N18 Eschers for Noobs

wildneb

New Member
Apr 8, 2017
8
0
1
Morning gangers! New to the hive and would like some advice on my list please.

Don't know what to give my specialist - thinking lasgun and upgrade to something more fun later?

All other thoughts welcome. Don't need it to be optimised, just fun and something I can use without being stomped every game. E.g. know wyld runners aren't great, but they are coooooool.

List - Neon Banshees

Cheers
 
If I were you, I'd strip out the smoke grenades and the extra dum-dums, maybe even the chem-synth. Try to squeeze either a grenade launcher in there, or a needle rifle. Both should be okay for your specialist? Grenade launchers are incredible all-arounder tools, and the needle rifle is a potent tox-delivery system you can improve later.

Basically, if you want toys you may have to reduce how much extras you have!
 
  • Like
Reactions: Psyan
It's solid, you need to pick a skill for your plasma gun Matriarch (I'd recommend Dodge as it gives you some more resilience against shooting) I'd also reconsider Hit and Run on your Death Maiden, typically Death Maidens overkill anything they charge, so you never get to do the cool hit and run action.

Spring Up is much more important on a Maiden so she can mitigate pinning. If you want to avoid having the same skill twice then I'd drop the Spring Up from your leader and give her something else as the shock whip is more forgiving and she doesn't need to use a charge action to be able to hit someone with it, she can take a Leadership skill or something like Rain of Blows instead
 
  • Like
Reactions: HugeSamples
Your Wyld Runner is over equipped.

I'd pick one between the bow and the whip. I think the bow model is amazing looking so I'd go with the bow personally ;).

You also want to drop the smoke grenade off the Wyld Runner. If you want to do smoke Little Sisters and/or grenade launcher specialists are the way to go in my opinion.

If you need more points you can get stiletto knives on the Little Sisters after gang creation.

I'd drop the stub gun off the lasgun Sister, it's not better than her fists in close combat and she is always going to fire her lasgun over the stubgun.

Dropping the:
- whip
- smoke grenade
- stiletto knife x2
- stubgun

will give you 70 credits, enough for another Ganger with a Lasgun (55 credits) and then 15 credits to do w/e with (maybe smoke on one of the Little Sisters or mesh on your specialist). Or you could get another Phelynx for the Wyld Runner and have 20 credits left over.
 
Last edited:
Personally I would drop the Chem Synth on your Murder Tornado ( Thats how you pronounce Death Maiden). It is a good pick for later but with thier Venom Blood they have enough of a toxin boost to start off with. I would also give them Combat Virtuoso and a Stiletto sword but turning her into a Versatile terror is just my preference Venom Claw and Hit and Run works just fine. (If you really need to save credits for something else you can drop the needle pistol to start with, but pick one up later the Claw will hold her up fine).

I would drop the Smokes and the whip from your Wyld Runner and Pick up some Arrows. you don't want her any where near Melee with a measly S2
Smoke grenades are great but you can always pick them up later.

I would disagree with @HugeSamples over the Stiletto Knives (just as a personal preference dropping them to save credits is also a perfectly valid option), your Little sisters can hit just as often as your Gang Sisters in melee and the Toxin of the Stilettoes is just as effective at taking down high wound models.

5 Credit Lasguns Rule.
Your gang sister does not need the Stubgun in Melee as @HugeSamples points out for that fighter. For a single attack S3 fighter who is a long ranged gunner the stubgun only brings a single S3 strike in melee which you can just punch instead without the risk of going out of ammo. (it may be Plentiful but you still need to spend the action to reload it. You just do not need to roll the 4+ammo roll).

The Stub gun is a good and cheap way of gaining the duel weapons bonus attack and with the right ammo you can get fairly punchy for the cost but that is for the Melee fighter not the lasgunner. If you are adding it to gain the 2+ accuracy bonus at 6" ofer the las guns at that range don't. If by that point the enemy fighter is that close they are almost certainly not in cover so you don't need the accuracy bonus. Your Lasgunner should not be anywhere that close to the enemy anyway.


