I wasn't sure whether to put this thread in this section or the tactics section. Still, seeing as it does relate directly to a gang I'm running right now, I thought I'd put it here (plus, this section gets more traffic ).
Anyway, I'm in a quandry with which skill trees to take with one or two of my CC gangers.
Usually, the decision would be simple for improving chances of getting into combat: agility upgrades all the way, and cross my fingers for Sprint, Leap, and Quick Witted (in that order). But now I've started second guessing myself about the effectiveness of stealth skills...
My (somewhat mature) gang is here: https://yaktribe.org/necromunda/gang/edit/18971/Void+Runners
The fighter I'm thinking about is Cassiopeia. A badass in combat (who can literally throw people around like ragdolls), but god does she struggle getting there. So far she has only Combat and Muscle skills, but has only got into combat once in around 6 games.
Thoughts on where I might go for my next skill advance...
Agility:
Sprint - This is the one I want.
Leap - A great second best.
Quick Witted - A one off boost, and can't always be used, but still good
... but... all good for improving movement, but I do have a Beserker Chip anyway. Maybe that's good enough for giving me the movement boost when she really needs it (although in general I don't like using the chip unless I absolutely have to)? The chip doesn't really help on the way there though.
Catfall - Yeah, no thanks.
Jump Back - Can't even figure out if this is useful or useless for a CC ganger. Anyway, it definitely doesn't help in getting into CC in the first place.
Dodge - I'll just forget I have it anyway.
Stealth:
Dive - The one I want. I've not used this skill much, but running into partial cover and then hiding seems pretty awesome for getting close?
Infiltration - Always a good one, especially as I already have it on my leader so they can keep each other company.
Sneak up - Good? Maybe? Haven't come across that much overwatch in my recent campaigns. Maybe it will become a problem later though?
Evade - Pretty good, but close range bonuses make it a super risky skill to rely on by itself. Great for thwarting overwatch, but see above.
Escape Artist - usually only good on my heavies... but... this ganger has a power axe. That's an expensive piece of kit to include in ransom negotiations.
Ambush - She's a BS2 CC ganger.
Normally I would be beguiled by the extra movement agility can offer, but looking at the assessment above it actually looks like Stealth could be better? Especially if I've underestimated how overwatch might enter later in the campaign.
I'm confused. Help?!
Anyway, I'm in a quandry with which skill trees to take with one or two of my CC gangers.
Usually, the decision would be simple for improving chances of getting into combat: agility upgrades all the way, and cross my fingers for Sprint, Leap, and Quick Witted (in that order). But now I've started second guessing myself about the effectiveness of stealth skills...
My (somewhat mature) gang is here: https://yaktribe.org/necromunda/gang/edit/18971/Void+Runners
The fighter I'm thinking about is Cassiopeia. A badass in combat (who can literally throw people around like ragdolls), but god does she struggle getting there. So far she has only Combat and Muscle skills, but has only got into combat once in around 6 games.
Thoughts on where I might go for my next skill advance...
Agility:
Sprint - This is the one I want.
Leap - A great second best.
Quick Witted - A one off boost, and can't always be used, but still good
... but... all good for improving movement, but I do have a Beserker Chip anyway. Maybe that's good enough for giving me the movement boost when she really needs it (although in general I don't like using the chip unless I absolutely have to)? The chip doesn't really help on the way there though.
Catfall - Yeah, no thanks.
Jump Back - Can't even figure out if this is useful or useless for a CC ganger. Anyway, it definitely doesn't help in getting into CC in the first place.
Dodge - I'll just forget I have it anyway.
Stealth:
Dive - The one I want. I've not used this skill much, but running into partial cover and then hiding seems pretty awesome for getting close?
Infiltration - Always a good one, especially as I already have it on my leader so they can keep each other company.
Sneak up - Good? Maybe? Haven't come across that much overwatch in my recent campaigns. Maybe it will become a problem later though?
Evade - Pretty good, but close range bonuses make it a super risky skill to rely on by itself. Great for thwarting overwatch, but see above.
Escape Artist - usually only good on my heavies... but... this ganger has a power axe. That's an expensive piece of kit to include in ransom negotiations.
Ambush - She's a BS2 CC ganger.
Normally I would be beguiled by the extra movement agility can offer, but looking at the assessment above it actually looks like Stealth could be better? Especially if I've underestimated how overwatch might enter later in the campaign.
I'm confused. Help?!