N18 First go at it with Cawdor

Discussion in 'Gangs & Loadout' started by Soulsmith, Feb 12, 2019.

  1. Soulsmith

    Soulsmith New Member

    Hey folks, never played necromunda but have some friends getting a dominion campaign going and I love narrative skirmish games and the Cawdor miniatures are fantastic. Had a browse around to get some ideas of what's a good idea. General idea will be using the leader as a counter attacker for anyone attempting to get near the champions, with them pinning enemies down as the gang gets closer. Totally up for changing stuff though just working out an effective list before building the minis. Thanks!

    Leader 210:

    Chainglaive, Reclaimed autopistol, cult icon, flak armour

    Champion 220:

    Heavy Crossbow, flak armour

    Champion 125:

    Long rifle, flak armour

    Ganger 85:

    Blunderpole, flak armour

    Ganger 85:

    Blunderpole, flak armour

    Ganger 65:

    Autopole, flak armour

    Ganger 70:

    Flail, reclaimed autopistol, flak armour

    Ganger 60:

    Axe, reclaimed autopistol, flak armour

    Juve 30:

    Stub gun, stub gun

    Juve 30:

    Reclaimed autopistol, reclaimed autopistol
     
    Aginor likes this.
  2. Aginor

    Aginor New Member

    I like it. Personally I dont like both ranged champs but it’s just my taste.
    Which skills have you chosen? It seems bulging biceps for the leader...
    I’d try to di find a space for smoke grenades.
     
  3. Soulsmith

    Soulsmith New Member

    What would you suggest instead of double ranged champs? Seemed wise to use their higher bs to provide some covering fire but I'm open to suggestions. Skills I was thinking overseer - will drop the pistol as I realise with the chainglaive I don't want to be engaged just at versatile range so the pistol won't be used. The champions I was planning headbutt or hurl to provide some cc, will be a mix of 2d and 3d also.
     
  4. I had a similar problem re: equipping champions.

    I agree with Aginor that having two (relatively long-ranged) champions is not necessarily ideal, for a couple of reasons.

    First, most of the rest of your gang will want to be mid - short range, and taking two ranged champions leaves you lacking oompf in CC. Second, champion skill-sets are not at all suited to ranged weapons, to the point that picking any skill almost at all kind of feels like a wasted pick (and by the way, I actually gave one of my champions hurl and the other headbutt, for much the same reasons you did).

    Having said that though, it's difficult to equip the champions with ranged weapons which take advantage of their BS, but which work best at mid to close range. In some ways I think you're probably best off equipping one with a reclaimed autogun - but that just feels *so* dull.. I ended up giving mine a blunderpole, but that doesn't really capitalise on their BS, and that decision was motivated more by a compromise down from a hand flamer, rather than anything else.

    As a result, I think anything you end up doing will end up being a compromise. Take ranged weapons, you're weakening your CC and your champion skills are probably relatively useless; take close-ranged guns, and you're probably not making as much use of the champions BS as you might (short of taking an autogun). Alternatively, gear up your champions for CC to start, and leave ranged picks to after your first game, to take advantage of what the trading post has to offer?

    Or, if you want to take advantage of a high BS and close ranged right off the bat, yet don't want to rely on an autogun or something similarly boring (instead leaving your weapon slots free for more interesting stuff), grenades might work? Cawdor have most categories of grenade available on their HWL from the word go. Leaves a natural upgrade route to bomb delivery rats as well.....
     
    Alobar and Aginor like this.
  5. Aginor

    Aginor New Member

    Good points! Grenades might be an idea but, why not combi-flamer?
     
    Alobar likes this.
  6. Yep, combi-flamer is certainly viable, and does give you that long(ish)/mid/close effectiveness.

    I tend to steer away from weapons that might blow up in your face (so in my hands the weapon would just be a very expensive autogun), but that's just personal preference.

    In its favour, it takes up a single weapon slot (blunderpole takes two), gives you a better template, gives you autogun at range (you could achieve something similar with a blunderpole + reclaimed autogun for 50 credits, but then you're out of weapon slots and reliant on the blunderpole in CC). It also feels suitably "champion-y", compared to a bare reclaimed autogun...

    The only other thing really pushing against taking it is the price. For just over a third of the price, blunderpole gives you a bit of a weaker template without the risk of unstable - although admittedly that doesn't help much with the range. To put it in context, the combiflamer comes close to costing the same as a crossbow or even a heavy stubber, and here, if Soulsmith is swapping his longrifle for an alternate, he'll need to find an additional 75 credits (i.e. a whole ganger or some of the fancier bits) to squeeze a combi flamer into the gang....
     
    Aginor likes this.
  7. Aginor

    Aginor New Member

    What do you think about blunder pole WITH emperor’s wrath rounds? Yes it’s expensive but I think it might works if you want a champion really versatile (I’m not speaking about the weapon trait) and dangerous in the short range also using his 3+ BS...
     
    Alobar likes this.
  8. Soulsmith

    Soulsmith New Member

    I do like the idea of the combiflamer, especially from a modelling point of view and to get another template in there, but it would be the long rifle I'd change so finding points would be a challenge.

    Should I retool the leader? Since he would no longer be sitting back to guard the champions and overseer, I assume he would be moving up to support the bulk of the gangers and the mid range champion.
     
