N18 First attempt at Delaque

Merzbau

Gang Champion
Nov 9, 2018
292
388
78
Philadelphia
https://yaktribe.games/underhive/gang/new_gang_who_dis.44787/

Please excuse the awful placeholder gang/ganger names; I did this in a bit of a hurry.

I want to cover multiple threat ranges, be able to deny actions to the opposing player (between Overwatch, the grav gun and an experiment with a photon flash grenade), and leave room to build up from.

Two notes:
1. My group is playing with a house rule for special weapons, where the single member of a starting crew that can take one is promoted to Specialist and henceforth only Specialists (and champions, leaders, etc) can carry them. We're hoping this cuts down the arms race a little and makes solid play with basic weapons more important, though it doesn't do anything to stop the income from coming in and tons of Champions arriving on the scene...

2. I'm trying to do this all WYSIWYG from the existing sprues, which is why, for example, there are no lasguns (seriously, Forge World? FFS). The look of the model is super important to me and while I'd love to buy hotshot packs later, I don't want to sacrifice the look of my boxy, utilitarian rifles with stocks. It's also why my specialist doesn't have a special weapon- he's carrying a flechette pistol and throwing knives, which I can have glued to his body (using the holstered pistol for the former), with temp arms blu-tacked on and a final weapon to be added once I have the credits and FW's weapon packs are out.

I think I've struck a decent balance between fancy gear and bodies on the table- I'd love more smoke, and I haven't started investing in photo goggles yet, but that should come fairly soon after gaining some territories or- in a break from my Goliath- winning a single game. I hope to proxy these out and take them for a test drive next weekend.
 
You should be magnetizing every one of your little creepy guys ifyou're super concerned about wysiwyg. That way you can just switch stuff out for when FW release their weapon packs. The default Delaque sprues are the worst I've seen in terms of giving you usable weapon options.
 
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I'm not that concerned, I guess- I'd like everything to be solidly built, and don't really have experience with magnetization, much less on tiny joints like the Delaque have. I'm trying to strike a balance but erring on the side of models that look cool, vs kitbashing my own lasguns or what have you. I'll be recruiting over the campaign so I will almost definitely be picking up a second box to build as I go.

And for real, right? Two autoguns, two shotguns, no lasguns anywhere, not even on the upcoming FW upgrades...

I've done a bit more fiddling with the list and wound up with the following:

Leader with flechette pistol, web gauntlet, mesh armor and grapnel launcher (Spring Up)
Champion with web gun, autopistol and mesh armor (Infiltrate)
Champion with long rifle (Overwatch)
Specialist (see above) with throwing knives and smoke grenades
Ganger with autogun and photon flash flares
Ganger with autogun and smoke grenades
Ganger with shotgun
Ganger with shotgun
Juve with two autopistols

I'm worried there's too much expectation on the leader to put in work, and he might be too vulnerable; likewise, it'll take a while for my Infiltrate champ to link up with anyone and provide group activations. I'm leaving an opening for my specialist to take something nasty soon, while not being useless in the meantime (group activating with the leader and probably a shotgun ganger, throwing smoke until he runs out), though I'm also a little worried I'm not starting with a nasty high-damage weapon and too dependent on mid-range weaponry again, especially in a group meta that's been so thoroughly dominated by long range firepower (see my other thread for our LoS/table setup woes).

The Juve definitely won't be doing much, but just having a body on the table is worth something this early, and I couldn't really do much else with the 35 credits he cost- maybe an infrasight on the long rifle, but that doesn't appeal as much for whatever reason.
 
Here's what I settled on; it may change based on my first couple of practice games before the campaign, but I think I'm reasonably happy with it:

https://yaktribe.games/underhive/gang/seven_keys_cartel.45982/

A close-range Leader is still risky, but I couldn't really find a good substitute skill if I swapped his gear with the sniper Champion- sure, I could give him Overwatch (boring) or Overseer (extra boring); this feels more fun. Two smoke grenades isn't much- increasing those and the amount of photo goggles I have in the squad will be an early priority- but I was happy to fit in an infra-scope on my sniper Champ. I also opted for zero Gunshrouds to start- they're cheap enough to count on being able to buy later, and my odds of getting Sabotage right out of the gate aren't terribly high.
 
Delaque using only what comes in the box is really hard to actually create a good looking gang.

You really want a plasma gun, meltagun, or webgun somewhere in there but none of them come in the box (though you could convert a webgun fairly easily).

I’d probably look at a different skill than spring up for your leader. Not sure what would really work though with that build. Maybe dodge for an extra 6+ save and a bit of survivability.

