I've summarised my first draft of an N17 Cawdor gang below. Would appreciate any feedback (particularly on skill selection, but also more generally).
The Lighted Wick:
Leader (Mentor) - Hand Flamer, Axe, Reclaimed Autopistol.
Champion (Headbutt) - Cawdor Heavy Crossbow, Reclaimed Autopistol.
Champion (Parry) - Hand Flamer, Reclaimed Autopistol.
Ganger - Reclaimed Autogun.
Ganger - Reclaimed Autogun.
Ganger - Reclaimed Autogun.
Ganger - Polearm Blunderbuss.
Ganger - Polearm Blunderbuss.
Juve - Axe, Stubb Gun.
Juve - Axe, Stubb Gun.
The idea was to try and build the gang around three (hopefully complimentary) ideas:
- template weapons;
- blaze; and
- rapid fire.
To that end, I've spent most of my credits on relatively expensive ranged weapons (2 hand flamers, the heavy crossbow, two blunderbusses), and left myself fairly short of CC weapons. Any CC weapons I have gone for are either the cheapest available (although the axe seems a reasonable buy) or incidental (I didn't buy the blunderbusses for the polearm bit..).
Most of the other ranged weapons (whether main or back-up) have rapid fire. The exception to this is the juves, who have Stubb Guns.
Tactically, the very broad idea is to have the gangers with autoguns and the crossbow champion sit back, trying to keep my opponents ducking while the rest of my gang moves up. The hope is that, with the juve's screening (and maybe even hitting something with the stubb gun short range accuracy bonus ), the leader, champion and two blunderbuss gangers can get close enough to drop four blaze templates in quick succession. If there's still a substantial number of the enemy gang standing at that point, I think I'm probably out of luck, but hey - I've still got the crossbow, and juves are expendable. Maybe I'll even figure out a way to use those polearms effectively...
I'm less certain of the skills I've taken - the Cawdor skills do not seem to me to gel very well with the way the gang works. In any event, the thinking here was:
- mentor on the leader because I expect him to be relatively near a number of gangers for a majority of the game, and quicker XP hopefully means I can toughen up my front line fairly quickly. I can see overseer would work as well, but that seems a common (and therefore a bit of a dull) pick.
- headbutt on the crossbow champion, because, as he shouldn't be near the front line, I don't want to spend much on CC gear for him. I think headbutt makes more sense than hurl, since his distance from the front line means I'm expecting him to encounter faster but weaker opponents in CC (Escher, Juves) than tougher gang members (Goliaths); and
- parry on the flamer champion to aid survivability. I've taken parry over step aside on the basis that the champion's initiative is not brilliant - although I suspect there's probably not a whole lot in it.
All thoughts welcome!
Gang manager link here: https://yaktribe.games/underhive/gang/the_lighted_wick.38872/
The Lighted Wick:
Leader (Mentor) - Hand Flamer, Axe, Reclaimed Autopistol.
Champion (Headbutt) - Cawdor Heavy Crossbow, Reclaimed Autopistol.
Champion (Parry) - Hand Flamer, Reclaimed Autopistol.
Ganger - Reclaimed Autogun.
Ganger - Reclaimed Autogun.
Ganger - Reclaimed Autogun.
Ganger - Polearm Blunderbuss.
Ganger - Polearm Blunderbuss.
Juve - Axe, Stubb Gun.
Juve - Axe, Stubb Gun.
The idea was to try and build the gang around three (hopefully complimentary) ideas:
- template weapons;
- blaze; and
- rapid fire.
To that end, I've spent most of my credits on relatively expensive ranged weapons (2 hand flamers, the heavy crossbow, two blunderbusses), and left myself fairly short of CC weapons. Any CC weapons I have gone for are either the cheapest available (although the axe seems a reasonable buy) or incidental (I didn't buy the blunderbusses for the polearm bit..).
Most of the other ranged weapons (whether main or back-up) have rapid fire. The exception to this is the juves, who have Stubb Guns.
Tactically, the very broad idea is to have the gangers with autoguns and the crossbow champion sit back, trying to keep my opponents ducking while the rest of my gang moves up. The hope is that, with the juve's screening (and maybe even hitting something with the stubb gun short range accuracy bonus ), the leader, champion and two blunderbuss gangers can get close enough to drop four blaze templates in quick succession. If there's still a substantial number of the enemy gang standing at that point, I think I'm probably out of luck, but hey - I've still got the crossbow, and juves are expendable. Maybe I'll even figure out a way to use those polearms effectively...
I'm less certain of the skills I've taken - the Cawdor skills do not seem to me to gel very well with the way the gang works. In any event, the thinking here was:
- mentor on the leader because I expect him to be relatively near a number of gangers for a majority of the game, and quicker XP hopefully means I can toughen up my front line fairly quickly. I can see overseer would work as well, but that seems a common (and therefore a bit of a dull) pick.
- headbutt on the crossbow champion, because, as he shouldn't be near the front line, I don't want to spend much on CC gear for him. I think headbutt makes more sense than hurl, since his distance from the front line means I'm expecting him to encounter faster but weaker opponents in CC (Escher, Juves) than tougher gang members (Goliaths); and
- parry on the flamer champion to aid survivability. I've taken parry over step aside on the basis that the champion's initiative is not brilliant - although I suspect there's probably not a whole lot in it.
All thoughts welcome!
Gang manager link here: https://yaktribe.games/underhive/gang/the_lighted_wick.38872/