N18 1st Delaque team, any tips?

YakkaMakka

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Aug 18, 2023
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Hi, first post all, after countless hours reading, mostly here, here is my first Delaque Gang, would really appreciate a once over with thoughts, pointers, tips, etc..., thanks all :)

Master of Shadows- plasma gun, las pistol, mesh, - overwatch... 225
champion - web gun, mesh, infiltrator..225
SC - Nacht ghul - serpents fangs - spring up, mesh...215
Ghost specialist - long rifle - infrasight - , mesh...120
ghost - lasgun... 40+15 = 55
ghost - auto gun... 40+15 = 55
ghost - auto pistol... 40+15 = 45
shadow - autopistol 25 + 5 = 30
shadow - stub pistol 25 + 5 = 30
 
Its decent, id consider dropping the las pistol on your leader so you can give that pistol armed ganger a proper autogun, but other than that the gang looks solid enough.

I presume the plan is to eventually spring for web pistols on the juves so they can run up and act as a second wave for the infiltrators?
 
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Thanks for the input, good spot on the weapon swap my experience with Necromunda so far is two Nacht Ghul models complete and about 20 hrs reading mostly forum stuff (not much lol).. My goal it's to do similar to what you said, you have put it way more succinctly, I was thinking general close combat capability but you have pointed out the web pistols for Juves. Which gives me a fab path going forward with these. So now...... I can get modelling with the rest of the Gang. Then I'll probably be back with some Escher type questions for that build, anyway thanks for the pointers much 👍
 
I'd be careful with infiltration on your leader. He's the one model you cannot replace and having him isolated behind enemy lines has a number of issues:
* not a lot of group activation potential.
* vulnerable to focused fire.
* vulnerable to close combat.

I personally like sprint on my leader as a soft form of infiltration--he's fast enough to get where he needs to go. It even offers some "fake out" opportunities. i.e. your opponent thinks you're going one direction only to have you reposition to go somewhere else.

Other popular choices are:
* spring up
* overwatch (though I like a more active leader)
* dodge

I personally like the flavor of psychoteric whispers, but they are lack luster in most people's eyes.

You avoid the 2x pistol trap on juves. Good job.

Over all the list seems fine. Don't be afraid to make mistakes and learn what works for you.
 
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Thanks for your feedback, My leader has overwatch, did you mean 'Champion'? ... thanks for bringing my attention to sprint, spring up and dodge will definitely be reading further on this :) ... also im intrigued about psychoteric whispers more reading ;), again your feedback is much appreciated.
 
Thanks for your feedback, My leader has overwatch, did you mean 'Champion'? ... thanks for bringing my attention to sprint, spring up and dodge will definitely be reading further on this :) ... also im intrigued about psychoteric whispers more reading ;), again your feedback is much appreciated.
Apologies, for some reason I thought the leader had infiltration.

Infiltration is fine on a champion, just be careful not to "use them as a grenade"--do a big attack only to be gunned down afterwards. Be patient and wait for the best time to strike.

Also glancing at your lists again (hopefully I read it right thing time) you could free up some points by dropping the mesh on your specialist sniper. They should be fairly safe with the extreme range of a long rifle.

If you drop the las pistol on the leader and the mesh on the specialist, you can upgrade that poor auto pistol ganger to a shotgun.
 
I wouldn't get too obsessed with optimizing your list. (Necromunda isn't really meant to be played with hyper optimized, competitive builds).

Make mistakes and have fun.
 
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I noticed you have a autopistol on your second ghost costing 15 credits. Delaque get them at a discount, cost is 5 credits I think, did you mean autogun? Also your price is wrong for that ghost at 45.
Your list looks solid. Personally I would take a shivver sword over the serpent claws as it is cheaper, still pretty darn good, and just looks awesomely cool. Also I would hold off on the specialists infrasight, although good pick for later if you plan are pitch black and smoke trickery, that should free up enough credits for another body bringing you to the 10 person crew size common to many scenarios and forestalling bottle checks a bit longer or a few suits of mesh to keep your baldies around a bit longer initially.
 
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In regards to your freaky fish mind powers. These require careful reading and depend on your opponents a lot.
Many of the seemingly good powers require your opponent to fail some sort of opposed check usually willpower. If you face high willpower gangs those choices have diminished use. Others require no opposed check so great.
The range of the powers can be a issue as well. Even with fellow crew whispering, thankfully that requires no additional actions, a 3" range power or even a 1" one has a very hazardous range. Some powers are even double actions so actually pulling them off is tricky and risky.
Either they can give your leaders and champions a situational tool to add to thier mundane skills and equipment that is nice to get but not essential or you go full hog on a psychic prospect.
The Psy-geist only has one wound and poor combat stats so is fragile up close which is where the short range of many powers force them to be. They are fairly fast, even more so with the harness, so can be good objective grabbers or opportunistic fighters. The harness gives them a fairly nasty weapon but they are still a one wound attack fighter. People may rail against their 8+ will but willpower upgrades are cheap and easy. One often overlooked ability they have is the ability to have a horde of five pets
Yes they may be expensive but planting five tentaclely monsters on the table can freak out your opponent all by it self and when they smash your poor prospect three spelter seismic strikes can dish out some revenge. Plus the worms greatly expand your powers range.
If you go down the powers route do not neglect you regular gang. They need support to open the opportunity to use the power. Your piscean brute can also take them which is a nice bonus. They come with Paired weapon that can give you ten attacks on the charge. Pair that with a overseer order and the eternal slumber power and you can take out eight gangers in one charge. Seriously I pulled that off once.
 
I wouldn't get too obsessed with optimizing your list. (Necromunda isn't really meant to be played with hyper optimized, competitive builds).

Make mistakes and have fun.
I'm all about this, I'll be playing myself so it's a sandpit for me :)
 
In regards to your freaky fish mind powers. These require careful reading and depend on your opponents a lot.
Many of the seemingly good powers require your opponent to fail some sort of opposed check usually willpower. If you face high willpower gangs those choices have diminished use. Others require no opposed check so great.
The range of the powers can be a issue as well. Even with fellow crew whispering, thankfully that requires no additional actions, a 3" range power or even a 1" one has a very hazardous range. Some powers are even double actions so actually pulling them off is tricky and risky.
Either they can give your leaders and champions a situational tool to add to thier mundane skills and equipment that is nice to get but not essential or you go full hog on a psychic prospect.
The Psy-geist only has one wound and poor combat stats so is fragile up close which is where the short range of many powers force them to be. They are fairly fast, even more so with the harness, so can be good objective grabbers or opportunistic fighters. The harness gives them a fairly nasty weapon but they are still a one wound attack fighter. People may rail against their 8+ will but willpower upgrades are cheap and easy. One often overlooked ability they have is the ability to have a horde of five pets
Yes they may be expensive but planting five tentaclely monsters on the table can freak out your opponent all by it self and when they smash your poor prospect three spelter seismic strikes can dish out some revenge. Plus the worms greatly expand your powers range.
If you go down the powers route do not neglect you regular gang. They need support to open the opportunity to use the power. Your piscean brute can also take them which is a nice bonus. They come with Paired weapon that can give you ten attacks on the charge. Pair that with a overseer order and the eternal slumber power and you can take out eight gangers in one charge. Seriously I pulled that off once.
This is definitely something to look into after my first few games, its on my list of to do's to get a bit of knowledge about these powers and more so experience. I'll use your post to reflect on when I'm up to speed, thank you.