The voice of the starchamber is discordant. Petitioning for a contemplation session of shadow-attuned minds upon this new shade of darkness that is about to be cast upon the contested areas of the Underhive.
A new player here drafting a possible list for a future campaign. The campaign will be co-arbitrated by all participants, who range from experienced(more optimization incline) players to casual ones. My goal is to draft a gang that can hold it's ground, play thematically and is not necessarily "minmaxed" to the fullest. Feedback and perspective appreciated!
My draft so far:
https://yaktribe.games/underhive/gang/the_veiled_fang.550155/
The preliminary battle plan of the gang is to advance under the cover of the smoke, while the specialist and the phantom provide powerfull fire from inside/through the smoke.
In an ideal world (this maybe just my delusion) the gang methodologically advances towards the chosen point of the enemy line while dealing some disruptive punishment, while the nacht-ghul awaits for an opening to be deployed. Once close/mid distance the gang estabilishes firing bubble and if the enemy is still a threat and advances, the gang starts it's retreat while delivering punishing ranged fire.
Gang tactics of choice:
-Deceit
-Shifting shadows
-Whispered threats
The leader's role is a tactical support piece allowing:
- vital group activations to deliver concentrated fire/smoke
-multiple special weapon activations via overseer
-send the webgun juve in for a template shot
-overseer the nacht-ghul incase the ghul does not have any viable place to appear behind the enemy lines
The phantom offers:
-plasmafire through the smoke
-group activations for concenteated fire/smoke
-Reliability for my dakka
Nacht-ghul:
-forces opponent to consider how they place their models/how they activate them
-precision tool
-can be deploeyd behind the enemy lines, inside/behing a smoke bubble from a thrown grenade or next to the leader to be overseered.
Juves:
-Provide smoke
-can be used to provide rapidfire from close distance or charge in if necessary
The specialist:
-Takes out multiwound models/clusters of enemies
-creates disruptive gravbarriers against gangs who'd like to get too close too fast
Some guestions:
-Where should I put my remaining credits?
-Am I wasting my leader by not equipping them?
-Is my idea viable/deluded from the game mechanics perspective?
-would something like this list provide a fun/interesting game for me and my opponent?
A new player here drafting a possible list for a future campaign. The campaign will be co-arbitrated by all participants, who range from experienced(more optimization incline) players to casual ones. My goal is to draft a gang that can hold it's ground, play thematically and is not necessarily "minmaxed" to the fullest. Feedback and perspective appreciated!
My draft so far:
https://yaktribe.games/underhive/gang/the_veiled_fang.550155/
The preliminary battle plan of the gang is to advance under the cover of the smoke, while the specialist and the phantom provide powerfull fire from inside/through the smoke.
In an ideal world (this maybe just my delusion) the gang methodologically advances towards the chosen point of the enemy line while dealing some disruptive punishment, while the nacht-ghul awaits for an opening to be deployed. Once close/mid distance the gang estabilishes firing bubble and if the enemy is still a threat and advances, the gang starts it's retreat while delivering punishing ranged fire.
Gang tactics of choice:
-Deceit
-Shifting shadows
-Whispered threats
The leader's role is a tactical support piece allowing:
- vital group activations to deliver concentrated fire/smoke
-multiple special weapon activations via overseer
-send the webgun juve in for a template shot
-overseer the nacht-ghul incase the ghul does not have any viable place to appear behind the enemy lines
The phantom offers:
-plasmafire through the smoke
-group activations for concenteated fire/smoke
-Reliability for my dakka
Nacht-ghul:
-forces opponent to consider how they place their models/how they activate them
-precision tool
-can be deploeyd behind the enemy lines, inside/behing a smoke bubble from a thrown grenade or next to the leader to be overseered.
Juves:
-Provide smoke
-can be used to provide rapidfire from close distance or charge in if necessary
The specialist:
-Takes out multiwound models/clusters of enemies
-creates disruptive gravbarriers against gangs who'd like to get too close too fast
Some guestions:
-Where should I put my remaining credits?
-Am I wasting my leader by not equipping them?
-Is my idea viable/deluded from the game mechanics perspective?
-would something like this list provide a fun/interesting game for me and my opponent?