First time necromunda player Orlock Help!

Waikiki

Juve
May 18, 2018
49
11
8
Netherlands
Hey all,

I recently bought the Orlock gang and want to start constructing and paint them. But I really like to have a what you see is what you get kind of style. Which weapons do you guys advice me to put on my characters?

I havent had any playing experience yet and I would not like to get characters with shitty weapons on them.

What im not familiar with yet is which character gets which weapon. Does my leader go into combat or is it better to keep him a bit more save? I guess 1 champ gets the stubber and some gangers get shotguns and some autopistol.

So far I came up with this idea. Additional tips/advice is welcome!

https://yaktribe.games/underhive/gang/testgang.12769/
Thnx for the advices!
 
Welcome to the Tribe!

There are a couple of things there which I wouldn't have done myself:

* Your leader only having a Servo Claw is wasting his 3+ BS whilst putting him at a disadvantage in close combat (only one weapon). If you give him a Pistol (bolt pistol is my choice, Autopistol is cheaper) then he can use both it and the claw in close combat, plus being able to shoot some fools.
* Autopistol dude should have a second close combat weapon e.g. fighting knife (for the 2 CC attacks).
* Mentor on a leader? Ehhh... I suppose so. 6" isn't very far and it's situational. Traditional is Overseer, but that's boring because everyone does it... but everyone does it because it's good.

Suggestion:
*Heavy Stubber dude - starting skill of either Nerves of Steel (less time pinned, more time firing!) or Munitioneer (less time reloading, more time firing!)

You might need to sell your Juve to the slavers and maybe sell your blasting charge to do this of course. You should be able to get a reasonably well equipped 8 man gang for 1000cr (Example).https://yaktribe.games/underhive/gang/sector_vii_ratchet_boys.7081/
 
Welcome to the Tribe!

There are a couple of things there which I wouldn't have done myself:

* Your leader only having a Servo Claw is wasting his 3+ BS whilst putting him at a disadvantage in close combat (only one weapon). If you give him a Pistol (bolt pistol is my choice, Autopistol is cheaper) then he can use both it and the claw in close combat, plus being able to shoot some fools.
* Autopistol dude should have a second close combat weapon e.g. fighting knife (for the 2 CC attacks).
* Mentor on a leader? Ehhh... I suppose so. 6" isn't very far and it's situational. Traditional is Overseer, but that's boring because everyone does it... but everyone does it because it's good.

Suggestion:
*Heavy Stubber dude - starting skill of either Nerves of Steel (less time pinned, more time firing!) or Munitioneer (less time reloading, more time firing!)

You might need to sell your Juve to the slavers and maybe sell your blasting charge to do this of course. You should be able to get a reasonably well equipped 8 man gang for 1000cr (Example).
What What makes overseer so strong? You give up your leaders turn to activate another character again or am i mistaken?

Thnx for the other advice!
 
Generally it's used to make a champion - with that heavy stubber for instance - able to fire it twice in one round, or move, fire something else, then fire the heavy stubber.

It's very popular with heavy or potent special weapons.
 
Overseer is also great for executing really long charges.

Orlock are the one gang thay would tempt me to make a close combat leader. 5" move plus the extra wound are nice setup and defense. I'd get a Parry weapon to give him a little more protection.

If i went that direction id probably give him a close combat related skill, too.

I also like the Heavy Bolter over the Heavy Stubber in the enhanced Gang War 3 Orlock weapon list.

And bolters in general, really. They're a very powerful basic weapon. I love them on Champions, although I'm used to having Van Saar champs who can start with Fast Shot.
 
I like the idea of a close combat leader but i should also try the overseer to understand its true power. Ill edit my list once I get home. Thnx alot for these tips. Very Very inspirational
 
The "trick" with overseer also includes multi activating. Declare the multi activation leader oversees champ who then after the leaders "turn" takes his activation from where he ended the leader's given directions.
 
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I gave my Orlock Leader "Inspirational" to begin with. Really makes use of that Ld 4+. It has kept my gang in the fight and won me games even if I'm the first to take bottle checks. Also been handy for ignoring close-up targets in favour of some further away.

