Feedback requested for starting Orlock list

Hi there,

I'm new to Necromunda and I'll be playing my first campaign using the NCE rules.

If been researching on some Orlock lists on Yaktribe and other sites, and after studying some options this is what have come out:

--------------------------------

leader
Equipment: Autopistol, Chainsword, Knife,
160

heavy stubber 1
Gang Champion
Equipment: Autogun, Heavy Stubber, Knife,
200

heavy sutbber 2
Gang Champion
Equipment: Autogun, Heavy Stubber, Knife,
200

ganger shotgun 1
New Ganger
Equipment: Shotgun, Knife,
70

ganger shotgun 2
New Ganger
Equipment: Shotgun, Knife,
70

ganger lasgun 1
Equipment: Lasgun, Knife,
75

ganger lasgun 2
Equipment: Lasgun, Knife,
75

ganger autogun
Equipment: Autogun, Knife,
70

Green Juve
Equipment: Autopistol, Knife,
40

Green Juve
Equipment: Autopistol, Knife,
40


--------------------------------

So, the idea behind this was:
- begin with 2 heavy stubbers. The drawback is that I need to equipping the rest with the minimum, but two stubbers should pay off.
- start with 5 gangers with a diversity of weapons, to begin earning from the 5 territories (hopefully)
- just 2 cheap juvies...


Thoughs that come to my mind:
- 2 heavy stubbers cost a fortune. Drop one of them and spend the money in better equipment for the rest (ie: man stopper shells for the shotguns. Grenades for the leader)
- 5 gangers are too many. I don't need 5 gangers as it's likely that at least one territory will be shit and I can disregard it. Drop one ganger and hire one juve / man stopper shells.
- drop one stubber or ganger, and equip leader with a good weapon, such as grenade launcher


Any thoughts?

Thank you very much!
 
So while you may have a point about not having 5 territories worth working, you're assuming all of your gangers are going to be healthy at the end of the game.

I would definitely not have two heavy stubbers unless you're playing with a very limited amount of terrain, in which case you should be playing with more terrain. :)
Heavies are almost always going to take a turn, maybe two to get into position, and even then their field of fire is likely going to be limited. Having 400 points sunk into guys who aren't shooting for 1/3 to 1/2 the game seems like too much to me. I'd replace one of them with either an autoslugger (which I have not had a chance to use yet, but people on the forums seem to rate it highly and I've got one planned for the next game) or a flamer to support your H2H guys.

If you can find the creds, some cheap but important upgrades would be the Manstopper shells as you mentioned, and giving your Heavy with the stubber a Hunting Rifle for a backup instead of an autogun. If he spends 2 turns getting up high only to have the stubber run dry on turn 3, you're not going to want to have to move him again to get in range.

I would also give your leader a better pistol and add a 3rd juve - you're at 10 members, the income brackets are 9 and 11, IIRC, so you can have the extra fodder to support your leader and flamer/autogun. I'm a big fan of plasma pistols because you can just shoot at low power if you don't need the Str 5, but it's there if you do. For 5 creds, it's much better than the BP IMO.

Giving one of your shotgun guys a chain if you have the creds to spare will allow him to support your leader if necessary, but the value of that is debatable. I'd be inclined to get grenades like you mentioned. I might be inclined to put those on a ganger or even a juve so you're not putting all of your credits into the leader if he gets captured or killed. But that partially depends on whether you upgrade the pistol.

Hope some of that helps!
 
There are plenty of people who like two heavies, but you don't necessarily need two heavy stubbers. You could give one a cheaper weapon (autoslugger, flamer, plasma gun, etc). Taking two means more chance that one will get something useful, like a BS increase.

You have ten members overall, which means you'll get less net income than with nine. It could be worth dropping someone, since nine keeps you needing three for bottle rolls.

Either of these changes will give you a bit more money to upgrade the leader's weapons to something more befitting his status.

You might also want a CC equipped ganger, to run with your leader and/or juves.
 
Have you considered dropping a heavy for a ratskin scout with a hunting rifle? I did that in my gang and found myself with 90 credits spare with 9+1 gang members (mercs dont count for upkeep when calculating income from territories).

They get 3 starting upgrades so chance of getting skills and stats at the beginning, you can add or subtract 1 if you roll for the scenario and so long as he doesnt go OOA you get 1 in 6 chance of getting a new territory. You also have a 1 in 6 of him disappearing but then you just rehire a reroll his stats.

