First time necromunda player Orlock Help!

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.

Absolutely agree. No toys gets dull quick enough but I think the maximum holds true for gang creation is all. Anything goes after that though!

As for that list @Waikiki, I'll leave others to comment t as I'm not so experienced with Orlocks. Does look like you have given some of the equipment for free rather than purchasing though. Easy mistake to make while learning g to use the tools and easy fixed by editing your credits in stash.. is if rating 995 at creation, should only be 5 credits left in stash. :)
 
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.

Why wasting 50 credits on a bolt pistol when you have access to the plasma pistol which for the same cost is significally better on any fire mode?
 
I'd definitely get something with parry for your leader, an Escher champ/leader with Stiletto swords can ruin your day on the charge. And you'll likely be struggling to hurt them back if they have step-aside or parry as a skill too. Something like 5 attacks with Stiletto weapons on the charge isn't nice from a leader. Completely negates your 3 wounds if one goes through (and at T3 one likely will).
 
Ive been looking for it but cant find which weapons have which traits. so no clue which weapon has parry. As for the plasma gun. thats probably correct and needs to change. thnx! I should order some extra bits for the additional weapons we've gained.
 
Why wasting 50 credits on a bolt pistol when you have access to the plasma pistol which for the same cost is significally better on any fire mode?

Depending on your gang and skills, bolt pistols can be reloaded.

Yeah 6+ is pretty trash but ammo jacks or munitioneer could help and who knows if we get other trade post items. Scarce on the plasma prevents using the reload action so few things could help bring it back online after a failed ammo roll.
 
So I had a final look at I'm not sure if 3 shotgun type weapons is too much or that I have the right balance between the weapons but this is what I ended up with:
https://yaktribe.games/underhive/gang/swift.14853/

What I was curious about is adding a grenade launcher and giving someone the blast charges for a quick suicide attack together with the overseer talent.

Thoughts on the list? ( I think I will be putting my gang together and painting it with these weapons in mind)
 
Looks pretty solid. Not a lot of reason to give a fighting knife to the guys with shotguns, since unarmed is almost as good. If you dropped all three knives it'd give you enough credits to upgrade one of the shotguns to a grenade launcher. At that point you could swap the last ganger from an autopistol to 2x stub guns (I've got a guy kitted like that, and he can get the extra attack in cc, or just run up reeeal close and shoot both pistols with that sweet +2 short range bonus, netting two shots on 3+)
 
Looks pretty solid. Not a lot of reason to give a fighting knife to the guys with shotguns, since unarmed is almost as good. If you dropped all three knives it'd give you enough credits to upgrade one of the shotguns to a grenade launcher. At that point you could swap the last ganger from an autopistol to 2x stub guns (I've got a guy kitted like that, and he can get the extra attack in cc, or just run up reeeal close and shoot both pistols with that sweet +2 short range bonus, netting two shots on 3+)

I'm actually going to disagree with this. Fighting Knives do great on hitting people outside that front arc in melee combat. Get a Goliath with one of those in the right spot and it takes him from the 5+ wound and 5+ save with the base attack to 4+ wound without a save. You're wounding almost twice as often.

For 10 credits, I'll take it!
 
I'm actually going to disagree with this. Fighting Knives do great on hitting people outside that front arc in melee combat. Get a Goliath with one of those in the right spot and it takes him from the 5+ wound and 5+ save with the base attack to 4+ wound without a save. You're wounding almost twice as often.

For 10 credits, I'll take it!

But you only get the benefits from the fighting knifes Backstab if you are hitting the model outside its facing. And since you opponent has the chance to change facing before you strike, you only ever get the benefit of Backstab when you are outnumbering you opponent in such a way that he has to turn his back to one of your fighters.


So in most cases by far, the fighting knife is just paying 15 (10 for Orlock and Goliath) credits for -1 AP.

When you can get a sword for 20 credits there is really not much point to the fighting knife.
 
I think you actually only turn to face when it is your turn to make attacks, which makes backstab a little better, but the positioning is still hard to pull off if you don't have models closing in from both sides.

The main use for a fighting knife that I see is a cheap way to pair with a pistol to get that extra attack for dual-wielding.
 
You can “dual” them later with a pistol or even the aforementioned sword. When looking at a starting list though, I don’t think they were as “meaningless” as they were made out to be.
 
Personally I like Sawn off shotguns, I normally recommend them for a decent mix up. I find they’re criminally underrated.

I’m also not sure Ballistics Expert works on a Harpoon Launcher. You’re already hitting at 2+ if you aim, so i’m not sure the additional +2 helps, especially not when Orlock intelligence isn’t the best.

A Heavy Stubber is useful with it, because it offsets the -1 at long range, but it should be a second choice skill really,

Fixer or Connected are always good skills for your post game (those extra d3x10 come in very useful).
 
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I have to agree with sump rat ballistics expert seems like a good idea but rarely seems to pay off especially at the ranges that harpoon will fire. Munitioneer is fun and I've come to respect it (remember the aura of it!) But it isn't something you need two of. I like connected as an early skill get those suspensors on the weapons then hire a champion with ballistics expert later, not sure it would be a worthwhile second skill. I'd plan to feed him a pre suspensored heavy stubber or heavy bolter and increase his int with his experience.

With the above said you can go cheap ish on the champ and just give him a rifle (auto gun or bolter) and ballistics expert to just plink at extreme range into cover.
 
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I find Orlocks have the least specialised skillset from the start. It's really meant to just make your guys do *more*. More money, more chances etc. So it's quite hard to pick something as everything will eventually make sense. Do you want to get more credits early? Do you want more chances to fire your heavy weapons? Per'aps more chances to not get taken out?

Personally I prefer the chances to survive than anything else. More cash is okay but if that guy doesn't survive it won't matter.