That depends on the number of fighters you had for the scenario.
The confusion was the need to test. A complete new player mistake. From the start of the game, neither side has to take a bottle test until a model is Seriously Injured/OOA. None of that happened to me on turn 2, so I simply asked if I needed to take the test. Now that I have my book back and read it, I now know that once the conditions are met to take a test, you have to test every turn, until it's failed. Simple mistake. In every game I've watched, I haven't seen anyone not have a fighter meet the conditions for a bottle test in a turn, once the action starts.
The Web status was just unfamiliar to me because they are treated as Seriously Injured, but do not gain Flesh Wound Tokens until they recover. My mind just made the link that they aren't really Seriously Injured, so might not apply. Another complete new player mistake.
Thanks for clearing those both up.
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Got the Gang all updated and cleaned up, and feel comfortable with where it's at. No high Str weapons, so any Brutes can potentially become a problem. Looks like we're avoiding Ash Wastes/Vehicle rules for now. I'm not abusing any specific weapon tactic (esp. Webs) like I've seen some builds. I've also seen a few lists where they double up on 'Champions' to keep it broad. Feel I've got a good new player starting point for 1-offs, and launching point for the campaign. Still experimenting with the different Whispers.
Everyone has a buddy.
Leader and Ghost Specialist pair well together.
Phantom will be paired with the 2 Ghosts on average, so he's less of a 'Trading Queens' feel.
Gheist will have the Shadows to protect him Round 1,2 in addition to Choir support if I go with a CE Whisper.
Nacht-Ghul will remove opposing isolated targets, when they learn, he'll have the other 3 (on average) to support him.
Working on building a Tactics deck next using the N23 guide.
- Mass Infiltration / Whispered Threats
*My Core Two tactics. Flexibility with who can 'Infiltrate' and Pressure on the enemy gang
- Grenade Bouquet
*I agree that Smoke Grenades are really only going to be used on Turn 1. So I put it on my Phantom, so if my opponent avoids the Webgun on that first turn, he can throw it instead of going for that Round 1 Web. This will be a 'substitute' tactic when going up against someone unlikely to break. Having a potential wall of Smoke should make the Nacht-Ghul less predictable.
- Shape Shifting
This gives me dual-coverage. In scenarios where Gang Members are randomly selected, I would never wish I had one who didn't make it in. In scenarios where I have a limited Crew, this justifies having 9(11) on my starting list justifiable.
- Long Shadows / Shooting at Shadows
Gang wide use, and failure on the second one means I can re-use it.
The rest I tried to pick based on Scenarios that use Random Tactics, or generate additional tactics. I wanted generic ones that I could use in any situation and not limited to specific models.
- Shifting Shadows
*This one has potential because I can pop ANY gang member through a Door/Wall then Activate him. I initially included it for the Nacht-Ghul, but it worked really well on the Webgun Infiltrator. I've thought about using it on the Gheist as well since the Wyrm ignores solid objects as well. Leash range management.
- Double Time / Adrenaline Surge / Thundering Charge
*Mostly to extend Charge range despite not having any focus on Combat outside the Nacht-Ghul. Two of them will make that short to mid range shooting more manageable for that +ACC bonus or more Template hits on the Webgun.
- Deceit / Take the Initiative
*Two opportunities to go first isn't a bad thing. One would allow me to give it up, which I can see being handy when I have a significant activation advantage over my opponent.
- Reaction Fire / Last Gasp
*Bonus Attacks that don't interact with being ready.
- Bait and Switch / Desperate Effort
When my opponent ignores the threat of a model because it's activated and shifts his focus elsewhere.
- Shadowfast / Chain Attack
These are fillers to get to 18. Mostly to benefit the Nacht-Ghul, will probably replace if/when I find other ones.
*The original Delaque cards aren't options right now. I'd like to get my hands on them despite knowing what they are but I feel that the HoS ones have replaced the original ones and not add to it. 'History of Violence' is the only critical one I'd like to put in. It's one of two that is recommended to be banned by Arbitrators. It's also Universal so everyone would be able to use it. I can see them using it to remove the Nacht-Ghul, which was another consideration for taking 'Shifting Shadows'.
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The other outside considerations are the campaign elements that they're talking about.
There's talk of having it be Open/Casual, so players could play any number of games based on their individual schedules, benefit from the Advancements. This also wouldn't restrict players to playing the one gang, so the few players with multiple gangs could switch between them if they wanted. It's clear that players who limit themselves to 1 gang and play 2-3 games per week are going to advance much faster than those who play one game per week. Worse when that one game per week is being divided between more than one gang. I'm expecting between 1-4 games per week, so sticking to the one gang means it's unlikely that I'll be seeing the Underdog Tactics anytime soon.
IF they do allow this, I think I might build a Psyker based list as a secondary. I dislike allowing multiple gangs in a single campaign, so I would personally reserve my main gang for my opponents main gang, and reserve the Psyker Gang for when facing an opponent who is running a backup gang as well. I'm aware that the campaign is just for fun with no goals. We wouldn't allow a player to enter 2 armies into a tournament, or reward players for having different armies in 40k, so that's the main reason it bugs me. Nothing actually wrong with allowing it.
The other thing they are talking about is limiting the Tactics to single use. Straight up, this causes problems as the multiple game player is going to burn through his faster than a single game player, driving him to run multiple gangs, even with so many players with 1 gang. I'm advocating for not doing this, but would be happy to compromise and make them Single use per week. So I wouldn't be able to use 'Mass Infiltration' every game, but would be available every week.
My normal opponent and I have found 2 other new players on the same schedule as us, so we're going to trade opponents this week, so I'm looking forward to a new opponent this week.