Hi all, Just looking for some feedback on my escher gang list for an upcoming NCE campaign I'm running. Side note, we are playing on Table Top Simulator so if any one wants to play we still have a slot or two. Anyway, here is the list: https://yaktribe.games/necromunda/gang/the_ash_roses.78375/
Essentially, I have:
Leader: Plasma pistol and chainsword
Heavy: Heavy Stubber
Heavy: Flamer with backup autopistol
2x Ganger: Lasgun
2x Ganger: Shotgun w/ Manstopper rounds + sword
5x Juves: Autopistol
The main thing I want to ask is do ya'll think I have too many gang members. I know the traditional wisdom is to go for 9 gang members, because it's a sweetspot for upkeep and bottle thresholds. I have 12 currently.
That said, I wanted to take a lot of juves because I think they are good value for money in the long run, they level up quick and a juve w/ autopistol and knife is pretty good at shooting inside 8" and can hold their own in CC if they get a charge, which I should be able to do pretty reliably as escher because of their easy access to agility skills.
I also wanted some extra bodies because of the house rules we are using. Essentially we are playing on a hex-tile map, and gang members are working a territory they can only participate in fights in that territory or adjacent ones. What this means in practice is there will be situations where some gang members might be "left at home" so to speak, and if less than 9 members show up for a fight then that pushes me below the bottle threshold.
A couple other things I considered:
- Swapping the flamer heavy's backup autopistol for a sword
- dropping 2 juves and grabbing swords for the other three, and for the flamer heavy, keeping 20 credits in the stash. That would give me 10 gang members total, which gives me a little wiggle room on leaving someone behind to work a juicy territory, but not more than one. It also might be over investing on equipment for the juves, who will be up front of the assault groups taking bullets for more valuable team members, and as such may die and lose their equipment.
As far as team structure on the board, I have some flexibility based on how I deploy. My base of fire will usually be the heavy stubber and 2 lasgunners. I could then go:
shotgunner + autopistol juve
shotgunner + autopistol juve
flamer + autopistol juve
Leader + 2x autopistol juves
or
shotgunner + 2 juves
shotgunner + 2 juves
leader + flamer + 1 juve
We haven't rolled for territories yet but if I can get some vents or tunnels that will change things too.
Essentially, I have:
Leader: Plasma pistol and chainsword
Heavy: Heavy Stubber
Heavy: Flamer with backup autopistol
2x Ganger: Lasgun
2x Ganger: Shotgun w/ Manstopper rounds + sword
5x Juves: Autopistol
The main thing I want to ask is do ya'll think I have too many gang members. I know the traditional wisdom is to go for 9 gang members, because it's a sweetspot for upkeep and bottle thresholds. I have 12 currently.
That said, I wanted to take a lot of juves because I think they are good value for money in the long run, they level up quick and a juve w/ autopistol and knife is pretty good at shooting inside 8" and can hold their own in CC if they get a charge, which I should be able to do pretty reliably as escher because of their easy access to agility skills.
I also wanted some extra bodies because of the house rules we are using. Essentially we are playing on a hex-tile map, and gang members are working a territory they can only participate in fights in that territory or adjacent ones. What this means in practice is there will be situations where some gang members might be "left at home" so to speak, and if less than 9 members show up for a fight then that pushes me below the bottle threshold.
A couple other things I considered:
- Swapping the flamer heavy's backup autopistol for a sword
- dropping 2 juves and grabbing swords for the other three, and for the flamer heavy, keeping 20 credits in the stash. That would give me 10 gang members total, which gives me a little wiggle room on leaving someone behind to work a juicy territory, but not more than one. It also might be over investing on equipment for the juves, who will be up front of the assault groups taking bullets for more valuable team members, and as such may die and lose their equipment.
As far as team structure on the board, I have some flexibility based on how I deploy. My base of fire will usually be the heavy stubber and 2 lasgunners. I could then go:
shotgunner + autopistol juve
shotgunner + autopistol juve
flamer + autopistol juve
Leader + 2x autopistol juves
or
shotgunner + 2 juves
shotgunner + 2 juves
leader + flamer + 1 juve
We haven't rolled for territories yet but if I can get some vents or tunnels that will change things too.