    Aginor likes this.
  9. Deathwatch

    Deathwatch Juve

    We've got a guy in our Dominion campaign who is running 2 ranged champions and a 3rd ganger all with longrifles. With Overseer thats potentially 4 longrifles which is very scary - certainly in the early stages! They outrange many other weapons, so sit back and try and pin models, while several of the other gangers have blunderbuss and rush forward to purgation shot stuff, hopefully setting it on fire, with Juves running in to pick on any SI fighters. Its very effective.

    As for skills for the champions, hes starting with Sidestep to keep them a bit safer in combat and then upgrading Cool (to stay in the fight), BS to hit more, and maybe Jump up on the secondary if he gets far enough.
    Hes also started to move boost his Juves and give them bomb rats and blasting charges! An Overseer'd Juve moving 16", then throwing/releasing two 5" Str5 D2 blasts (rat and thrown - appear to be two different basic actions!) is not to be laughed at!!

    Mind you, hes not the most narrative of gamers, and tends to look towards effectiveness..........
     
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  10. Aginor

    Aginor New Member

    Ok, I’m shure that could work very well but... what I want from THIS gang is burning and smashing those infidels and not remaining away firing like a coward Van Saar!
     
    Soulsmith likes this.
  11. Soulsmith

    Soulsmith New Member

    Couldn't agree more! I want a level of competitiveness but nothing crazy! Trying to hunk of fitting a combi flamer in, what do you guys think to equipping the leader with a flail, autopistol, and cult icon? I'll try and squeeze grenades if I find points but will probably have to remove a juve.
     
  12. notprop

    notprop Ganger

    I'm going to contradict a few things here but here's what I've done in two campaigns and done pretty good;

    1) Leader with Autopole + Overseer - he's just to important in this edition so spends allot of time enabling killer moves for other more expendable members with heavy or special weapons.

    2) Champ with Heavy Crossbow - along with the Leaders ability he can deliver a real knockout blow, accordingly scares the feck out of most people so gets allot of attention but that just allow the rest of the gang to perform. I give him step Aside to help him last a bit longer and crossbow or not a Champ can still punch a mook out fairly easily.

    3) Champ With Cainglaive + Step Aside - I struggle to find good skills with Cawdor champs, SA just makes him a bit more survivable.

    4) Specialist with a CombiFlamer - Templates rule in Zone Mortalis and their probably worrying about the Crossbow champ right up until this guy burns them.

    5) Two gangers with Blunderpoles - these guys (and the flamer) do most of the killing. Grapeshot is great fun or Purgutation to Blaze people just rocks.

    6) Two Autopole gangers - Flankers/Screeners/counterchargers. Quite useful.

    7) A Juve with a stub gun and a reclaimed Autopistol. Is what it is.

    I play quite aggressively, don't hang back and skulk around in cover, get up and put bodies around their gang (out of sight if you can or use a ganger/juve screen) and once they start bunching or present a group hit 'em with templates a plenty. Not many of our group like to charge, so if I can get them blazing (Burning Effigy is the best card!) I can run in and Pole/glaive them.

    I'll buy some bolters to add some punch next, maybe a long riffle or two + a Rogue do is a must.
     
    Alobar likes this.
  13. Soulsmith

    Soulsmith New Member

    Sounds good to me, pretty much what I'm aiming for. Not sure on going for the chainglaive though with the -1 on a champion. Maybe leader with flail, pistol, cult icon, and the champion with the combi flamer?
     
    notprop likes this.
  14. notprop

    notprop Ganger

    Chain weapons are 40k for me. This is the first gang I've had where the Leader didn't have at least a chainsword so this is a must have for me. I don't mind 5+ to hit and you get 3 swipes on the charge.

    Combi-flamer seems like a waste of BS3+ to me, especially plinking away with S3.

    Both are a matter of taste though.
     
  15. Soulsmith

    Soulsmith New Member

    Would it not seem more worthwhile having the chainglaive on the leader then? And giving the champion a pole?
     
  16. notprop

    notprop Ganger

    If the leader has Overseer then I'd rather he's armed for a support role, so if you don't want a Champ or Ganger with a Chainglaive then I maybe wouldn't have one.
     
  17. Soulsmith

    Soulsmith New Member

    You're probably right, though I do like the chainglaive, so maybe give the champ one and an autogun so he still has ranged options? Or grenades. Then he can benefit from skill enhances in combat and brawn better. Going to need to rewrite some of this list I reckon
     
  18. Deathwatch

    Deathwatch Juve

    Oh, i completely agree. The guy is a competitive gamer. I only mentioned it as alternative builds.
    Those Blunderpoles are horrible - especially with the long rifle champs. Just too many targets that you need to deal with!
     
  19. Soulsmith

    Soulsmith New Member

    What do people think to this variant list? The leader is support, with a combat champion to support the assaulting gangers, and a bunch of smoke grenades to cover them until the blunderpoles can pin.

    Leader 180:

    Flail, sawn-off, cult icon, flak armour

    Champion 220:

    Heavy Crossbow, flak armour

    Champion 175:

    Chain glaive, reclaimed autopistol, flak armour, smoke grenades

    Ganger 85:

    Blunderpole, flak armour

    Ganger 85:

    Blunderpole, flak armour

    Ganger 65:

    Autopole, flak armour

    Ganger 85:

    Flail, reclaimed autopistol, flak armour, smoke grenades

    Ganger 75:

    Axe, reclaimed autopistol, flak armour, smoke grenades

    Juve 30:

    Stub gun, stub gun
     
  20. Aginor

    Aginor New Member

    I really like it except the sawn off on the leader....
     
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