If you are going the Toxin (and or Gas Route ) consider getting the Hanger on Apprentice Clan Chymist. (75 credits) You can hire one at the Start. They Come with Fixer (d3X10 credits every post battle) so can basically pay for them selves in as little as three games. Ignoring that Thier Fixer rule essentially gives you a Budget of 10-30 credits each game you can spend on weird and wacky toxin ammo for your various toxin weapons. Add to that Experimental Elixirs which gives you significant discounts to them you essentially get near free access to a few Chemalchemy toxins (or Gas or Stimms) every game.
 
If you are going the Toxin (and or Gas Route ) consider getting the Hanger on Apprentice Clan Chymist. (75 credits) You can hire one at the Start. They Come with Fixer (d3X10 credits every post battle) so can basically pay for them selves in as little as three games. Ignoring that Thier Fixer rule essentially gives you a Budget of 10-30 credits each game you can spend on weird and wacky toxin ammo for your various toxin weapons. Add to that Experimental Elixirs which gives you significant discounts to them you essentially get near free access to a few Chemalchemy toxins (or Gas or Stimms) every game.
This would be another way to spend those credits (if you can find 5 more). e.g. dropping the chem synth and having 10 left over for whatever.
 
It's solid, you need to pick a skill for your plasma gun Matriarch (I'd recommend Dodge as it gives you some more resilience against shooting) I'd also reconsider Hit and Run on your Death Maiden, typically Death Maidens overkill anything they charge, so you never get to do the cool hit and run action.

Spring Up is much more important on a Maiden so she can mitigate pinning. If you want to avoid having the same skill twice then I'd drop the Spring Up from your leader and give her something else as the shock whip is more forgiving and she doesn't need to use a charge action to be able to hit someone with it, she can take a Leadership skill or something like Rain of Blows instead
Thank you, this is great advice
 
NB <- how about this? Save up for chem alchemist and some arrows next, or drop chem thrower on specialist for needle rifle and invest now?
 
Previous feedback about skills still stands.

It's very short range, so your success will be governed by the types of games you play (mortalis or mechanics) and the density of cover on the board.

For a densely terrained board/ sector mechanics it's fine, anything less than that and you may find yourself wanting for more shooting power over 12"
 
I forgot skills! Thank you. How would you change it to cover a bit of longer range support?
 
I forgot skills! Thank you. How would you change it to cover a bit of longer range support?
Essentially you have to drop some of the other pricey stuff, my recommendation would be the chem thrower, it's a weapon that needs a lot of investment but with a tooled up leader / plasma gun/ phelynx runner it just eats too much into your creds
 
I forgot skills! Thank you. How would you change it to cover a bit of longer range support?
For Esher weapons in general You have 24" range lasguns for pinning at range and a Plasma gun grenade launchers and bolters for dishing out the hurt.
Autoguns give good harrying fire at that range.
To be honest that is a good enough long range bracket to deal with for those weapons.
Esher work best as a mobile gang (most others do) and your truly long range guns, the heavy stubber and plasma cannon either force you to stay still or need suspensors (60 credits gets you another lasgun Sister).
Untill you run into amped up Brutes and the like you don't need the extra firepower of the cannon where a plasma gun will do if it means sacrificing your mobility.

If you really think you need a 25"+ ranged cover fighter get a Matriarch with a long rifle (Trade Post) and some fun ammo but keep them relatively cheap.
 
Essentially you have to drop some of the other pricey stuff, my recommendation would be the chem thrower, it's a weapon that needs a lot of investment but with a tooled up leader / plasma gun/ phelynx runner it just eats too much into your creds
Ah the credit pit of the House Blades Chemthrower.
While it does have many options that can be great you keep having to shell out money on it and unlike toxin weapons rapidly loses effectiveness once a opponent figures out Respirators are multiple use and cheap.
To be honest like the flamer it's too expensive for me to run. It lacks the Combat shotguns utility and is pricey with ongoing prices that you can't offset with Bullet Merchants.

