they have an overlapping fields of fire, then they tend to be Ok. The problem that most players seem to have (as far as I've found anyway) is that they put their heavy in one position and leave them there. Once they're installed, the opposing gang just avoids that area, making the heavy pretty useless. Keep him moving around (even better with the Bulging Biceps skill) and they'll get a better kill ratio.