N18 delaque and escher gangs

Jan 13, 2022
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hey there, I got the hive war set and I built two lists for these gangs, let me know if I got anything wrong or if the lists are just crap. as always, thank you for your attention.
 
So I thought I'd make some points that apply to both gangs, as there are some common themes here.

Firstly, at gang creation the rule is generally that having more, adequately equipped, models is better than fewer fully equipped models. Backup weapons and melee gear needs to be very carefully considered - if your plan doesn't involve using it a lot those starting credits can be put to better use elsewhere.

I'd also strip the flak armour from all your gangers, in general flak armour isn't worth the investment as you're going to be replacing it with something better, so that's just creds down the drain. In my experience gangers, particularly those filling back line positions can go without armour, leaders and champions should be aiming for mesh as a minimum, its 5 creds more for double the protection of flak.

I'm not a fan of mixing different types of melee weapon, its firstly quite expensive to run two melee weapons, and if they're not the same type you have to split attacks evenly between then, which is rarely ideal. The only advantage you get is +1 attack which can be achieved just as well by a cheap sidearm.

I'm also not a fan of melee gangers (as opposed to melee champions or leaders) in general, to successfully make melee you generally need skills to support it (nerves of steel, infiltrate, spring-up etc) which gangers don't have access too, they're also 1A, 1W models so don't tend to be that great at it.

If you are going melee gangers my advice is keep them cheap, they're never going to be able to go toe to toe with a melee champion, and probably don't need expensive close combat weapons to bully other gangers and juves
 
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So I thought I'd make some points that apply to both gangs, as there are some common themes here.

Firstly, at gang creation the rule is generally that having more, adequately equipped, models is better than fewer fully equipped models. Backup weapons and melee gear needs to be very carefully considered - if your plan doesn't involve using it a lot those starting credits can be put to better use elsewhere.

I'd also strip the flak armour from all your gangers, in general flak armour isn't worth the investment as you're going to be replacing it with something better, so that's just creds down the drain. In my experience gangers, particularly those filling back line positions can go without armour, leaders and champions should be aiming for mesh as a minimum, its 5 creds more for double the protection of flak.

I'm not a fan of mixing different types of melee weapon, its firstly quite expensive to run two melee weapons, and if they're not the same type you have to split attacks evenly between then, which is rarely ideal. The only advantage you get is +1 attack which can be achieved just as well by a cheap sidearm.

I'm also not a fan of melee gangers (as opposed to melee champions or leaders) in general, to successfully make melee you generally need skills to support it (nerves of steel, infiltrate, spring-up etc) which gangers don't have access too, they're also 1A, 1W models so don't tend to be that great at it.

If you are going melee gangers my advice is keep them cheap, they're never going to be able to go toe to toe with a melee champion, and probably don't need expensive close combat weapons to bully other gangers and juves
i made some changes based on your advice, is the list any better?
 
I'd move both plasma guns out off your specialists and onto one of your champions, with a good weapon like the plasma gun you want someone with a high weapon skill holding it.

I'd swap it for the shotgun on your delaque gang, and for the chem thrower in you Escher gang - chem throwers don't use BS to hit so its a waste of the champions BS3+, especially with a plasma gun going spare.

On the Escher gang I'd find points for a sidearm for your melee champion if you can, gives her an extra melee attack and lets her shoot people when she's not in melee.

Aside from that, both gangs are looking better, although they are both a bit similar don't you think? Both have a melta-gun leader, both carry a plasma gun, both have a template weapon (chemthrower and hand flamer).

Not a criticism per se, rather an observation
 
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I'd move both plasma guns out off your specialists and onto one of your champions, with a good weapon like the plasma gun you want someone with a high weapon skill holding it.

I'd swap it for the shotgun on your delaque gang, and for the chem thrower in you Escher gang - chem throwers don't use BS to hit so its a waste of the champions BS3+, especially with a plasma gun going spare.

On the Escher gang I'd find points for a sidearm for your melee champion if you can, gives her an extra melee attack and lets her shoot people when she's not in melee.

Aside from that, both gangs are looking better, although they are both a bit similar don't you think? Both have a melta-gun leader, both carry a plasma gun, both have a template weapon (chemthrower and hand flamer).

Not a criticism per se, rather an observation
those are my favorite weapons (from 40k, and i love how they look)
 
I'd move both plasma guns out off your specialists and onto one of your champions, with a good weapon like the plasma gun you want someone with a high weapon skill holding it.

I'd swap it for the shotgun on your delaque gang, and for the chem thrower in you Escher gang - chem throwers don't use BS to hit so its a waste of the champions BS3+, especially with a plasma gun going spare.

On the Escher gang I'd find points for a sidearm for your melee champion if you can, gives her an extra melee attack and lets her shoot people when she's not in melee.

Aside from that, both gangs are looking better, although they are both a bit similar don't you think? Both have a melta-gun leader, both carry a plasma gun, both have a template weapon (chemthrower and hand flamer).

Not a criticism per se, rather an observation
made some more changes, anything else?
 
^ loving how something looks is plenty reason to take it in my books.

Only thing id reconsider is skills on your leaders / champions. For example you Plasma gun champion in the Escher gang probably isn't going to make the most use of Sprint, your leader with the short range melta gun might benefit from that more than her current skill (mighty leap is very situational).

Other than that take them for a whirl, get some games in and let me know how they worked out
 
^ loving how something looks is plenty reason to take it in my books.

Only thing id reconsider is skills on your leaders / champions. For example you Plasma gun champion in the Escher gang probably isn't going to make the most use of Sprint, your leader with the short range melta gun might benefit from that more than her current skill (mighty leap is very situational).

Other than that take them for a whirl, get some games in and let me know how they worked out
I’ll let you know on Wednesday for they worked out, (I also design lists for my friends so these two and the enforcer lists are going to go head to head)