3 turf wars down and no regrets with that as his starting skill.
 
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I gave my Orlock Leader "Inspirational" to begin with. Really makes use of that Ld 4+. It has kept my gang in the fight and won me games even if I'm the first to take bottle checks. Also been handy for igoring close-up targets in favour of some further away.

3 turf wars down and no regrets with that as his starting skill.

Totally agree, I get the overseer thing but it feels one basket for the eggs. I prefer inspirational or iron will to stay in the fight longer.
 
Inspirational looks really good and makes my leader be allowed to join the action more often which appeals way more to me ;-) not sure how to manage it all within 8 characters and having decent weapons equiped.
 
Infact i notice 1 ganger accidently labeled as a champ so i changed that and see i have 45 points left. Add combat knives or is there a better better option?
 
Okay ill try to give him one, dont the gangers etc need a secondary weapon like a combat knife?
It's definitely nice to have a melee weapon on everybody, eventually, but I consider that a mid-campaign goal. I'd normally look to buy a backup ranged weapon for everyone (like an autopistol) before slinging combat weapons around. YMMV on this, though, because a lot depends on how you intend to play the gang.

That said, if you want a leader or champion to go combat-oriented I find it's important to build a combat-oriented wingman for them; a ganger who can move up the board slightly in front of them, hopefully absorbing shots if they're a closer target than the hero, and can contribute interference once the hero gets into fights. The wingman doesn't need the same kind of premium weapons as the hero, since they're more of a utility tool; something like an autopistol + flail is a decent combo.
 
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That said, if you want a leader or champion to go combat-oriented I find it's important to build a combat-oriented wingman for them; a ganger who can move up the board slightly in front of them, hopefully absorbing shots if they're a closer target than the hero, and can contribute interference once the hero gets into fights.
I like this suggestion. One hint, though... if you're going to use someone to contribute interference, consider using a cheap juve (mine just has two stub pistols, 40 creds total) and opt NOT to use the free Fight action once engaging your leader's intended target. The Orlock juve has better movement, so can more reliably get engaged, but he has bad WS and A, so he has a really good chance of being clobbered by reaction attacks. If you don't Fight, the targeted model doesn't get reaction attacks. Of course, if your leader fluffs his charge, then the juve is high and dry, waiting to be killed when the targeted model activates and does his own Fight action. But he's a juve, who cares! :)
 
@FerociousBeast - Interesting... very interesting... so the Juve runs up and dances about in front of the target in no way hitting him, then the leader comes up & clobbers him whilst he's distracted o_O... it does say "can" make a free fight action... I'll allow it :ROFLMAO:

Finally! A reason to buy Juves!... It doesn't even need to be armed!

Now I want to model a Juve dressed as a Jester with a ballon on a stick.
 
@Stoof I'd love to see that mini!

@Waikiki , General rule for equiping a gang(not just Orlock) .. boys before toys. I tend to disregard this a little with Leaders and Champs but Gangers and Juves always go bare minimum to do their job to begin with.
 
I like this suggestion. One hint, though... if you're going to use someone to contribute interference, consider using a cheap juve (mine just has two stub pistols, 40 creds total) and opt NOT to use the free Fight action once engaging your leader's intended target. The Orlock juve has better movement, so can more reliably get engaged, but he has bad WS and A, so he has a really good chance of being clobbered by reaction attacks. If you don't Fight, the targeted model doesn't get reaction attacks. Of course, if your leader fluffs his charge, then the juve is high and dry, waiting to be killed when the targeted model activates and does his own Fight action. But he's a juve, who cares! :)
Sounds totally feasible, but I'm still on a personal anti-juve slant. Just not a fan of their progression or what they offer compared to a regular Ganger (although they're definitely not a flat-out horrible choice anymore, now that they can take more weapons after game 1).

Regarding "boys before toys" it's definitely the most sound strategy for victory, but I get really bored of Ganger+basic gun postgames ad infinitum. So I've been buying a lot of toys as the campaigns progress. It helps a lot that I play Van Saar and can juice my economy with the Fixer skill, while still keeping pace with my opponents' average earnings, though.