N18 Delaque advice - first attempt at a gang

Pioneer85

New Member
Aug 25, 2024
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Hi guys,
this is my first attempt at a gang in several years.
The premise is simple, don't plan to fight the enemy gang but instead attack the opposing players mental health and sanity….

The gang is split into two teams:

Assault Team
The leader and champion both with infiltrate and special weapons. Headache inducing, mean spirited, problematic and annoying.

Support Team
Shotguns, long-rifle, web pistol stiletto knife Gangers and Juves. Push into the center of the board, hold potions, take objectives, flank etc

My Nacht-ghul is used to hit separated fighters but also acts to increase tension, putting pressure on the opponent not to leave vulnerable and valuable targets alone.



Golden Thread – Delaque – 1000 cr


Master of shadows (infiltrate) - 235cr
Meltagun
Planned Upgrades – Armour, web gauntlet, flechette pistol

Phantom (infiltrate) - 185cr
Plasmagun
Planned Upgrades – Armour, web gauntlet, flechette pistol

Nacht-ghul (Spring Up) - 200cr
Serpents fangs
Planned Upgrades – Armour, grapnel launcher

Ghost Specialist - 70cr
Long-Rifle
Planned Upgrades – Infrasight

Ghost – 70cr
Shotgun

Ghost – 70cr
Shotgun

Shadow – 105cr
Web Pistol

Shadow – 65cr
Stiletto knife, Stub gun, Smoke Grenade
Planned Upgrades – Chem synth


Credit to BranBuccarcher for the meltagun, flechette and web gauntlet leader and champ Infiltrators… Evil idea brother *malicious chuckle*

Concerning Armour, it maybe a bad idea to run around naked... but chicks dig scars, nobody lives forever and God loves the Brave..
In all seriousness a 5+ save with all the AP flying around is next to worthless imo, nice to have but 45ish credits is better spent on dakka.

Any help or ideas would be appreciated. Also any fun or ridiculous suicidal juve profiles will be very welcome .

Pioneer
 
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The routine work day weapons, the Lasgun, the stubcannon, the Autogun their pistols and the shotgun all lack AP. Unless you face exclusive Corpse Grinders you will face a lot of weapons AP - weapons. Even mesh gives you significant protection against them. A solid shot shotgun can take out a unarmoured champion in one shot.
I would not neglect armour on your heavies.

Personally putting all your heavy hitters up front infiltrating or popping up with the Naght ghul puts your support team in a vulnerable position. They lack a lot of damage power (your champions and leader do most of the heavy lifting in Delaque).
If your opponent also runs infiltrators you may find a lack of real staying power, even a single phantom with a good gun. Infiltrating Unborn Stimmers or a Tunnel using Orlock squad are things. Also fast gangs, like Esher and Corpse Grinders can just run like the wind, leave your infiltrators in the dust and carve through your support team. Even a single phantom marshalling the troops does a lot holding the main gang together.
 
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The routine work day weapons, the Lasgun, the stubcannon, the Autogun their pistols and the shotgun all lack AP. Unless you face exclusive Corpse Grinders you will face a lot of weapons AP - weapons. Even mesh gives you significant protection against them. A solid shot shotgun can take out a unarmoured champion in one shot.
I would not neglect armour on your heavies.

Personally putting all your heavy hitters up front infiltrating or popping up with the Naght ghul puts your support team in a vulnerable position. They lack a lot of damage power (your champions and leader do most of the heavy lifting in Delaque).
If your opponent also runs infiltrators you may find a lack of real staying power, even a single phantom with a good gun. Infiltrating Unborn Stimmers or a Tunnel using Orlock squad are things. Also fast gangs, like Esher and Corpse Grinders can just run like the wind, leave your infiltrators in the dust and carve through your support team. Even a single phantom marshalling the troops does a lot holding the main gang together.
I agree it's a risk, however the other choice is to stand up and slug it out... and yes cgc and esher are going to out pace me running towards an anvil (and a webgun🤣🤣) with me chasing close behind and leaving their flank as tender as a virgins thigh.
The point of what I've planned here is to give me options and mind game the opposition into mistakes, do you want a meltaplasma sandwich 8" away from your expensive leader?
As you said it's a risk and we'll have to see how it plays out.
Thanks brother
Pioneer
 
I like it, full of sneaky shenanigans and creates problems for your opponent from turn one, he has to deal with the melta/plasma which is in his face turn one but he also has to worry about that Nacht Ghul showing up, but if he takes too long he gets a web pistol and a pair of shotguns adding to his woes.

