N18 First Cawdor Gang List

ChompHammer

New Member
Oct 10, 2023
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This is my first list for my cawdor gang, i havent played yet and want some advice.

Leader-195
Mech Armor
Sawn Off Shotgun
Chain Glaive
Commanding Presence

Champion-235
Mech Armor
Heavy Crossbow
Step Aside

Champion-140
Mech Armor
Long Rifle
Step Aside

Ganger-85
Blunderbuss-Pole

Ganger-85
Blunderbuss-Pole

Ganger-85
Blunderbuss-Pole

Ganger-55
Reclaimed Outogun

Juve-25
Stub Gun

Juve-25
Stub Gun

Juve-25
Stub Gun

955 Credits
What should I do with the last credits?
 
fighting knife or axe , something cheap that gives +1 attack in melee(y)
 
Sawn-off shotguns are terrible weapons and because the Chain Glaive takes up 2 slots those are the only weapons your Leader is going to be able to take unless you faff around with multiple fighter cards. I'd swap the sawn-off for an Autogun or just run no gun on your Leader, who is presumably mostly going to be getting into melee combat, until you can grab something punchy off the Trading Post.

I'm guessing you're using the old pre-House of Faith list as Cawdor Champions (Or strictly Firebrands) don't get access to Mesh armour anymore. Strongly recommend you move to the House of Faith rules which even if you don't use any Redemptionist models, gives you some extra rules like Faith dice, for your gang. The Gangs of the Underhive lists, and book, have been entirely replaced by the new books.

Equally, if you move to the HoF rules one of your Gangers auto-promotes to a Specialist at Gang Creation. Even if you don't give him a Special weapon, he advances like a non-Ganger so is able to choose how to spend his XP rather than roll on the table.
 
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Sawn-off shotguns are terrible weapons and because the Chain Glaive takes up 2 slots those are the only weapons your Leader is going to be able to take unless you faff around with multiple fighter cards. I'd swap the sawn-off for an Autogun or just run no gun on your Leader, who is presumably mostly going to be getting into melee combat, until you can grab something punchy off the Trading Post.

I'm guessing you're using the old pre-House of Faith list as Cawdor Champions (Or strictly Firebrands) don't get access to Mesh armour anymore. Strongly recommend you move to the House of Faith rules which even if you don't use any Redemptionist models, gives you some extra rules like Faith dice, for your gang. The Gangs of the Underhive lists, and book, have been entirely replaced by the new books.

Equally, if you move to the HoF rules one of your Gangers auto-promotes to a Specialist at Gang Creation. Even if you don't give him a Special weapon, he advances like a non-Ganger so is able to choose how to spend his XP rather than roll on the table.
https://yaktribe.games/underhive/gang/mechanicus.485080/

Thanks, I changed it and followed your recomendations.

Is this better?
 
One thing I'd suggest would be lose the Flak armour, for 5creds more you can pick up Mesh armour at the Trading Post after your first game and going 1 game without a 6+ save isn't going to cause issues.

You could then invest those 20creds in different weapons on your Bonepickers purely to make them a bit unique and more fun to play. Axes and Flails are great weapons, and Autopistols are decent on Bonepickers due to Rapid Fire giving you a ~50% increase in melee hits from the pistol but stubs have the Dum-dum upgrade route so either has benefits. So if you want a bit more personality in your Bonepickers you can mix and match some weapons as other than the Maul, which no-one should ever take, there's no bad options.

Similarly you've got 3 identical Brethren, though realistically there's not a vast choice in what to arm them with unless you branch out to Redemptionist Brethren.
 
One thing I'd suggest would be lose the Flak armour, for 5creds more you can pick up Mesh armour at the Trading Post after your first game and going 1 game without a 6+ save isn't going to cause issues.

You could then invest those 20creds in different weapons on your Bonepickers purely to make them a bit unique and more fun to play. Axes and Flails are great weapons, and Autopistols are decent on Bonepickers due to Rapid Fire giving you a ~50% increase in melee hits from the pistol but stubs have the Dum-dum upgrade route so either has benefits. So if you want a bit more personality in your Bonepickers you can mix and match some weapons as other than the Maul, which no-one should ever take, there's no bad options.

Similarly you've got 3 identical Brethren, though realistically there's not a vast choice in what to arm them with unless you branch out to Redemptionist Brethren.
Alright, Thanks so much for the help.
one more question would it be wiable to replace the auto gun on my leader with a Pistol?
 
Yes, but why would you? He's already using a 2-handed weapon for close combat. The pistol won't give him an extra attack and the autogun gives significantly better shooting options. I'd say go with the autogun or nothing and wait until you can give him a punchier ranged weapon like a shotgun.
 
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There is little benefit to a pistol with a two handed melee fighter. Just wait until the trade Post gives you better options.
I would stay away from the reclaimed autogun in general. Even the basic one Is better but why even take them when you have access to the blunderpoles? They are hands down the best basic weapon in the game.

Consider picking up a bolter with gunk bolts at the trade Post for your leader. A pretty punchy gun with its normal ammo and the Gunk bolts will help you set fire to folk much easier. Cawdor get a lot of Blaze. Capitalise on it.