N18 Delaque Gang Help

Braden Feick

New Member
May 23, 2022
2
0
1
Heyo,

My local game store is starting a dominion campaign and i'm making a Delaque gang. I don't have any experience with the Delaque and haven't played necromunda for a few years, but neither has most of the participants in this campaign. Can ya'll take a look at this list and see what can be improved. Any other tips and tricks would be greatly appreciated.

Master of Shadows (overseer): Flechette pistol w/solid and flesh bane ammo, web gauntlet, mesh armor, armored under suit, [205]

Phantom (Overwatch):
Master crafted long rifle, mesh armor, armored under suit [170]

Specialist Ghost:
web pistol, mesh armor [135]

Nacht-Ghul (Spring Up):
serpent’s fangs, mesh armor [215]

Psy-Gheist (Spatial Psychosis):
mesh armor [ 75]

Ghost:
lasgun, flak armor [65]

Ghost:
lasgun, flak armor [65]

Shadow:
2 x autopistol [35]

Shadow:
2 x autopistol [35]

1000 points
 

MrAndersson

Gang Hero
Sep 18, 2018
755
567
98
Halmstad, Sweden
A couple of minor things. First, don't buy flak armour. Mesh armour is much better, and only 5 more creds a piece.

Second, if you are going to run a leader with overseer, don't overequip him. Some armour and a cheap weapon like an autogun is enough. He will be giving his actions away most of the time anyway.

Third, and this is probably the only major concern, you are very light on firepower. Sure, you might be a gang focused on close combat. But melee fighters need fire support. A single long rifle is not enough.
 
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MrAndersson

Gang Hero
Sep 18, 2018
755
567
98
Halmstad, Sweden
To clarify, when I say "proper firepower", I am generally speaking about weapons that have a decent range (minimum 16") and that tick at least 2 of the following boxes:
- Strength higher than 3
- AP better than 0
- Damage higher than 1
 
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Braden Feick

New Member
May 23, 2022
2
0
1
To clarify, when I say "proper firepower", I am generally speaking about weapons that have a decent range (minimum 16") and that tick at least 2 of the following boxes:
- Strength higher than 3
- AP better than 0
- Damage higher than 1
Ok, I changed my list around so that my master only has a lagun and mesh. The nachtgul has the protective carapace and the phantom has infiltrate with a web gun to back up the Gul. Also my gangers now all have mesh. I had to drop the judges but that's not too bad. I can give my specialist a plasma, grav or web gun. But would that be enough firepower at that point?
 

Stompzilla

Ganger
Jan 11, 2013
229
318
63
I actually quite liked your initial list with a few caveats:

1) I wouldn't go overseer with the boss skill. It's pretty boring and honestly I think there are more effective skills. Inspiring presence is my particular favourite. The big group activation lets you do some really knarley things especially once you've earned a bit more gear.

2) Arm your boss for shooting, not for melee. Honestly you can't go wrong with a plasma gun.

3) if you make one of your lasgun Ghosts a specialist, you can gear him up when you get some more creds. Then you can make your current specialist a Phantom and give him infiltrate.

4) Don't bother with armour for mooks, straight out of the gate. The creds are better spent on offensive gear and being sneaky.

5) I prefer double stub guns on Juves. If you get them to within 6" of their target (Which is not terribly uncommon), they get 2 shots that hit on a 4+. My Juves have surprise killed a lot of enemy this way.

Hope that was helpful. 😁
 

Scabs

Gang Hero
Feb 4, 2014
503
610
103
San Diego. CA, USA
So, [Web] I was talking [Web] just this morning [Web] to my son [Web] about how to arm [Web] my Delaque gang [Web] for our new campaign [Web], He won one campaign [Web] with Delaques [Web], and in general [Web] feels their best strength [Web] comes from using their unique starting weapons [Web] with a certain trait [Web].
 

locleos

Ganger
Apr 19, 2022
110
113
43
Actually, most of their unique stuff is pretty baller. So a web gun, A nacht-ghul with spring up, a piscean spektor, a spyker (especially if they'll let you use the brute version). Web pistols too. And web gauntlets (although those aren't good gang creation buys, only melee I'd include would be the nacht-ghul (and/or piscean if your game allows house brutes from the get-go)).

Overseer on leader is 100% worth it if you're planning to rush the Piscean Spektor buy.
 
Jun 12, 2022
46
32
18
While cool the flechette pistol is only a silent auto pistol and throwing knives for more cost. Any low bs fighters (juves and prospects) are better stub gunning than auto pistol for the accuracy bonus. Plasma anything is also great as is web. Digi weapons are best avoided unless you have far too many credits and fancy adding 10 attacks to one fighter for 250 creditably n the hope of rolling 6.
Heavy flamers are garbage weapons for garbage people.
 

BranBuccarcher

Gang Champion
Honored Tribesman
Nov 14, 2018
494
556
148
Carmarthen
Flechette pistol and a web gauntlet are an awesome combo at creation for a champ or LD. 3 web attacks and an RF dice of toxin can do some real work if you time your charge right.
I run an overwatch LD with webgauntlet, flechette and plas pistol and a spatial psych champ with flechette and web gauntlet. Rare game where they don't take at least a scalp each.
Another pokey starter is an executioner shotgun LD with overwatch.
Long rifles are better on a specialist with a scope if being used as main weapon or as a cheap back up for a champ rather than main focus.
Bear in mind also that having the best pistol selection of all gangs means you can have several mini specialists in a starter gang.
 
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