N18 First dominion campaign, needs suggestions on upgrade path and model building

akira_him

New Member
May 5, 2022
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the starting list
The current plan is 1.bullet merchant, then another arm master with combat shotgun, 2. Hell fire rounds 3. Ambot, but this assumes i am lucky enough to not have to replace my gangers, so i wonder if i should improve my armor first or get more bodies in the gang first. I am also planning to get at least one heavy bolter champion with bullet lord and a bolter after I get more wreckers and ganger so I have one bolter and one heavy bolter built. Now I have 4 unbuilt normal ganger models, few options in my mind for those 4
A: 4 combat shotguns
B: 1 GL, 1 bolter, 1 heavy bolter and 1 combat shotgun
C: B but instead of HB get another plasma, the the HB as specialist
Models I built: everything in the list + 2 wreckers(1 with hand flamer), arm master with combat shotgun, 2 ambots, 2 doggies, 1 HB, 1 bolter
 

Jock1488

New Member
Dec 11, 2015
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Hello, i think more activations are better when starting off.
Im not sure if the list you are bringing is legal? i have been out of playing a while so i could be wrong.
 

akira_him

New Member
May 5, 2022
4
1
8
Hello, i think more activations are better when starting off.
Im not sure if the list you are bringing is legal? i have been out of playing a while so i could be wrong.
The current list is from book of iron and should be legal, leader and champion gets legendary names for free when they are recruited so they have essentially two starting skills
 

spafe

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one heavy bolter champion with bullet lord and a bolter
I dont understand this, a champion with both a heavy bolter and a boltgun, and bullet lord? or a heavy bolter on a champion, then another champion with boltgun and bullet lord? Just as a heads up, bullet lord is worded to give you 3 shots, not 3 shots per dice. so isnt good on a heavy bolter. Great on a boltgun though. (just seen the bit about what models you have built, gotcha!)

I would suggest (assuming you allow weapon swapping during campaigns), a heavy bolter on your leader, give his grenade launcher to the specialist and buy a new ganger to give the specialists combat shotgun to as the way to level up that part of the gang.

I would also drop flak on both the wreckers and give them mesh from trading post after game 1. use the saved creds from them to uprate the fighting knives to flails (combo so nicely with wreckers).

The shotgun arms master is actually really really strong, shotgun savant and the bullet merchant will let you go far. I hav e loved mine without even using the bullet merchant. Once you have the merchant, both combat shotguns want firestorm ammo. Personally I went prize figther for the extra income as I've not leant too heavily into the fancy ammo

Personally I'd get rid of the hand flamer on the wrecker you've built. I'd say a demo charge (blasting maybe, cant remember), is great on them, and I've been enjoying a more experienced one having a plasma pistol and chainsword.

for reference, here is my gang:
 

JayTee

Ganger
Jun 14, 2015
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I'd drop the Flak armour. While you can't natively pick up Mesh for Wreckers, Mesh is such a big upgrade over Flak for only 5creds more that you're going to be dumping the Flak on your first post-game session to grab them Mesh at which point you've sunk 20creds for a single game with likely no effect.

Take that 20creds and buy your leader Smoke grenades for his launcher and now you've got an ammo that reloads on a 4+ and useful utility; so you can then drop his backup Stubgun.

Definitely consider swapping a combat shotgun for a normal shotgun. Normal shotguns have some great ammo choices and are cheaper than the Combat shotgun, plus variety is the spice of life and all that.

EDIT: Also, really not a fan of 2x Stubguns on Wreckers. If they're in range to get the +2 to-hit, they're in range to charge and almost always they will be more effective charging than shooting. A single pistol is a good shout, though I'd prefer Autopistols as they're better in close combat than the Stubgun. So swap 2x Stubs for 1x Autopistol is cost-neutral and improves your lethality.
 
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akira_him

New Member
May 5, 2022
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thanks for the input, i have make my wreckers taking autopistols + chainsword/fail and make the gunner specialist takes a shotgun so i can switch to something else later in campaign
as for the remaining bodies i learnt my arbitor has loads of unbuit orlock so i decide to build the remaining for what looks cool
 
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Jun 12, 2022
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If your gang is new built models consider magnets.
All the Orlock arms from both main kits and the upgrade sets fit in ganger Arms master and wreaker bodies (Thank you shoulder pads!) so you can start of with cheap weapons for more bodies on the field. Check your lists for Tools of the Trade fighters.
Only give armour to your Road Captain/Sergeant/Arms Master and or Specialists initially. Your Minions need to earn their props!