N18 Benji's Cawdor Gang - advice!

Bennjjii

Juve
Jun 24, 2020
18
54
18
www.instagram.com
Hello hello!

I'm hoping to scrounge a bit of advice!

I've been labouring away making various cawdor models without a huge amount of thought to loadouts or gang composition. I've done a bit of research on here and various Reddit threads to get an idea of what is recommended.

I'm sort of looking to build a list that balances sound playability, but with fun development too.

I like the idea of running Path of the Doomed, as the sort of feedback loop of constantly summoning more gang members really tickles me. I read about people sneaking in gang members with grenade launchers into these incoming groups on unexpected table edges that can really mess with enemy tactics - so anything that resonates with that form of playability is great.

I've also read several lists and guides that suggest having the leader with a glaive, defending a core of long range fire power whilst a horde of juves and combat gangers take all the flak.

The current list I was thinking of was -

Leader with Glaive & Autogun (if that combo is legal) - 170

Champ with long rifle - 120
Redemptionist Champ with Grenade Launcher - 155

2x Gangers with Bluderpoles - 190
1x Redemptionist Ganger with Autogun & Exterminator - 80

8x Juves with an assortment of pistols and combat weapons (I'll arm them collectively to be about 280)

That comes to about 995, and is 16 guys.

I'd originally thought of 10 juves, but swapped two to have an extra ganger - the logic being the ganger may actually take some guys out!

Any thoughts or advice would be appreciated. I'd love to have a lunatic with an eviscerator in there, and have models with the big crossbow and a heavy stubber too just waiting in the wings!
 
Hello hello!

I'm hoping to scrounge a bit of advice!

I've been labouring away making various cawdor models without a huge amount of thought to loadouts or gang composition. I've done a bit of research on here and various Reddit threads to get an idea of what is recommended.

I'm sort of looking to build a list that balances sound playability, but with fun development too.

I like the idea of running Path of the Doomed, as the sort of feedback loop of constantly summoning more gang members really tickles me. I read about people sneaking in gang members with grenade launchers into these incoming groups on unexpected table edges that can really mess with enemy tactics - so anything that resonates with that form of playability is great.

I've also read several lists and guides that suggest having the leader with a glaive, defending a core of long range fire power whilst a horde of juves and combat gangers take all the flak.

The current list I was thinking of was -

Leader with Glaive & Autogun (if that combo is legal) - 170

Champ with long rifle - 120
Redemptionist Champ with Grenade Launcher - 155

2x Gangers with Bluderpoles - 190
1x Redemptionist Ganger with Autogun & Exterminator - 80

8x Juves with an assortment of pistols and combat weapons (I'll arm them collectively to be about 280)

That comes to about 995, and is 16 guys.

I'd originally thought of 10 juves, but swapped two to have an extra ganger - the logic being the ganger may actually take some guys out!

Any thoughts or advice would be appreciated. I'd love to have a lunatic with an eviscerator in there, and have models with the big crossbow and a heavy stubber too just waiting in the wings!

This is greatly unbalanced in my opinion. But more importantly are you using house of faith or some older material?
 
Uh oh! Too many Juves?

I was using House of Faith!

Yeah and I advise you to balance your options with the article of faith in mind. Prospect can be important. Depending on the campaign and your local gaming community their walker can be important too.

The article of faith will have an impact on your choice between Cawdor and redemptionists.

Some of them provide the extra body you seek and some tactical card too.

You also have alliances to bolster your number.

Most importantly you have fuc...g bomb rats
 
I was tempted by the bomb delivery rats! But I didn't want to repurchase them each game - and figured a detonating Juve may give more options!

I hadn't considered the difference between Cawdor and Redemptionist articles of faith (I'll need to re-read).

By balance - can you offer any recommendations?
 
I was tempted by the bomb delivery rats! But I didn't want to repurchase them each game - and figured a detonating Juve may give more options!

I hadn't considered the difference between Cawdor and Redemptionist articles of faith (I'll need to re-read).

By balance - can you offer any recommendations?
I m working on it. I need a few precisions. Is it for a campaign or skirmish. If it's for a campagne Wich one?
 
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Thanks!

It's a custom campaign my friend is running - and I have no idea about any of the details - other than there will be territories at some point! We're a group of new players - so I'm happy to keep the playstyle broad enough to try things out! I think they will generally be small and elite, so the hoard option seemed like a fun response!
 
I was tempted by the bomb delivery rats! But I didn't want to repurchase them each game
Wait. Do bomb rats need to be re-purchased every scenario? Are they one-use only wargear? If so, I missed that in the House of Faith. I thought that - like most of the grenade types you strap them to - they were a replenishing supply after each scenario.
 
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Wait. Do bomb rats need to be re-purchased every scenario? Are they one-use only wargear? If so, I missed that in the House of Faith.I thought that - like most of the grenade types you strap them to - they were a replenishing supply after each scenario.
that's was my thought too.

A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade
and cannot use them for the remainder of the battle.

P 312 of the 2023 Core Rules book.
 
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Thanks!

It's a custom campaign my friend is running - and I have no idea about any of the details - other than there will be territories at some point! We're a group of new players - so I'm happy to keep the playstyle broad enough to try things out! I think they will generally be small and elite, so the hoard option seemed like a fun response!

So here is my opinion on a gang that i absolutely hate. Hope it's helps.

First Thing to keep in mind Necromunda unlike other games has several phases and can be won in the before phase and the after phase as well as the fight itself.

Second point since you have a mundane gang, I didn’t study the possibilities of a chaos or genestealer corrupted Cawdor Gang or an ash wastes Cawdor gang or in hive secundus.