Great list, do resist the temptation to be too aggressive with the melta, sometimes just lurking out of sight and creating a threat bubble is enough.

I would make buying armour a priority, sure there are models out there who will trivialise it but most of the weapons that will be shooting you, certainly in the first few games, won't.

If I was trying to make room for that I'd drop the smoke grenade and stiletto knife from the second juve, with a 5+ WS they won't be hitting much in melee, and all the models you want to be protecting with smoke have infiltrated forward anyway.
 
Phantom (infiltrate) - 185cr
Plasmagun
Planned Upgrades – Armour, web gauntlet, flechette pistol
This model wants to be a backline model rather than a front line model. i.e. their ideal operating range is 12+ inches. Infiltrate does give them ok access to sniper nests (provided those are positioned out of sight from your enemy when it comes time for infiltration).

Would it not be more effective to hang back and cover the advancing shotguns?

If you do want a forward position, why the plasma over something like a webgun?
 
Master of shadows (infiltrate) - 235cr
Meltagun
Planned Upgrades – Armour, web gauntlet, flechette pistol
I personally don't like infiltrating my leader, especially unarmored. i.e. it is going to die to a shotgun/autogun ganger.

Leaders are the one model you cannot replace.
 
I like it, full of sneaky shenanigans and creates problems for your opponent from turn one, he has to deal with the melta/plasma which is in his face turn one but he also has to worry about that Nacht Ghul showing up, but if he takes too long he gets a web pistol and a pair of shotguns adding to his woes.

Great list, do resist the temptation to be too aggressive with the melta, sometimes just lurking out of sight and creating a threat bubble is enough.

I would make buying armour a priority, sure there are models out there who will trivialise it but most of the weapons that will be shooting you, certainly in the first few games, won't.

If I was trying to make room for that I'd drop the smoke grenade and stiletto knife from the second juve, with a 5+ WS they won't be hitting much in melee, and all the models you want to be protecting with smoke have infiltrated forward anyway.
Thanks storm, I will think about dropping the gear on the juve for two sets of armour. The plan was to use the juve as an additional threat flanking with the web pistol and putting pressure on advancing units but you're probably right some defence is clearly better than none at all 😄
Pioneer
 
This model wants to be a backline model rather than a front line model. i.e. their ideal operating range is 12+ inches. Infiltrate does give them ok access to sniper nests (provided those are positioned out of sight from your enemy when it comes time for infiltration).

Would it not be more effective to hang back and cover the advancing shotguns?

If you do want a forward position, why the plasma over something like a webgun?
A gun line relies upon superior fire power, Sacrificing manoeuvrability and forcing a stand off. However my plan is to surround the enemy, control movement options and engage from all sides. Pressure and violence of action destroying unit cohesion and carrying the day. Well that's the plan anyway 😁
You can see that all of the weapons chosen are str 4 or greater with lots of damage. The plasmagun is useful for it's close range bonus and rapid fire negating cover with an aimed shot, this protects the leader with the meltagun.

Melta brings fear to the table, I read a post here that discussed a melta armed leader moving slowly up the board. The fear of that weapon caused the opponent to bottle...
Heart of the Storm cautioned me not to be aggressive with the leader and I fully agree, but it's a one shot one kill weapon and it should we very effective right up close.
Infiltration is also very interesting as it's useful in every battle. There is no reason you can't set up in a normal way and fight conventionally if needed, say against spyrers who with their double activation need careful handling.
But as you can see I like options and I will think about your advice.
Pioneer
 
Melta brings fear to the table, I read a post here that discussed a melta armed leader moving slowly up the board. The fear of that weapon caused the opponent to bottle...
Heart of the Storm cautioned me not to be aggressive with the leader and I fully agree, but it's a one shot one kill weapon and it should we very effective right up close.
For sure.

