N18 First Delaque list for a campaign 8)

HemulenWearsGucci

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Aug 2, 2024
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Hi guys!

I'm completely new to Necromunda and have tried reading up, and getting some advice thanks to a super-nice friend to create a list for a campaign. I would love if you tore this apart or had any feedback for me.

I haven't given my leader strong weapons because I would love for him to be a Psyker-homie, just running around in the background whispering sassy things into my opponents ears. This is why he has sprint and not infiltrate, because I want to be able to be very mobile and try to be unpredictable. I don't want him to infiltrate then get caught behind the enemy. The two juves I would love to just keep out of combat as well, and mainly focus on being fast for objectives and running around, eventually upgrading them to being somewhat useful down the line.

Also considering switching the Grav gun champion to a Nacht Gun with serpents fangs, then adding some more grenades to the gangers. I've got a bunch of models so there isn't any capacity on bits or lads to put together anything you suggest, any guidance would be immensely valued <3

(If I've missed anything it's not due to holding back, I just don't know any better at this time.)

Leader 100Flechette pistol 30, throwing knives 10Mesh Armor 15Photo Goggles 20Sprint175
Champion 85Grav Gun 120, throwing knives 10Mesh Armor 15Photo Goggles 20Infiltration250
Champion 85Web Gun 115Mesh Armor 15Infiltration215
Ganger 40Web Gauntlet 35, Laspistol 1085
Ganger 40Plasma pistol 50, throwing knives 10100
Ganger 40Autogun 1555
Ganger 40Lasgun 1555
Juve 25Stubpistol 530
Juve 25Autopistol 530

Total points 995 xoxo
 
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I'm not a Delaque expert (those guys will be along shortly), but I do have a few general suggestions.

Every gang is entitled upon creation to promote one Ganger to Specialist for free. This opens up a better selection of weapons for that Ganger. Always take one, even if you don't take a special weapon on the fighter. A Web Gun is a nice choice on a Specialist, since it isn't dependent on BS.
A Delaque list doesn't seem right without at least one Nacht-Ghul. They're some of the most dangerous melee fighters in the game; I would suggest never making a Delaque gang without one. You'll have to lose one of your other Champions to fit the NG in. I'd suggest giving the other Champion a Long Rifle and Infra Sight for long range support.
Throwing Knives are terrible; I'd never consider spending valuable starting credits for them.
Your Leader has good attributes and good skill options; the way you have him set up right now, he contributes very little to the fight. Get him a Plasma Gun and a better skill. Alternately, a Plasma Pistol and a Web Gauntlet are also not bad choices, if you don't mind risking melee with your Leader.
I probably wouldn't kit out Gangers for melee; they're not good at it. Go with Lasguns or Autoguns for them.
You have a nice selection of nasty pistols for your Juves; putting Web/Grav Pistols on one or two of them seems to be a common Delaque build strategy.
 
@Psyan Thank you so much for your wonderful reply! I initially had 2 lasguns and 2 autoguns on the gangers but was told to have more variation. Do you think going back to that would make sense?

I'll remove the throwing knives, to be fair I only added them because they looked cool! I'll make sure to upgrade the leader with a plasma weapon, it makes sense that he might be too weak even if I want to play him sneakily. What skill do you think would be more appropriate than sprint? I thought it seemed pretty flexible!

I'll be sure to add a Nacht-Gul then! I was on the fence but you've pushed me to the wolverine side. Are you saying it makes more sense to have a Nacht-Gul and a long rifle champion instead, remove the Grav gun and move the web gun to a ganger because the weapon isn't BS dependent? It makes sense, just want to make sure I understand you correctly!

Thank you again, I really appreciate you taking your time to share your expertise!
 
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Psyan is correct, throwing knives are not worth taking up a weapon slot with (lol they really should have been "grenades" :unsure:)

If you're going to make your leader a psyker, then pay the 30 credits upfront so you don't have to spend your precious xp. That said I feel phantoms make for the better psyker as they have access to psy-touched.

Personally I wouldn't risk my leader with a close range/combat build. It's the one model you cannot replace and they aren't super great in close combat--that's a nacht ghul's job.

Psyan is correct again, drop one Phantom and get a Nacht Ghul. Either melee weapon--claws or sword--is perfectly fine, pick the one that tickles you.

Psyan is correct again, that equipping your gangers (out the gate) for close combat isn't great. They aren't particularly good at it, though the +1 to hit from a web gauntlet does make them somewhat threatening in close combat. If you do go for a close combat ganger give them an auto pistol instead of the laspistol.

