N18 Building new Gangs at 1000 (or above)

Danny76

Juve
Jul 23, 2022
11
2
3
Hi all,

So I have delved into Necromunda, partly as a hobby it thing as I love the models, but I would quite like to make usable things for when I get to play.
This was mainly going to be an Orlock question, but I got a set of 10 Goliath and Escher for like £10 each so spreading out. And I also have gone in heavy with stl’s. So have a lot of options to add to them all, and a few other gangs if I go that route.
(For all the gangs I’ll have to look at the printable files and see if anything from the upgrade sprues are in there, as I don’t have any of those).

With Orlock, one of each box, so 18 to work with there, but of course only specific builds, though I am happy doing a bit of hobbling where needed to kit bash up something.

Are there any no brainer loadouts for these gangs? I’d rather not have to bother with magnetising arms etc, though it’s possible if needed.
Obviously for some, I want to look at building the big cool weapons and such, for cools and modelling/painting fun.

Any help would be appreciated, on any of the gangs.
My general gaming club isn’t an all out power game thing, so I don’t necessarily need optimum win only gangs, just competitive a bit at least :D
 

Vonvilkee

Gang Hero
Jan 7, 2018
897
691
108
Bellingham, Washington USA
Shotguns fit this mix. They have multiple ammo types therefore they can scale as needed. They are cheap enough to start with. Finally, even in their stock format give you a tool to deal with multi wound models.

Orlock specifically they have a skill to make a fighter hit better at longer ranges with them.

A note about sawn off shotguns, I don't model them as my play group considers them concealable like pistols. This is nice as they are niche and not likely to be a build to use in game much. We treat anything "concealable" like grenades for the wysiwyg (what you see is what you get) rules.

When building for cool models combined with the idea of a 3D printer, consider putting a magnet in the back of the model between the "shoulder blades" (mid back etc). Then print full guns sans hands and magnetize that. Let's you model a cool pose/story of equipment while still able to pop on a gun that makes them playable in the rules.
 

MrAndersson

Gang Hero
Sep 18, 2018
814
657
98
Halmstad, Sweden
Orlock sprues come with a lot of autoguns. You can easily make those into boltguns by replacing the muzzle. If your group isn't competitive at all, I would limit myself to one or two boltguns max, though.

You can do the same thing with autopistols, turning them into boltpistols. But with that conversion, you don't need to worry about being too cheesy.
 
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Ripper

Juve
Feb 27, 2016
16
16
18
Rogues Island, US
If you’re just looking for basic starting load outs, you could take a look at the Goonhammer starting gangs for each house. That will point you in a general direction so you can start building.
 

Danny76

Juve
Jul 23, 2022
11
2
3
Yeah that’s a good idea about magnet in the back actually. Never thought of that.

For Orlocks are there any “must have” items from the upgrade sprue/ book options that aren’t in their starter box?

Also, what is their most up to date book now? Did they get full new rules in Ash Wastes thing? Or still just the house of books like for everyone?
 

Danny76

Juve
Jul 23, 2022
11
2
3
Oh strange. I posted that ages ago.

For Escher I want to take some kind of melee hammer type one (or large weapon if they don’t use a hammer), as I have the Ghamak big fattie.
So I’ll do some las Guns etc. Got a file for Death Maidens (I don’t like the GW ones anyway)
 

Ripper

Juve
Feb 27, 2016
16
16
18
Rogues Island, US
The Orlock list was not updated in ash wastes (unless you are using vehicles). The upgrade sprue does have bolters, which are handy and many people use in their orlock gangs. The basic sprue has combat shotguns, which are the same points cost and just as useful.
 

Bodhigomo

Juve
Mar 30, 2018
46
32
33
Copenhagen, Denmark
Orlocks; autoguns are cheap and effective for your gangers, shotguns for your champs and leaders with shotgun savant. Get a couple of wreckers with autopistol and melee weapon, they good and highly mobile.
 

Danny76

Juve
Jul 23, 2022
11
2
3
As I get 4 wreckers to build, should I make up a little mix of options, presumably I wouldn’t be fielding 4 at once ever, so could make some options there.
Or potentially use two of the bodies as Gangers and spread out my weapon options etc..
 

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
10,935
15,544
283
Tilehurst, U.k.
Or potentially use two of the bodies as Gangers and spread out my weapon options etc..
I would say 3 or 4 wrekcers is good in a gang, but I really like the mobility they bring. Personally I have built one with a sawn off (I wouldnt reccomend, it was jsut a cheap loadout I wanted access to). I have build 2 more, one with flail and stub gun (flails are amazing for them), and the other with a plasma pistol and chainsword (chainswords are more expensive but also great for them). the blasting charge they get is also good to rocket in and make an impact. I've currently still not built my 4th as I'm waiting to see what I fancy during the campaign.

