N18 Delaque advice - new player looking for a scary gang

montag

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Dec 13, 2022
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I'm brand new to Necromunda. I've convinced my little brother to get into the game with me, and we're both very excited to start playing. We're planning on playing a few skirmish games before starting into campaigns, and we figured a 1250 point gang would give us the chance to field a good number of well-equipped maniacs so we can get a good handle on how our gangs play and what to look forward to. I'm really excited, and I want to make sure I'm bringing my A-game to the table, cuz my little brother can be tactically brilliant. As the older brother, I must not let him beat me haha! So here's the gang I've put together. Please let me know your critiques, and obviously if I'm doing anything illegal. I still don't fully understand how all the crazy rules around psychics and skills work, so I'm sure I'm messing things up there. Also, we're not starting out with any house brutes or anything. Otherwise, I'd definitely take the squid brain! haha

Tunnel Snakes Gang Loadout Cards
 
Nothing I can see wrong rules-wise, however the list could be optimised to be stronger.

You have a lot of secondary weapons that could be shaved off to give you some credits to spend elsewhere, also things like smoke grenades on your gangers aren't useful in this list, your opponent is going to be focusing on killing your Nacht-Ghul and that nasty Melta-gun infiltrator of yours, not the stub/lasgun armed gangers running up from the backfield, save the credits and get your gangers some better weapons

Shotguns are solid weapons, throwing knives are cool and thematic but ultimately not very useful on a ganger who won't be getting all that close to the enemy.

Remember one of your gangers can start as a specialist, so that can be another way to get some bigger guns on the table, long rifle is a relatively cheap S4 weapon for example.

In terms of scary pieces, juves armed with web pistols can be nasty, they have a 6" base move so can cross the board quickly, are relatively cheap and with the template weapon, aren't bothered by their terrible BS, besides which Web weapons are really really nasty.
 
Nothing I can see wrong rules-wise, however the list could be optimised to be stronger.

You have a lot of secondary weapons that could be shaved off to give you some credits to spend elsewhere, also things like smoke grenades on your gangers aren't useful in this list, your opponent is going to be focusing on killing your Nacht-Ghul and that nasty Melta-gun infiltrator of yours, not the stub/lasgun armed gangers running up from the backfield, save the credits and get your gangers some better weapons

Shotguns are solid weapons, throwing knives are cool and thematic but ultimately not very useful on a ganger who won't be getting all that close to the enemy.

Remember one of your gangers can start as a specialist, so that can be another way to get some bigger guns on the table, long rifle is a relatively cheap S4 weapon for example.

In terms of scary pieces, juves armed with web pistols can be nasty, they have a 6" base move so can cross the board quickly, are relatively cheap and with the template weapon, aren't bothered by their terrible BS, besides which Web weapons are really really nasty.
Thanks for the reply! So maybe I’ll strip some of the secondaries off these guys and throw a web pistol and and/or grav pistol on some juves. Maybe a long rifle ghost specialist, too? That way I have a bit more long range table control to back up my nasties that are skulking around. I’m really interested in playing around with psych powers since it seems like they’re a new thing for delaque that offer some really funny and fun opportunities on the table. He’s playing Cawdor, which terrifies me cuz I know he’ll be bringing lots of models and flame templates. And rats haha.
 
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Thanks for the reply! So maybe I’ll strip some of the secondaries off these guys and throw a web pistol and and/or grav pistol on some juves. Maybe a long rifle ghost specialist, too? That way I have a bit more long range table control to back up my nasties that are skulking around. I’m really interested in playing around with psych powers since it seems like they’re a new thing for delaque that offer some really funny and fun opportunities on the table. He’s playing Cawdor, which terrifies me cuz I know he’ll be bringing lots of models and flame templates. And rats haha.
I'd avoid the grav pistol but web is a solid choice.

Cawdor templates can be a real horror, remember they have a short range and hang back a little to get some shots on them, you don't have to deploy your Nacht-Ghul so keeping him back as a ever-present threat for an extra turn is a good way to be able to play some mind games with your opponent and force them to deploy and move around you, rather than the way they may want.

Similar with infiltrators, they don't have to deploy close to the opponent, out of line of sight and half way up the board exerts a zone of control which the opponent will try avoid, especially if they have a nasty weapon like a web or melta gun, so you can use that to deny areas of the battlefield to your opponent.

Cawdor templates may well choose to ignore that and try flush you out anyway, so remember to give yourself space until uou're in position to strike, Delaque is all about scheming and using your tools to control the battlefield, enjoy!
 
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If you are opting for an infiltration gang always take two infiltrators and buddy them.
Web gauntlet and flechette pistols are one of the best cc loadouts you can get for 65creds ;)
If you are playing lots of Cawdor have at least 3 gangers with autoguns so you can keep them at arm's length.
The whispers are pretty shit to be honest, unless you are planning on adding outcast powers they are best avoided as each psycher taken out gives your opponent an extra d3x10 creds a game. If you really want peeve them get at least two web pistols in the gang too.
 
If you are opting for an infiltration gang always take two infiltrators and buddy them.
Web gauntlet and flechette pistols are one of the best cc loadouts you can get for 65creds ;)
If you are playing lots of Cawdor have at least 3 gangers with autoguns so you can keep them at arm's length.
The whispers are pretty shit to be honest, unless you are planning on adding outcast powers they are best avoided as each psycher taken out gives your opponent an extra d3x10 creds a game. If you really want peeve them get at least two web pistols in the gang too.
Autopistol and web gauntlet (Later upgraded to manstopper round for the autopistol) is better. 👍
 
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I like the rapid fire toxin part for melee, on a champ charging you can have 3 web attacks and a possible 3 toxin hits. Autopistol and manstopper is almost as good ;)
 
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Toxin can be great if the person you're fighting has tons of wounds but for me, it's too expensive compared to the autopistol with man-stoppers. Toxin essentially amounts to S4 the same as man-stoppers but it's 15 creds more just for toxin. You can get mesh armour for that extra 15 creds.

That being said, limited on the man-stoppers is a bit of a leveller, so it is a close run thing. It doesn't come up a lot though, since I only really use the autopistols in CC, so that edges out the flachette for me. 👍😁