Brand new player, Orlock gang advice wanted!

Sep 18, 2015
40
69
18
Northampton, England
Hi all, as the title states, I am a brand new player to Necromunda.

My local club is starting a campaign next month and I am joining in. I have read around a bit and come up with the following list. Please can you look it over and give me some advice/criticisms? We'll be using the NCE rules with the Outlander supplement. We're also playing a house rule that there are no gang specific weapon lists, so any common weapon can be purchased.

Leader 120
Boltgun 35
Autopistol 15
Chainsword 25

Heavy 60
Autogun 20
Heavy stubber 120

Heavy 60
Autogun 20

Ganger 50
Lasgun 25

Ganger 50
Lasgun 25

Ganger 50
Shotgun - Man stopper shells 25

Ganger 50
Autopistol 15
Chain/flail 10

Ganger 50
Autopistol 15
Chain/flail 10

Juve 25
Autopistol 15
Chain/flail 10

Juve 25
Autopistol 15
Chain/flail 10

Totals 950 credits. I though I would save the last 50 just in case I need them.
 
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Looks like a solid loadout. There isn't anything wrong with what you've picked.

Personally I'd give a hunting rifle to the heavy stubber instead, as he'll be far from the action when his main weapon runs out of ammo. I'd also consider swapping one of the lasguns for a autogun to give you a bit of flexibility in the range brackets for getting a slightly longer short range in there. One last thing to consider would be upgrading your second heavy to an autoslugger.

They are all random personal preferences, and you could not change a thing and it would still be fine. I would mostly consider the hunting rifle backup of those 3 changes first though.
 
With 10 members, you are at the bottom of the income bracket (7-9, 10-12). While it isn't a massive issue (more models means more wounds and more shots), If you dropped one Juve, you'd be earning 10 more creds each battle, after washing income.

I'd buy two more Juves with that last 50 creds, and not bother giving them weapons, crazy lil meat shields wielding a single knife each...... but, yeah, I'm a filthy Scavvy player, so ignore me :-D
 
I second that about dropping down to 9 members. 9 or me is the 'Sweet Spot' for income and Bottle Tests. (8 Gang members means you take Bottle Tests when 2 are down, 9 Gang members means you test when 3 are down.)

Having 2 additional unarmed Juve's around is a double edged sword. True it gives you 2 more Gang mambers earning experience and if they team up with someone gives you that extra dice and +1 in Hand to Hand Combat, but they can also be put Down fairly easy which can lead to early Bottle Tests if you're not too careful. I'd suggest 'assigning them' to your 2 gangers with pistols to fight combat in Teams of 2.

Also I'd look at dropping the chains/flails on your existing Juve's, and maybe the Man-Stopper rounds on your Shotgunner, in favour of arming your additional 2 Juves with a pistol each. 2 extra shots per turn is 2 extra shots, and you'll find with your opponent hiding in cover you'll be needing a lot of 6's to hit, and failing a lot of ammo rolls (at least early on)

It's also sometimes worth taking an Underhive Scum early on. True they don't earn XP and have to be paid for each time, but they DON'T count towards your Gangs number for Income, they DO count towards the Gang number for Bottle Tests, and they come with some pretty good Skills, Stats and Equipment to start off with. I generally take one for the first 2 or 3 games of a campaign then drop them.

But then ... I'm a flithy Delaque player, so ignore me. = )
 
Thanks for your advice, I'll play a couple of games with and without the extra Juve and see how it goes.

My plan was to use the Juves as a bit of a distraction, team them up with the CC gangers and either try to flank/charge with them while the rest of my shootier gang members can set up shop in some cover.

All of you filthy players :p
 
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I like your attitude, especially sending a 'Tag Team' forward for combat. One of them will usually get shot, normally the Ganger as people see them as the greater threat. But let a Juve get to close range and suddenly his 5+ to hit become 3+ ... and he's got 2 attacks in H-T-H combat.

I run a basic Gun Line and Assault Line. Half the gang hold back and shot the shi ... begeezes out of my enemy, whilst the other half sneak in to take objectives or take out the enemy. Even when using Esher I use this tactic.
 
As an alternative you may want to hold off on Heavies and Juves in starting your gang. They cant collect income from territories and you need at least 5 Gangers that havent gone out of action even after your first game.

If you use Juves it may be better not to equip melee weapons just to cut down costs. Those Juves can be trial-and-error characters hoping to level up without too many serious injuries or bullet shields for your much more valuable Gangers.

If you do use melee weapons, the Sword is a better option as if actually helps to win combat resolution instead of increasing your strength if and only if you actually win.
 
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Working of a mix of the above suggestions, you could improve the combat gangers flail to a sword for 5 creds, upgrade a combat juve to a ganger for 25, drop the flail from the remaining juve for -10, then hire a 11th member (another juve), with just a knife for 25. Leaves you 5 creds remaining which could upgrade one of the remaining combat gangers flails to a sword (giving you 2 combat gangers with swords and one with a flail).

This gives you 11 members, plenty of gangers, but does eat up all your remaining creds (well bar 5 if you down grade a lasgun to an autogun), which could go towards a stubgun for the new juve and leave two combat gangers with flails.

Just food for thought :)
 
Change to Scavvies, get 37 of them, all armed only with knives :-D
 
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Quite off topic the way youve been going so Ill try to turn it into some useful advice.

If you run a House Gang I suggest you avoid any Outlaw missions as becoming an Outlaw isnt worth the risk. House Gangs lack any way to mitigate the drawbacks. they dont have the advantages Redemptionists, Scavvies, or Ratskins have.

Those gangs can have 90%+ juves , but House Gangs still have to be made up mostly of full Gangers. That can put you in a crunch as you wont be able to recruit anyone unless your Juves are being promoted often, and recruiting full Gangers is expensive on a Outlaw budget.
 
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Congrats on the win. If you wanted you could start a campaign log and do battle reports too, otherwise pics of the gang sounds great :)