N18 Delaque gang - which skill for the MoS ?

Gardouze

New Member
Oct 28, 2024
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Hello everyone,

i'm starting a Delaque gang in a quiet competitive meta, and chose to start with both a Nacht-Ghul and a piscean spektor, which of course reduces a bit the options for the rest of the roster.

I'm wondering how to gear my leader, and what kind of job he will have to do.
My first idea was to give him overseer skill, essentially to give a double activation to the Spektor, giving him a effective 15+d3 charge distance.
Question is, is this a good idea ? I love the combo, but his skill will probably be useless after that, since i don't find the credits to gear a phantom with, say, a plasma gun. Moreover, how to gear him, and what role can he play, after launching his spektor-rocket ?

Thanks for your answers !
 
Overseer on a low-Int leader (thus a reliable Overseer use) is a very powerful skill choice not only for “launching a thug” but more importantly, for scenario objectives.

Let that fighter there get an extra set of Move Loot Crate actions back to the exit zone.

Allow that fighter there to take their Defile Relic actions this round instead of next round.

Give that fighter there the ability to get to the exit point before the end of this final round.

A “weedy git” leader with Overseer can allow a lot of flexibility toward scenario objectives, especially as a gang gets larger. Only a few scenarios are exclusively kill count. For many scenarios, there’s another objective entirely that determines the win.
 
Overseer on a low-Int leader (thus a reliable Overseer use) is a very powerful skill choice not only for “launching a thug” but more importantly, for scenario objectives.

Let that fighter there get an extra set of Move Loot Crate actions back to the exit zone.

Allow that fighter there to take their Defile Relic actions this round instead of next round.

Give that fighter there the ability to get to the exit point before the end of this final round.

A “weedy git” leader with Overseer can allow a lot of flexibility toward scenario objectives, especially as a gang gets larger. Only a few scenarios are exclusively kill count. For many scenarios, there’s another objective entirely that determines the win.
You're probably right all the way !
So his equipment could remain pretty minimal ? Armour, good pistol (or paired pistols), and he might be good ?
 
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From what I read here in various discussions, an Overseer leader or champion needs only enough equipment to defend themselves. Their main role is to give someone ELSE (within 6") an extra activation per turn. So they will need to be able to get within a half foot of the fighter they will be boosting with that extra activation which means survivability will be important, but they don't necessarily wan to be the one carrying the fancy weapon(s), as those would be wasted on someone who is activating others instead of themselves (in effect).

In essence, don’t use overseer as a one-trick pony for melee. Use it as a flexible option for scenario objectives.

Edit: This reminds me that my next Champion in my "Pit Slaves" GSC gang - being a ratling with a longlas, and therefore "cheap" - needs to work toward the 12 xp for Overseer.
 
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Overseer is overrated, in that it has one neat trick that you get to pull off once.

Boosting your Spektor to do one mega charge is cool, but you have to keep 125 credits worth of model following your Spektor until you're able to pull it off, and when you launch the Spektor, what else is your Overseer model doing? It won't be adding value that's for sure

Give him a gun and some shooting skills, even if it's just a long rifle, he'll add more consistent, reliable value every game then waiting for that set piece moment that a skilled opponent will only let you pull off once.
 
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Overwatch on a leader with a long rifle is quite good and keeps him safe. If you want to be a big spender it works with a plasma gun too.

Personally, I like to have iron will and a long range weapon on my leader. Making your opponent bottle before you do is how you win the game.