If you are close enough to Template why would you not be stabbing the uncouth hivers with your fabulous blades and gorgeous stiletto heels stomping them?

Being a hose monkey or a stylish stab to the eye?
 
  • Haha
Reactions: Mr. M
I forgot skills! Thank you. How would you change it to cover a bit of longer range support?
For your skills it's best to focus on mobility and agility
AGILITY
Cat fall. Only really useful if you plan on spending a lot of time jumping of tall buildings.
Clamber. Only useful if you spend a lot of time scaling tall buildings.
Might leap only useful if there are a lot of gaps to leap across (like tall buildings, is Agility the Spider-Man skill tree?)
Dodge. A 6+ save that you can take in addition to other saves plus can move out of Blast and template hits. (Still Spider-Man...) OK that's pretty decent but it's is more of a second skill choice because of...
Spring up! 😁 From being pinned pass an initiative test (on your great Esher initiative) to stand up for free and carry on as normal. This really keeps your top fighters moving and should they get shot before they activate they gain the benefits of being pinned before they act. Those Nerves of Steel Orlock and Goliath chumps still standing up so their foes can still shoot them. 👍
Sprint. Ever want a Death Maiden legging it around the battlefield faster than a Waster's Dirt bike? (A triple 6" is 18" of movement with a couple movement upgrades a death maiden can top 24") There is no better way of repositioning your heavy hitters.
(Seriously is Agility the Spider-Man skill tree?)

COMBAT
Combat master. interference and assist rarely comes up. Not enough multiple model combats.
Counter attack. In reaction attacks you can make additional attacks for each one your opponents miss.
Unless you can practically guarantee a kill with your reaction attacks you should be using your great Esher initiative to withdraw and keep moving. Esher are kind of like boxers with glass jaws. They hit hard but lack prolonged slog staying power. If you are in the situation where you get a lot of Counter Attacks it is likely that your foe is tougher than you and will hit you harder in prolonged melee.
Disarm. A alright skill but is best used on weapons with Disarm already. The chain axes but they are only on the Queens list otherwise you need Trade post access to fully realise this skill. Also the skill can be entirely useless against foes with no Melee weapons.
Parry a legitimate good skill. Even better with swords and the like. You will get better use out of your Stiletto swords with it.
Rain of Blows. Outside of Overseer you only can actually make use of Fight (Simple) in multiple turn combats. Pronged melee is not Eshers thing. Stick and move. Stick and move.
Step aside. Use your great initiative to cancel an attack. Couple it with Parry and a sword and it makes you very hard to touch in melee. Now this is a potential combination but is quite XP intensive especially if you add counter attack to the mix to potentially turn three hits into misses maximising your Counter attack potential.

Most of the Fineness skills focus on mobility either allowing you into harder to reach places via your charge and move actions, benefiting retreat actions letting you move around close combat better or making your move actions more Versatile.

To get back to your original skill question for longer ranges support, your best bets are skills that let you get into firing positions faster or keep active while there.
The rest of your good skill access works best getting into and out of Melee.


FNB <- how about this? Save up for chem alchemist and some arrows next, or drop chem thrower on specialist for needle rifle and invest now?
I would go needle rifle over chem thrower. Its cheaper, freeing up credits for more sisters, it is blissful immune to the Gas defence of Respirators, even if it does not harm any one in a hit at least it Pinned them, had good Special weapon AP (only melta have better). It also has decent range for a Silent weapon when sneaky attacking.
It being a lot cheaper let's you get comfy with Alchemy earlier as well.
 
  • Like
Reactions: Psyan
Rain of Blows. Outside of Overseer you only can actually make use of Fight (Simple) in multiple turn combats. Pronged melee is not Eshers thing. Stick and move. Stick and move.
There is one exception to this, which is the Shock Whip, rain of blows let you hit with it twice a turn if enemies are nearby, situational for sure but with the Escher leaders 3 attacks base it absolutely blenders people when you can get it off.
 
  • Like
Reactions: Psyan