Psyan is correct again, take your specialist regardless of if you give them a special weapon or not. I'd probably throw the web gun on them and give my Phantom something else--plasma gun, melta gun, grav gun, long rifle, or shotgun + executioner ammo.

Juves are kind of meh in my opinion. However, it is important to have chaff models and if they become specialist then they start to shine. I'd probably do 1 juve to start and use that other 30 credits on a whisper merchant.

While the psychoteric whisper are somewhat weak, I do like to take a psy gheist with the goal of buying them a wyrm later.
 
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I initially had 2 lasguns and 2 autoguns on the gangers but was told to have more variation. Do you think going back to that would make sense?
I like to start with the "holy trinity"--lasgun, autogun, shotgun--on my gangers.

One of Delaque's things is they have bad basic weapon access, but good pistol access. While you need to be mindful not to get carried away and spend too much, gangers can use:
- plasma pistols (50 credits, probably one of the best pistols in the game?)
- grav pistols (90 credits, all the grav but a slightly shorter range)
- web pistols (80 credits, I think this one speaks for itself)
- flechette pistols (30 credits, a bit over costed, but still a decent gun)
- auto pistols (5 credits, a steal!)

Juves don't have quite the same pistol selection, but due to being movement 6 they are a better web pistol platform.
 
Starting Skill wise, on leaders, I like any of the following in no particular order:
- Iron Will
- Overwatch
- Dodge
- Spring up
- Sprint
- Evade (lowest priority)
Notes:
While Overseer is a strong skill I just don't like it. It feels bland and overused at this point.
I like the idea of Mentor, but I haven't been able to use it effectively...yet.
I feel Infiltrate is too risky on a leader, but your millage may vary.

On Nacht Ghuls
- Spring up (pretty much mandatory)

On Phantoms:
- Faceless
- Psy-Touched (if a psyker)
- Munitioneer (if using a weapon with a 4 or 5+ ammo roll, not super worth it on any other roll)
- Fixer (more credits = more good)
- Overwatch
- Infiltrate
- Evade (lowest priority)
Notes:
Take Down can be very good, but it can also be a negative play experience (NPE) for your opponent.
Rumor Monger is also kind of a NPE, and reputation isn't all that important.
Doppleganger can be good, albeit inconsistent (there is a good chance it does nothing).
Fake Out, a whisper merchant just does it better.
 
@HugeSamples Wow, thank you so much for your thoughtful replies! I really appreciate your time.

Makes sense to not make the leader close combat, and I'm fully with you on not choosing infiltrate on the leader. I'll add a Nash-Gul to the list! I'll remove close combat weapons a review the pistols. You really clarified every question I had so well that I don't even think I have any follow-up questions. I'll make adjustments to the list then take it from there and learn what works and what doesn't.

You absolute hero, have a wonderful weekend! <3
 
@HugeSamples @Psyan I've made this list based on your feedback:

Leader 100Plasma Gun 100Mesh Armor 15, Photo Goggles 20Sprint235
Nacht Ghul (S) 110Shivver Sword 70, Autopistol 5Mesh Armor 15, Photo Goggles 20Spring up220
Champion 85 Shotgun+Executioner 50Mesh Armor 15Infiltrate150
Ganger 40 (S)Web gun 115155
Ganger 40Shotgun 3070
Ganger 40Autogun 1555
Ganger 40Lasgun 1555
Juve 25Autopistol 530
Whisper MerchantStub Gun (Included)30

Total points 1000
 
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Your new list looks good. As you accumulate credits and XP, look at adding more bodies, undersuits for your important fighters, a little melee ability to your Leader and Champion (Web Gauntlet + a good pistol), Smoke Grenades, Piscean Spektor and a few nasty pistols for your little guys. Psychic power is also a possibility, but isn't mandatory. There are a bunch of posts in this forum about how to best do that.

Good luck!
 
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The new list looks good.

There are some small optimizations you can make.

Depending on how often you encounter smoke or pitch black you could replace both photo goggles with mesh armor on your specialist and an armor undersuit on you ghul.

If you like the goggles I'd move one from the ghul to the shotgun champ. If the ghul is doing his job then at best they remove the -1 from blind charging which the +1 from the shiver sword already negates.
 
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All that said my (this forums?) advice usually converges on the "good guns". Don't let that discourage you from trying out the things you want to try--don't let your memes be dreams.
 
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