Its also good having some funds kept aside aswell. My shotgunner got attacks which allowed me to change him up to bolt pistol and sword, still have 55 credits after income, bought a silencer, sreamers and also when a juve becomes a ganger hes got a shotgun with manstoppers.
 
Unless you are playing some strange house rule, in the house weapon lists you will see some sepcial weapons you can start with

I would suggest a flamer and shotgun for one heavy, dropping a shotgun ganger and giving your leader a plasma gun

This drops you to 9 men as others have said , gives you mobility and gives you some cash to pick up a scout with huntin rifle. Ammo for te other shotguns are useful too

Another take would be to just drop the shotgun ganger (to drop income bracket), use the cash to get the leader an autoskugger and a scout, then enjoy having massive amounts of firepwer to control board movement while your leader uses his higher bs to keep your assult element from getting too outgunned. I honestly would be tempted to that option as it has a bit more uniqueness compared to 'standard' starting gangs
 
What I'm not sure is if I can start with special weapons - I'll need to clarify that with my gaming group.

You should have at least some. IIRC meltagun is a Leader-only option for Orlocks, though not necessarily a worthwhile choice. If you can't start with the one you want, then just save some money in your stash and buy it after your first game in place of a rare trade roll. This has the added bonus that you keep your gang rating low for your first game, so likely get to choose the scenario and maybe even get an underdog bonus.
 
  • Like
Reactions: spafe
Orlocks get Chainsword, Grenade Launcher and Boltgun for Leader-only weapons to begin with, and Autoslugger and Flamer are the only special weapons they can get otherwise (on the House weapon list). No meltaguns at all. You can arm the Leader with a plasma pistol, but not a plasma gun, which I prefer because then you get the extra attack dice in combat (combined with the chainsword means you have a parry, and can alternate between a Str4 -2 save strike from the chainsword, and Str4 -1 save from the pp.
 
  • Like
Reactions: Ben_S
I'll take your word for it. I've never really used HWLs, so I was going by the fact that there was a Leader with meltagun model - but then, I assume HWLs came out around the time of the 2nd edition models.
 
Thanks everyone for your great suggestions.
I'm still not sure which changes I'll be doing, I'll let you know when I decide... but most likely I will:

- keep the two heavies, but one of them with one autosluger
- drop one juve or ganger, and hire one ratskin hireling
- with the money that should free, better equip the leader (better gun) and the rest of the gang (manstopper sheells, beteer backup weapon for heavy)

Now, for the better weapon of the leader although I think plasma guns are better, I think I'll get him a boltgun - just because it will suit better to the miniature I'll be using.

I'll let you know the outcome.
Cheers!
 
  • Like
Reactions: spafe
Ratskins are awesome for gettin some extra firepower n better stats/skills and give you some more options aswell as getting extra territories.

Yeah if your gonna keep 2 heavies, get an autoslugger with an autogun back up.

If your gonna upgrade your leaders weapon I would take a plasman gun over a boltgun. Plasma gun will give you option of a good solid str 5 shot or str 6 sustained fire. This will mean your heavy with the autoslugger can run with your leader or but them on the flanks and have all the sustained fire for board control.

That would be my advise to ya :)
 
I've got to agree with @speccy , plasma is a far better option for the boss, str 4 standard, with a option for higher if you need, and much better ammo roll, that's the crucial bit. But I understand model contraints can be annoying.
 
Thanks to all for your comments.

This is what I think I'll be playing.
In short, leader with plasma gun, two heavies, one of them without heavy weapons to begin with, five gangers, one juve, one ratskin scout.

Hash
Leader
Equipment: Chainsword, Knife, Plasma Gun,

Coke
Heavy
Equipment: Heavy Stubber, Knife, Hunting Rifle,

Dope
Heavy
Equipment: Shotgun, Man-stopper Shotgun Shell, Knife,

Keta
New Ganger
Equipment: Shotgun, Man-stopper Shotgun Shell, Knife,

Crack
New Ganger
Equipment: Shotgun, Man-stopper Shotgun Shell, Knife,

LSD
New Ganger
Equipment: Lasgun, Knife,

Ecstasy
New Ganger
Equipment: Lasgun, Knife,

Booze
New Ganger
Equipment: Autogun, Knife,

Maria
Green Juve
Equipment: Autopistol, Knife,

Mescal
Hireling - Ratskin scout
Equipment: Knife, Blindsnake Pouch, Hunting Rifle


I may change one shotgun for anything else.
Thanks!
 
  • Like
Reactions: spafe