N18 First Time Player - Advice with 1k Goliath list

In my opinion here is what I would change.
- change the 2 Bruiser with spud-jacket and stub gun for 2 bully with combat knife and stub gun, you have the same stats (without considering Ld, CL and Int) except for BS (witch will be negated by the short range bonus of the stub gun). The strength bonus of the spud-jacket is of no interest at the start of a campaign (unless there is another Goliath or an Ogryn gang) as strength 5 will not change the wound role against toughness 3.
- with the money you get back I would then remove a stub cannon and take either a bolter or a combat shotgun. I would also make the ganger with this weapon a specialist (you can have one at the start).
- then I would replace the power axe by a chainaxe (better in my opinion) or a Renderizer (for that sweet 2 damages).

Hope it gives you ideas.
 
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In my opinion here is what I would change.
- change the 2 Bruiser with spud-jacket and stub gun for 2 bully with combat knife and stub gun, you have the same stats (without considering Ld, CL and Int) except for BS (witch will be negated by the short range bonus of the stub gun). The strength bonus of the spud-jacket is of no interest at the start of a campaign (unless there is another Goliath or an Ogryn gang) as strength 5 will not change the wound role against toughness 3.
- with the money you get back I would then remove a stub cannon and take either a bolter or a combat shotgun. I would also make the ganger with this weapon a specialist (you can have one at the start).
- then I would replace the power axe by a chainaxe (better in my opinion) or a Renderizer (for that sweet 2 damages).

Hope it gives you ideas.

https://yaktribe.games/underhive/gang/bocata_gang.345468/
I put some changes thanks for the advices, there is not other goliath than me.
 
Another thing you can take into account is that a movement upgrade cost 5xp and a strength upgrade cost 8xp.
You could stay at movement 4 for your leader as it is easier to upgrade and give him strength 5 and combined with the axe make him strength 6 which will wound toughness 3 on 2+.
You would have a leader hitting on 2+ and wounding on 2+.
 
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Another thing you can take into account is that a movement upgrade cost 5xp and a strength upgrade cost 8xp.
You could stay at movement 4 for your leader as it is easier to upgrade and give him strength 5 and combined with the axe make him strength 6 which will wound toughness 3 on 2+.
You would have a leader hitting on 2+ and wounding on 2+.
It's only 6 xp for a strength upgrade if you're Nat born.

I'd boost M from the starting roster over S for a no of reasons:
- M4 really sucks,
- If you start at M4 you cap out at M6, as you can only upgrade M twice during the course of a campaign and a M7 Forge Tyrant is an absolute monster.
- Starting with M5, you'll gain XP faster.
- He starts at S4 which is already impressive and is added to by melee weapons. Chain axe makes him S5, Power Axe S6 and a stimm slug stash makes him S6 base for a turn.

Imo the best 3 upgrades to start with are M, T and W if you're going to splash out on a Tyrant's own, Prime Specimen, Nat Born Forge Tyrant.
 
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It's only 6 xp for a strength upgrade if you're Nat born.

I'd boost M from the starting roster over S for a no of reasons:
- M4 really sucks,
- If you start at M4 you cap out at M6, as you can only upgrade M twice during the course of a campaign and a M7 Forge Tyrant is an absolute monster.
- Starting with M5, you'll gain XP faster.
- He starts at S4 which is already impressive and is added to by melee weapons. Chain axe makes him S5, Power Axe S6 and a stimm slug stash makes him S6 base for a turn.

Imo the best 3 upgrades to start with are M, T and W if you're going to splash out on a Tyrant's own, Prime Specimen, Nat Born Forge Tyrant.
Thanks for the advices. You think that go for natborn stimmer + smoke grenades at the start is fine?? i was thinking of taking a lot of bullies with axe + stub gun and a specialist with grenade launcher + forgeboss with heavy bolter or is better to stick with specialist with combat shotgun + forgeboss with grenade launcher??