You just need to make sure you're not trading your queen for a pawn. If I saw an unarmored leader like that I'd throw juves b/t me and my important models, and or just overwhelm it with cheap models due to no armor.

In your leader's current state it dies to an autogun ganger.

BTW a melta gun doesn't need to be in melta range to kill most things. S8, D3, AP -4 kills most things regardless if it's in melta range or not.

I'd argue switching the roles of your phantom and master of shadows would be the superior setup. Leader gets to stay safe with the plasma gun, and the phantom can be a bit more aggressive with the melta.
 
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Huge Samples give excellent advice Re: the Melta Gun. I'd also suggest giving the Melta Gun fighter Hip Shooting rather than Infiltrate; you want that fighter to be able to pop out from behind cover or other fighters and melt faces, not trapped out front, unsupported. The fighter is too expensive to just trade him for one enemy fighter.
 
Huge Samples give excellent advice Re: the Melta Gun. I'd also suggest giving the Melta Gun fighter Hip Shooting rather than Infiltrate; you want that fighter to be able to pop out from behind cover or other fighters and melt faces, not trapped out front, unsupported. The fighter is too expensive to just trade him for one enemy fighter.
I am really grateful for all the advice guys, you all agree that armor on the leader and champ is the way to go and I will bow to your sage and well reasoned arguments 😀
Hip shooting sounds interesting and likely better and a more sensible choice but using it guts my plan. Two infiltratiors are much more threatening than one lone guy no matter how well armed.
Now we run out of actual valid objections to sensible advice...
"Big shiny gun painted gold goes ZAPP!!!"
My leader is getting the melta you're both right but still 😁 it's funny and unnecessary and I'm still going for it.
I also think that if i was asked to give advice I would say "leader with plasma, phantom with webgun and don't infiltrate.. " but "do as I say not as I do" etc

Thank you to Heart of Storm for your excellent advice,
I will change the juve as you suggested and get armor. The 5+ ws really hit it home for me, if I hit on a 5 I also save on a 5 🤔 thanks again.

Thanks also to Psyan and HugeSamples, providing sensible advice to a crazy ambush obsessed lunatic is a thankless task and you both have attempted to moderate my blood lust to good effect..

Thanks guys
Pioneer
 
Don't think hip shooting is an option nowadays...?
Hello Bran, your right hipshooting isn't possible. But I was infiltrating anyway 😁
Your comment is the inspiration for this gang, so thanks 😊
Could you link your list please, the one with the melta leader and plasma champion.
Also I was thinking of upgrading the leader with a long Las ASAP making him dangerous at every range. What do you think?
Pioneer
 
Also I was thinking of upgrading the leader with a long Las ASAP making him dangerous at every range.
I'd pick a range you want to operate at and equip accordingly.

i.e. if you are positioning to use the long las, you're not positioning to use your very expensive meltagun.

If you have both a long las and a meltagun, you don't have the weapon slots for 2x close combat weapons--pistols or otherwise (if you wanted to go that route).

Do you want to sit back and shoot? Or do you want to be up close (and probably still shoot ;))?
 
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Had deleted that one after the campaign had finished but give me a bit and I will do you an example ;)

Here's what I would take if going again with that idea.
 
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Tried doing 8 bodies using juves and the not being able to hit a barn door bs made life difficult...
Drop the web gauntlets and flechette pistols from your infiltrators and either the mesh armour of the specialist or the autopistol from the Nacht Ghul and you have enough for a web pistol armed juve. Gets you to 8 models withno need to worry about bad BS and it's another threat model your opponent has to worry about.
 
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