I would build at least one of the arms masters with the shotgun loadout, as its such a great utility piece.

Do NOT build the harpoon launcher from the main box. It is a bad gun due to its cost, and lack of damage. Otherwise, I would maybe build one (max 2) juve (greenhorn) load outs, as they are not good for an orlock gang, when a ganger is a tiny bit more and such a better piece. Autoguns, boltguns and shotguns are all good weapons (between 1 and 3 of each of those is fine.

For escher, if you want to use a hammer, power hammers/thunder hammer rules wise are good for a escher leader/champ. avoid 2 handed hammer (ie, a sledgehammer looking weapon), as they are really poor.

as others have said, a base or 2-4 lasguns will see you well. Avoid building the combi weapon (needle bolter) for the escher, it is also not a good weapon, although if you really like the mode, I would jsut play it as a bolter. there is many views on it, so be aware others will disagree, but I would suggest building a needle rifle wielder, as I like them as a fun thematic special weapon.

For both escher and orlock, converting/printing up a grenade laucnher and a plasma gun option also isnt bad (this would be a good one to magnetise, along with the needle rifle for escher), as you are likely to only have 1 or 2 special weapons in the gang until they progress a fair bit.

A heavy bolter on an orlock is a powerful choice, although it is possible a bit over powered depending on your group, so a heavy stubber might lose you less friends and still fufil the 'heavy' option for the gang.
 
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Danny76

Juve
Jul 23, 2022
11
2
3
I’ve also found some Imperial Guard weapon stl’s, so they’re about the right size to use for mixing up some options for the gangs which means I can really get some variance. Obviously no gang specific weapons or anything. But covers, plasma, Bolter, melts, Flamer, grenade launcher and pistols etc.
 

Danny76

Juve
Jul 23, 2022
11
2
3
So if I build for the Orlocks..
With what I have buildable and printable.

Leader; (unknown yet). Last spare model from Box available for this.
Arms Master; 1 Combat Shotgun. 1 Harness & Hammer.
Wreckers; 1 Plasma Pistol & Chainsword/CCW. 1 Stub Gun and Flail. 2 Auto Pistol And CCW.
2 Uber Dogs.

Gangers; 2 Shotgun, 2 Autogun, 2 Bolter.
1 Power Pick & Plasma Pistol.
1 Grenade Launcher/Plasma Gun magnetised.
1 Heavy Stubber.
1 Heavy Bolter.
1 Heavy Flamer.
1 Twin stub/auto pistol. 1 Stub Gun with CCW (Cool Saw, can be anything). 1 auto pistol with CCW (Mace thing). 1 Auto pistol.

(The last ones being prints (so I guess I could still switch out the gun perhaps).
With all that in my options, seems like it could cover a good amount of options and such. And I could do the magnetise Guns on backs options for some, especially those with just a pistol or whatever.
Have some good hanger on type models too for even more future customisation mid campaign or whatever, smuggler type, Rogue doc and such.

I guess also if I wanted to use any of those builds as what the leader would carry, I’d have a spare model to build up anything else too.
Haven’t looked at leader builds too much yet. So many options for them..
 
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spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
10,935
15,544
283
Tilehurst, U.k.
Looks like a nice mix. A few comments:
dont bother with a heavy flamer, and swap out the mace on the juve with... anything else. TBH a empty hand isnt the worst option for them. Or just a knife.

I like the mix of the rest of stuff, I suspect the pick/plasma pistol will be used as a champ (in case you are painting them any differently).
 

Danny76

Juve
Jul 23, 2022
11
2
3
Yeah originally a champ plan, or potentially could be leader and make something else for a spare champ or another ganger with the final model.

Is it better to make everything a normal ganger and No Juve at all,
 

Danny76

Juve
Jul 23, 2022
11
2
3
So playing about with Escher and using the recommendations so far.

What options are people liking in the main box?
Built 2 lasguns, maybe go up to 4.

Was gonna use one body magnetized with plasma gun/grenade launcher/needle rifle on back (maybe blade in hand so has something).

So five more to build.
Anyone make up the whip option?

I’ve got a Khimerix, 2 Death Maidens, power/thunder hammer (a leader/champ), Heavy stubber.

Main box items all available.
Needle pistol, needle trifle, stub gun, Melta gun and Melta pistol extra options over the base kit via Ghamak prints, in hands.

And possibly some options for like putting on the back strap. With other print possibilities, or converting into hands even.
 

almic85

Cranky Git
Oct 30, 2014
2,500
4,609
163
Palmerston, ACT, Australia
If you are limiting yourself to one box of gangers for each gang as a general rule I would say build out one useful close combat leader/champion, one heavy weapon leader/champ, two special weapon leader/champ/specialists and then fill the others out with a mix of basic weapons depending on what is available on the sprues. If you want to drop anything out of that list it would be the heavy weapons which are often over costed for what they do and are hard to fit into a gang, but are very fun.

