N18 Feedback on 1st Cawdor list

GumbaFish

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Jul 13, 2024
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Hey all, I am trying to make my first Necromunda list (HOF Cawdor) and wanted to get a little feedback. I would like to make sure everything looks legal so far, I haven't accidentally chosen something objectively horrible, and see if there are any tweaks I should make. The list would be for campaign play at 1000 credits to start, so I have 55 unspent credits. I am unsure if I should kit guys out with a little more gear or maybe add another juve? I do want to include a mix of redemptionists because I like their aesthetic, but if there are better ways to kit those minis out (or anything else in the list) I welcome some suggestions. Any thoughts appreciated.
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a bretheren specialist with a sniper gun and scope sat at the back is often worth his points.
i would drop the cherrub and spend the cash to give the bonepickers a cheap second weapon (knife) for that extra attack.
but bear in mind i dont win too often.
wecome to the empraahs side

 
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To answer the "is it legal" question, yes it is.

Id consider making one of your Brethren a specialist, you're allowed one for free at gang creation so may as well take it, even if you don't take advantage of the ability to use a special weapon at gang creation the option is nice
 
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Your list looks fairly solid.
Normally I would avoid the repetition of weapon loadout but for Cawdor I would make exception for brethren with the Blunderpole. It is just too cheap and good not to have a tonne.
I would drop the cherub although a good choice later.
You can have a specialist at gang creation. It costs nothing so do it. A Specialist can choose thier advances rather than randomly rolling which is just better. They also can take the special weapons on thier list which can add a bit of pinch without the extra 45 credits of a champion.
If you pick a Brethren Specialist run him/her with a Long Rifle. It gives you a fairly decent long range weapon which otherwise Cawdor are a little lacking aside from the firebrand wordkeeper Heavy crossbow.
Do not bother with the combi autogun or flamer. You can get three blunderpoles for that price which set people on fire just as well as the flamer. The Combi autogun has Unstable. Bleagh. No blaze weapons really compete with the dirt-cheap blunderpole for the price.

I would however not get a brethren specialist when the Redemptionist Brethren specialist is available for only 5 credits more. They can have shotguns, which initially compete with the Blunderpole for reasonable utility or the price and then you can get special ammo, both the ones on your list and others (ammo is not a weapon, do you throw the bullets or have the shotgun).
The Firepikes AP and Rending makes it more of a viable weapon in the land of the blunderpole.
The important weapon however is the grenade launcher. Hard hitting, decent range, crowd control and with interesting ammo. What more could your trash bois ask for?
 
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Don't fall into the Flack armour trap. A 6+ save that is 5+ verses Templates and Blast for 10 credits.
Basically you only get the situational benefit when facing fellow Cawdor (Orlocks and Goliaths dabble in template spam on occasion). Most hard hitting template weapons (your Firepike the Web gun, Rad Guns Chem thrower amd some combat shotgun ammo) either ignore Armour or have high enough AP to counteract the flack bonus and you would be in the same save situations if you just bought Mesh armour that gives a 5+ save all the time.

When I run Cawdor because the bulk of them are so cheap I often set aside some starting credits to get better armour at the Trade Post after the first battle instead of starting anyone including bosses in flack.
 
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Your list looks fairly solid.
Normally I would avoid the repetition of weapon loadout but for Cawdor I would make exception for brethren with the Blunderpole. It is just too cheap and good not to have a tonne.
I would drop the cherub although a good choice later.
You can have a specialist at gang creation. It costs nothing so do it. A Specialist can choose thier advances rather than randomly rolling which is just better. They also can take the special weapons on thier list which can add a bit of pinch without the extra 45 credits of a champion.
If you pick a Brethren Specialist run him/her with a Long Rifle. It gives you a fairly decent long range weapon which otherwise Cawdor are a little lacking aside from the firebrand wordkeeper Heavy crossbow.
Do not bother with the combi autogun or flamer. You can get three blunderpoles for that price which set people on fire just as well as the flamer. The Combi autogun has Unstable. Bleagh. No blaze weapons really compete with the dirt-cheap blunderpole for the price.

I would however not get a brethren specialist when the Redemptionist Brethren specialist is available for only 5 credits more. They can have shotguns, which initially compete with the Blunderpole for reasonable utility or the price and then you can get special ammo, both the ones on your list and others (ammo is not a weapon, do you throw the bullets or have the shotgun).
The Firepikes AP and Rending makes it more of a viable weapon in the land of the blunderpole.
The important weapon however is the grenade launcher. Hard hitting, decent range, crowd control and with interesting ammo. What more could your trash bois ask for?
Thanks so much for the detailed reply. It sounds like I should drop the cherub and pick up a redemptionist brethern specialist to start off with. Where does it say that one can take a specialist at gang creation, is it in the core rules or the HOF book? I somehow totally missed that so want to reread whatever section it is in to make sure I am not missing anything else. I really like the look of the redemptionists, so having an excuse to include a third in the list is a win win.
 
Don't fall into the Flack armour trap. A 6+ save that is 5+ verses Templates and Blast for 10 credits.
Basically you only get the situational benefit when facing fellow Cawdor (Orlocks and Goliaths dabble in template spam on occasion). Most hard hitting template weapons (your Firepike the Web gun, Rad Guns Chem thrower amd some combat shotgun ammo) either ignore Armour or have high enough AP to counteract the flack bonus and you would be in the same save situations if you just bought Mesh armour that gives a 5+ save all the time.

When I run Cawdor because the bulk of them are so cheap I often set aside some starting credits to get better armour at the Trade Post after the first battle instead of starting anyone including bosses in flack.
Good idea to set aside some credits to upgrade after the first game.
 
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Thanks so much for the detailed reply. It sounds like I should drop the cherub and pick up a redemptionist brethern specialist to start off with. Where does it say that one can take a specialist at gang creation, is it in the core rules or the HOF book? I somehow totally missed that so want to reread whatever section it is in to make sure I am not missing anything else. I really like the look of the redemptionists, so having an excuse to include a third in the list is a win win.
It's in the HoF book on the Brethrens page, I think it's under the heading about promotion
 
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Thanks so much for the detailed reply. It sounds like I should drop the cherub and pick up a redemptionist brethern specialist to start off with. Where does it say that one can take a specialist at gang creation, is it in the core rules or the HOF book? I somehow totally missed that so want to reread whatever section it is in to make sure I am not missing anything else. I really like the look of the redemptionists, so having an excuse to include a third in the list is a win win.
What @Heart of Storm said.
Basically all clan gangs can.
 
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