I’d also be looking to drop a ganger and put a better weapon on the champion, but I don’t know what. Maybe the gravgun and move the sniper rifle to the specialist.

The specialist looks wasted with throwing knives, but that’s more because I don’t like throwing knives as a basic weapon.
 
I don't want to convert at the moment (I'm not really confident in my ability to make something that doesn't look like ass), but I'm committed to picking up an appropriate set of FW upgrades the minute they're put up for sale; I'm OK with proxying the weapons in those until then. Thus the webgun- I know it's on the way.

Spring Up seemed like a good choice for someone that's probably going to attract a lot of small arms fire, but I'm definitely open to trying new choices after I've gotten in a test game tomorrow.

The grav gun is honestly what I was thinking about putting on the specialist once I have enough cash; I'd like to keep the sniper rifle on a fighter with slightly better BS and the ability to take a skill (Overwatch, or maybe Fast Shot) since the grav gun will still hit *something* and leave its crater if it scatters. Agreed that throwing knives aren't terribly good; I could give him an autogun instead for the same points (and spare the part, either by just buying it from a bitz site or using the second back-slung autogun in the box and making sure to get the FW upgrade that includes an autogun being held two-handed) but this was more for flavor than anything else, and gives me a silent option for Darkness Descends, sentry missions, etc that I don't have to pay extra for. He's got two free weapon slots, so he's also a strong candidate for a hand flamer, depending on what kind of skills he ends up with.
 
I'm not great at converting either so I understand why you don't want to give it a go, but the only way you get better is if you give it a crack. If you do give it a crack I can thoroughly recommend the Genestealer cult box as it comes with a webgun, autoguns and a few other fun things to work with.

Spring up isn't bad, but I think it is best suited to a close combat specialist and I don't really want my leader in close combat. If you had it on a champion it would be less likely to end up with your leader getting crushed by a Goliath champ.

I can understand giving the throwing knives to a ganger, I am just not sold on giving them to the only specialist you are allowed as I don't think it really stacks with buying him any of the special weapons you have access to. I mean you could give him a meltagun which is about the same range or a flamer, but at that point he will just stop using the throwing knives. IF they were a grenade or a pistol weapon with the sidearm trait I think I would use them, but not as a basic weapon.
 
I'm not great at converting either so I understand why you don't want to give it a go, but the only way you get better is if you give it a crack. If you do give it a crack I can thoroughly recommend the Genestealer cult box as it comes with a webgun, autoguns and a few other fun things to work with.

Spring up isn't bad, but I think it is best suited to a close combat specialist and I don't really want my leader in close combat. If you had it on a champion it would be less likely to end up with your leader getting crushed by a Goliath champ.

I can understand giving the throwing knives to a ganger, I am just not sold on giving them to the only specialist you are allowed as I don't think it really stacks with buying him any of the special weapons you have access to. I mean you could give him a meltagun which is about the same range or a flamer, but at that point he will just stop using the throwing knives. IF they were a grenade or a pistol weapon with the sidearm trait I think I would use them, but not as a basic weapon.

I did dry fit a few GSC arms, but to be honest, the look is so markedly different and they look so short and stubby in comparison that I'm totally fine just waiting on the FW packs to come out and proxying for a few weeks until then.

I could still put the close combat gear on a Champion, but they don't really have a great skill set to exploit it apart from maybe Evade or (more situationally) Infiltrate. That would free up the web gun to move to my Specialist- also appealing because his reduced BS doesn't matter for a template weapon- but I'd have to start making some pretty deep cuts to acquire gear for my leader and unless I took one of the more hands-off skills like Overseer he'd be pretty humdrum for a few games.
 
OK, I've done another drastic revamp (in a copy, so I can compare between practice games) and ended up with:

Leader with long rifle and Overwatch
Champion with flechette pistol, web gauntlet, and Evade
Champion with web gun, mesh armor and Hip Shooting
Specialist with grav-gun
Ganger with autogun and smoke grenade
Ganger with autogun
Ganger with shotgun
Ganger with shotgun

There were some real sacrifices here- in particular, dropping the Juve, dropping armor on everybody but the one mid-range champion without Evade, and not taking nearly as much smoke as I'd like- and the grav-gun is kind of a novelty; I'm wondering if I might now be better off switching the web gun to that model instead (skill or no skill), and taking a plasma gun with Fast Shot on the Champ that currently has the web gun.

It's a lot of toys before boys and it's kind of gambling on having an uncontested territory grab in the first round (we have seven players and are doing a blind draft, with everyone sending in their territories secretly during the Takeover phase and revealing them simultaneously) so I can gather some income and gear up, but if I get in a scrap right away my opponent will be similarly disadvantaged.
 