I also recommend leaving at least one body for later as no doubt during the campaign you will want to build something specific.

For Orlock I would build
1x servo claw and plasma pistol (convert it by snipping off the sawn off and sticking on a plasma pistol)
1x plasmagun (needs the weapon kit or a conversion)
1x grenade launcher (needs the weapon kit or a conversion)
1x heavy bolter (again needs the weapon kit or a conversion)
2x boltguns (conversion or weapon kit)
2x combat shotguns
2x autoguns
(if you can I would drop one autogun and/or combat shotgun for an actual shotgun but it will require the weapons kit or a conversion)

If you have the Orlock specialist kit then build one of each arms master, two cheap wreckers (stub/autogun and knife/flail) and keep the other two wreckers to build something fun (hand flamer, chainsword, demo charge, whatever you think looks cool).

That gives you heaps of variety to build different gangs and gives you pretty much everything you will need (there aren’t any Orlock juves above because they are very, very bad).

For Goliath I would build
1x power hammer and stub/plasma combi pistol
1x renderiser (not the best load out but it is fun)
1x grenade launcher (and whatever other arm he comes with)
1x conversion of a heavy bolter or melta gun (both come in the weapons kit)
1x stub cannon (not the best los out but cheap and can fill in gaps)
1x shotgun (needs conversion or weapons kit)
2x boltguns (needs conversion or weapons kit)
2x stubgun and brute cleaver or stub gun and spud jacker (Goliath juves are actually useful if you want to build close combat fighters).

If you pick up the specialist box then build a Stimmer with two hand weapons (the box option isn’t the most cost effective but is a fantastic sculpt), one power saw (again not the most cost effective option but fantastic sculpt and very fun to play with) and then build whatever you want with the rest.

I haven’t actually used Escher so I will refrain from giving you advice on them other than that it is worth building a couple of cheap juves for them as like Goliath they are actually useful in close combat.
 

Danny76

Juve
Jul 23, 2022
11
2
3
If you are limiting yourself to one box of gangers for each gang as a general rule I would say build out one useful close combat leader/champion, one heavy weapon leader/champ, two special weapon leader/champ/specialists and then fill the others out with a mix of basic weapons depending on what is available on the sprues. If you want to drop anything out of that list it would be the heavy weapons which are often over costed for what they do and are hard to fit into a gang, but are very fun.

I also recommend leaving at least one body for later as no doubt during the campaign you will want to build something specific.

For Orlock I would build
1x servo claw and plasma pistol (convert it by snipping off the sawn off and sticking on a plasma pistol)
1x plasmagun (needs the weapon kit or a conversion)
1x grenade launcher (needs the weapon kit or a conversion)
1x heavy bolter (again needs the weapon kit or a conversion)
2x boltguns (conversion or weapon kit)
2x combat shotguns
2x autoguns
(if you can I would drop one autogun and/or combat shotgun for an actual shotgun but it will require the weapons kit or a conversion)

If you have the Orlock specialist kit then build one of each arms master, two cheap wreckers (stub/autogun and knife/flail) and keep the other two wreckers to build something fun (hand flamer, chainsword, demo charge, whatever you think looks cool).

That gives you heaps of variety to build different gangs and gives you pretty much everything you will need (there aren’t any Orlock juves above because they are very, very bad).

For Goliath I would build
1x power hammer and stub/plasma combi pistol
1x renderiser (not the best load out but it is fun)
1x grenade launcher (and whatever other arm he comes with)
1x conversion of a heavy bolter or melta gun (both come in the weapons kit)
1x stub cannon (not the best los out but cheap and can fill in gaps)
1x shotgun (needs conversion or weapons kit)
2x boltguns (needs conversion or weapons kit)
2x stubgun and brute cleaver or stub gun and spud jacker (Goliath juves are actually useful if you want to build close combat fighters).

If you pick up the specialist box then build a Stimmer with two hand weapons (the box option isn’t the most cost effective but is a fantastic sculpt), one power saw (again not the most cost effective option but fantastic sculpt and very fun to play with) and then build whatever you want with the rest.

I haven’t actually used Escher so I will refrain from giving you advice on them other than that it is worth building a couple of cheap juves for them as like Goliath they are actually useful in close combat.
Good info particularly for the Goliaths as I haven’t looked at them too much yet.
Yes the plan was for just one box, however with 3D printable files I have a few interesting options that I’ll be printing out, for coolness if not usefulness at least.

Sump Croc, brute big guy, a Stimmer of both melee and shooting options, some Juve like models in size (maybe as forge born, as there’s a saw one).

So I can definitely get a little something going there without adding in the specialist box, I think just no arc welders basically.