N18 Escher gang feedback please!

Owlbear

New Member
Feb 23, 2020
2
0
1
Hey, not played Necromunda since the original many years ago. Starting an 'Eternal campaign' with some friends, 1500 starting credits, +2 specialists. I picked up an Escher box and just planning out the gang, how does this look:
(I've assigned labels FR = front line, MID = midfield, BK = my backline las gunners. I've not done Skills yet - open to suggestions. We can also have a couple of attirbute boosts which I've not done yet.)

Maybe the two chem throwers are OTT. Ideally I'd have a couple more fighers but I don't have the minis for them!

Thanks
 
Mar 8, 2019
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Some thoughts...

Two Chem throwers is two too many, they're disappointing weapons for the price you pay, when they work they're great, but when they dont you're left with whoever's you were shooting on their feet in charge range.

I also dislike them on champions as it wastes their 3+ BS, if you must have one keep it on a ganger and swap the champions thrower for a plasma gun which will do reliable damage for you.

Stiletto knives for all is nice, but feels like an unnecessary luxury in a starting gang, I'd drop some to give you more grenades (photon flash is great with Escher with their high initiative) and better armour for your leader/champions.. with a 1500 starting budget theirs no reason they shouldn't be in mesh out the gate.

Lose one or both the juves, in a campaign you'll end up with free juves anyway, replace them with gangers instead..
 
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MrAndersson

Gang Champion
Sep 18, 2018
343
206
48
Halmstad, Sweden
I agree with previous points, except for grenades. With the possible exception of smoke, grenades thrown by hand are not worth their cost.

Regarding the gang as a whole, it lacks in many departments. You could do so much better with 1500 creds.
 

Owlbear

New Member
Feb 23, 2020
2
0
1
Thanks for the feedback! I've taken onbaord your comments and made some changes: I got rid of the second chem thrower, and took a plasma gun instead. I know the flamer is better but I kinda want the chem thrower as I'm Escher! I ditched the two Juves and took 3 additional gangers (figured I can find a stand-in mini until I buy some more). Got rid of a couple of the stilleto knives and one ganger now has dual las pistols for a bit of variety.

Plan is I'll sit back and fire those las guns from a distance. I've taken Overseer on leader and Dodge x2 for the champs.

Thanks again and if there are any final suggestions let me know! :cool:

 

MrAndersson

Gang Champion
Sep 18, 2018
343
206
48
Halmstad, Sweden
Here are my thoughts, in a little more detail.


TL;DR: Get rid of more Stiletto knives. All of them, in fact.


The long version:

For the leader, change the Shock whip to a Stiletto sword or a Power knife. Or a Power sword if you have the cash. And if you are going to give her an actual outfit, take something other than Overseer for her skill. If you are using her for overseering, you are wasting her equipment. If you are not, you are wasting her skill pick.

For the first champion, again, dump the Stiletto knife. If you feel you need a close combat weapon, take a Power knife or Stiletto sword. Other than that, she looks good.

For the second champion, AGAIN, throw the Stiletto knife in the garbage bin. This is the fighter most eligible for a Power sword. But if you don't feel like investing that much into her, well, by now you know what the alternatives are.

The first ganger. Why does she need a Stiletto knife? She has a Lasgun and a Needle rifle. She should hang back and shoot.

The second ganger. Why does she need a Stiletto knife? She will be advancing on the enemy, firing off a couple of Lasgun shots on her way, before she (hopefully) gets to unleash a cloud of toxic fumes on them. At no point do you want her to charge an enemy, or you will just be wasting those 135 creds you spent on insecticide equipment.

The Shotgun ganger, why does she need... Well, I'm starting to sound like a broken record. You get the point.
 

MrAndersson

Gang Champion
Sep 18, 2018
343
206
48
Halmstad, Sweden
For the record, if I were to build a 1500 credit Escher gang, I would be looking at something like this:

Leader - Lasgun, Needle rifle, Stiletto sword, Chem-synth
Champion - Lasgun, Needle rifle, Stiletto sword, Chem-synth
Champion - Lasgun, Needle rifle, Stiletto sword, Chem-synth
Ganger - Lasgun, Combi Bolter/Needler
Ganger - Shotgun
Ganger - Shotgun
Ganger - Shotgun
Ganger - Shotgun
Ganger - Lasgun
Ganger - Lasgun
Ganger - Lasgun
Ganger - Lasgun

That clocks in at 1240 credits, giving me a good reserve of cash to start recruiting more champions after the first game.
 

cronevald

Gang Hero
Jun 5, 2016
564
1,025
103
Missoula, MT
Personally I rather liked the first list. It wasn't optimized but it was playable and looked like something you could have some fun with. It also wasn't a cookie cutter gun line which was a refreshing change. I do like the chem thrower, but it is subpar for its points. Swapping one for plasmagun would have added a nice punch to the list.
 
Mar 8, 2019
182
180
53
The list is better, and I'd second most of MrAnderssons advice, although not his list tbh - I dont doubt its effectiveness but I'd personally find it dull as hell to play with or against.

In general.

Leaders needs a better skill, Overseer is for launching melee specialists into combat, or letting heavy weapons fire twice, you have neither and shes toting one of your best weapons (the boltgun), give her either Dodge or Spring Up, or one of the leadership skills, Escher cool checks are horrible.

Stiletto knives should go across the board, and your plasma pistol champ wants a stiletto sword as a minimum, you could ditch the chem synth and give her a power sword which I think is better all round. Also I'd consider giving her Spring Up over Dodge, that way she still has a good chance of charging even if the enemy do pin her.

As for the other gals, less stiletto knives and maybe mix in some shotguns?
 

Vonvilkee

Gang Hero
Jan 7, 2018
664
486
78
Bellingham, Washington USA
If you want to avoid bottling and then fleeing the battle field I highly recommend inspirational. Being able to check leadership when failing cool is a solid choice for these gals.

The leader is in range of herself so gets a better reroll to stay in the fight then share that with the other girls nearby. It is also helpful to direct your fire better. Opponents will soon learn to position fighters to force cool checks then you have to decide in what order to activate in to pin what is in the way to your better target. Having an option to fire better weapons reliably at intended targets without clearing chaff first can be game winning.
 
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