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OK, I've done another drastic revamp (in a copy, so I can compare between practice games) and ended up with:
There were some real sacrifices here- in particular, dropping the Juve, dropping armor on everybody but the one mid-range champion without Evade, and not taking nearly as much smoke as I'd like- and the grav-gun is kind of a novelty; I'm wondering if I might now be better off switching the web gun to that model instead (skill or no skill), and taking a plasma gun with Fast Shot on the Champ that currently has the web gun.

OK, yeah, I did the damn thing. New loadout is:

Leader with long rifle and Overwatch
Champion with flechette pistol, web gauntlet, and Evade
Champion with plasma gun, throwing knives and Fast Shot
Specialist with web gun
Ganger with autogun and smoke grenade
Ganger with autogun and smoke grenade
Ganger with shotgun
Ganger with shotgun

This feels much more dependable with the extra smoke, a more straightforwardly deadly special weapon (and excuse to use throwing knives on someone, as a Silent backup is nice to have) and skills that make sense across the board. I've still got ten credits to throw around; I'm thinking about a backup autopistol on the web gunner, but other than that this feels right.
 
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I would just like to point out that a ganger with a special weapon (what you start the game with) is not a specialist, they're still a ganger.
A specialist is a fighter type, only gained through advancement.
 
I would just like to point out that a ganger with a special weapon (what you start the game with) is not a specialist, they're still a ganger.
A specialist is a fighter type, only gained through advancement.

Yup, I know. This is a house rule we're trying for our campaign to try and cut down on the proliferation of special weapons and to eliminate some bookkeeping (tracking who in the starting gang can carry a special weapon vs who never can). We're restricting special weapons to Leaders, Champions, and Specialists that come up during the campaign and giving a free boost to Specialist for one ganger at the start.
 
You should never have an issue with ganger's not being able to take special weapons.
Only 1 ganger can start with a special weapon, after that they all can.
But fair enough on the house rule.
 
As I understood it, only newly added Gangers can carry special weapons- the wording ("When the gang is created, one Ganger can be armed with a Special Weapon. During a campaign, additional Gangers can also take Special Weapons as they are added.") could be a touch unclear, as with so many things in Necromunda, but it seems to imply that only Gangers added after gang creation are able to take special weapons, right?
 
I took it to mean additional gangers beyond the first, rather than newly recruited gangers. Otherwise it would surely say as such.

I could see the “as they are added” clause being intended to refer to weapons, not gangers, but as written it definitely seems to refer to gangers. Its like so many other rules issues- it seems like they never put them in front of a critical eye from outside the dev team to ask, for example, if they might want to replace the potentially ambiguous “added” with “recruited” (for gangers) or “purchased” (for weapons).
 
I ended up playing Escher after making one final change to the list above (changing the shotgun to an autogun, dropping the web gun’s backup autopistol and plasma gun’s backup throwing knives and adding an infrasight on the leader). It was a complete rout; partly mistakes on my part (I didn’t notice a line of fire left open to my plasma gun champ when he was advancing behind smoke) and partly insanely bad dice rolling (we exchanged roughly the same amount of fire but I failed to score even a single flesh wound as opposed to two OOA and two seriously injured on my side- failing to wound with a web gun against T3 several times, failing to hit even once with a double-tapping plasma gun, missing an promptly running out of ammo with the long rifle).

But as opposed to Goliath, it felt like a game where I had interesting tactical options/choices every turn as opposed to just marching my slow, short ranged ass into a meat grinder. Part of that is also the more normal gear at 1000 credits and part is definitely the more abundant scenery- we finally tried the rulebook’s method and it ended up in a very dense, interesting table. And crucially, we avoided having any windows that could be fired through but not charged through or easily maneuvered around on the ground floor; any walls were treated as LoS blockers. We still had plenty of low barricades and the like to provide cover, but in games where a ground floor window provides full cover, fighters tend to park in it and never leave.
 
I think it's best to treat windows like barricades, so they can be moved through at a -2" penalty.

The sector Mechanicus set up rules also only work if both players want to create an interesting and dense battlefield.
If they're not, the rules make it so easy for one player to set up a "fortress" which is almost impossible to assail.
And, imo, if both players are interested in creating a proper table you can skip the formalities of the rules and both work together to create a good table.

I find that when making sector Mechanicus, it's important to have LoS blocking terrain, rather than just lots of scatters terrain. The current GW sector mechanicus line is honestly atrocious for actually blocking LoS. The gantries all have spindly stilts and the railings all have lots of gaps.
 
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