Part one: the number of members in your gang doesn’t always equate to the number you can deploy but you should outnumber your opponents most of the time anyway. It’s more about your ability to either have the right tool or discard a damaged fighter instead of fixing him.

With that in mind, this a list that helps bolster your number.

Settlement (Ace of Diamonds), if you roll 1d6, it’s a free juve. If you roll 2d6, it’s a free ganger. But it’s Random. Worry not, Visit the market as many times as you can with 60 credits and search for a isotropic fuel rod. It will transform any territory in a settlement.
Workshop “seven of diamond” provide a free ammo jack. Might not be you priority but the key word here is “free”.
House Cawdor gang tactics ( 35/36 ) apostates gives :

Your gang may immediately recruit up to three Cawdor Bonepickers. These fighters are recruited for free but will leave the gang at the end of this battle. Each fighter is equipped with a fighting knife and either a reclaimed autopistol or a cleaver (controlling player’s choice).

These fighters are not counted towards your maximum Crew size – they are taken in addition to your starting crew. If, during the End phase of any round, a Cawdor onepicker recruited as part of this gang tactic is not within 6" of a friendly House Cawdor Champion or Leader, it immediately goes Out of Action.

Cawdor house favors:

6-8 Scrap Shipment: The gang receives a shipment of cast-off weapons and wargear. The player’s gang immediately gains 2D6x10 credits worth of weapons and Wargear chosen from either the Cawdor Brethren Equipment List if the gang is Law Abiding, or the Redemptionist Brethren Equipment List if the gang is Outlaw. Any credits not spent on these weapons are lost.
So not to add members but to fund them.
9-10 Blessed of Cawdor: A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place. The gang gains a Juve who has the Gang Leader special rule. For the duration of this Campaign Week, or until this new Leader is killed, the gang’s actual leader loses the Gang Leader special rule. This Juve and their equipment is free, i.e., the gang does not pay any credits from their Stash to hire this Juve.
One more juve but it’s very Weird.
Articles of Faith

Path of doom:
If the Threshold test to invoke this Article of Faith is passed, this fighter may forfeit their actions for this activation to add D3 extra Cawdor fighters to the battlefield (these must be fighters belonging to this fighter’s gang who were not part of the crew for this battle). These new fighters arrive immediately and are deployed with Ready markers, touching the battlefield edge closest to this fighter, but not within 9" of an enemy fighter.
However, should the Threshold test be failed and this Article of Faith not be invoked, one randomly determined fighter belonging to this fighter’s gang that is not part of the crew for this battle is immediately taken Captive by the enemy gang.
Part Two: Preserving the number

Part Two: What to choose.

Some players favor Redemptionist and other Cawdor. I personally prefer the Cawdor. My reasoning comes from the question who has access to what.

So let’s compare.

Cawdor: Word keeper (Leader), firebrand (champion), Brethren (ganger) polearm with a shooting or greatsword or polearm. Yes a lot of this are unwieldy but you can invest on items that balanced that out like suspensor if you choose. Bomb rats. The idea is to have a weapon that have the versatile trait and can shoot. You will just have get a stub gun as a back up weapon or latter ways to immobilize your opponent with gunk bomb, or web or other equipment. A opponent kept at distance in close combat thank to the versatile trait have less chance to hurt you in return unless he also have a versatile weapon.

Bone Picker (juve) No versatile weapon but a flail can entangle. Bomb rats.

To optimize Rats Bomb

Piety Skills
Lands of Rats: Friendly Juve (or Prospect) fighters that are within 12" of this fighter and can draw line of sight to them may apply a +2 modifier to their Cool checks and Willpower checks. Rats, including Necromunda Rats, Bomb Delivery Rats and any rats that feature in a battle due to a scenario or environment special rule, that end their movement within 3" of the fighter are immediately moved by the smallest amount possible so they are at least 3" away from the fighter.
Redemptionist:

Redemptor Priest (leader), Redemptionist deacon (champion), Redemptionist Bethren (Ganger), Zealots (Juve).

All have access to the Eviscerator (template and versatile) but none has access to Bomb Rats.

Part 3 Other things…

Pets may be important or not for your gameplay.

Armor: May be counter intuitive at first but putting a cheap or armor like mesh on a cheap fighter may save his life and thus you can expand your number slowly.

Hanger on and Brutes both the hive preacher and the flagellator may be interesting. A slopper is cheap and useful. Avoid the Stig Shambler far too expensive and die quickly. He is bad carnifex distraction.

RATTUS TATTERSKIN, HIVE SCUM is a cheaper heavy stubber with some interesting rats related abilities.

Thinking outside the box. Tech merchant 80 points for you from the book of artifice can help fund your horde. Anything that give you access to the fixer skill like MNEMONIC INLOAD SPIKE 100 CREDITS – ILLEGAL (12).

Suspensor or full servo harness or partial servo games if you don’t mind the penalties can be a good investment in the long run if you have a lot of unwieldy weapons.

A lot of these advice are made with the idea that you plan for a long campaign where your ganger and juves will mature and matter.

Alliance: the rogue factoria provides five hive scum and a free ammo jack. The corpse harvesting party may be interesting too but I favor the former. I m not a fan of the noble House Ko’iron but it’s up to your taste.

I will not recommend reclaimed weapon. They maybe cheap but the economy doesn’t compensate the drawbacks of bad ammunition checks and limited ammunition option. You already have plenty of cheap things.
 
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Wow! Thanks for putting all of that Beebopalulla!

I'll process it all and have a think!

The non-disposable nature of bomb-rats is a big plus - and considering how I can game the campaign-level stuff is really exciting (I really need to read up!)
 
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