Another thing you can take into account is that a movement upgrade cost 5xp and a strength upgrade cost 8xp.
You could stay at movement 4 for your leader as it is easier to upgrade and give him strength 5 and combined with the axe make him strength 6 which will wound toughness 3 on 2+.
You would have a leader hitting on 2+ and wounding on 2+.
Some tips i recieve from my teammates of campaign is to go fast for movement with natborn chars
 
I didn't really look over the list in great detail tbh. I wasn't planning on going into lots of detail, I just wanted to correct some of the advice you'd been given but, hey, here we are. I love discussing Necromunda dirty tricks and Goliaths and Delaque in particular. 😄

I like Forge born over bullys. For 5 creds more than a Bully (With the vat born upgrade that makes them S4 *Edit - overdeveloped musculature*) you get bully stats at M5 who can take weapons from the trading post later in the campaign. You'll get plenty of free bullys anyway if you're playing a Dominion Campaign, from your settlement.

I'd start your bullys/forgeborn out with two Stubguns and then build up to an axe. Twin stub guns give you 2x shots that hit on a 4+ if you're within 6", due to short range modifiers, which makes them quite dangerous. A Forge Born with S4, 2 x stub guns and furnace Plates is 55 creds. Bargain! If creds are tight to start with just give them a single stub gun for 1x 3+ shot at 6" and no plates for 45 each and level then up as you go. Unarmed S4 is still really dangerous against most standard fighters.

My favourite Stimmer build to date is unborn with infiltrate, docs experiment - 1s, +1W, scar tissue, paired spud jackers and a stimm slug stash. If you take a chem dealer hanger-on after game 1 you can get him a Frenzon Collar on credit and thank me later. 😉 If there's creds available, incendiary grenades are quite tasty too.

Forge boss with grenade launcher is good, so is heavy Bolter. Depends how you want to build your gang. Heavy Bolter is expensive as hell though esp if you want a suspensor (And you really do) so might be better left till downtime recruitment. I actually went with a missile launcher, with my downtime spend, which is amazing for just 5 creds more.

In my last campaign I gene smythed my grenade launcher forge boss to have the one that lets him have group activation +1 and access to ld skills (*Alpha's Lineage) , and then gave him a further +1 to group activation with one of the LD skills (*Commanding presence) for group activation (3). I then dished out 2 frenzon Collars to Forge born and gave the activation button to said forge boss so he could activate both Forge Born and the Stimmer and himself in a single activation no matter where they were on the table. A veritable wall of muscle! It was quite effective.

You can't do it from the start but if you pick the right gene enhancements and skills you can build up to it quite quickly. Just make sure you always have enough creds to pay the Chem Dealer if you buy on credit. The Chem Dealer has the fixer skill too and is an absolute bargain for 30 creds.

Incidentally, I won all the triumphs in that campaign against some really filthy gangs. 😁 It was a lot of fun.
 
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I didn't really look over the list in great detail tbh. I wasn't planning on going into lots of detail, I just wanted to correct some of the advice you'd been given but, hey, here we are. I love discussing Necromunda dirty tricks and Goliaths and Delaque in particular. 😄

I like Forge born over bullys. For 5 creds more than a Bully (With the vat born upgrade that makes them S4 *Edit - overdeveloped musculature*) you get bully stats at M5 who can take weapons from the trading post later in the campaign. You'll get plenty of free bullys anyway if you're playing a Dominion Campaign, from your settlement.

I'd start your bullys/forgeborn out with two Stubguns and then build up to an axe. Twin stub guns give you 2x shots that hit on a 4+ if you're within 6", due to short range modifiers, which makes them quite dangerous. A Forge Born with S4, 2 x stub guns and furnace Plates is 55 creds. Bargain! If creds are tight to start with just give them a single stub gun for 1x 3+ shot at 6" and no plates for 45 each and level then up as you go. Unarmed S4 is still really dangerous against most standard fighters.

My favourite Stimmer build to date is unborn with infiltrate, docs experiment - 1s, +1W, scar tissue, paired spud jackers and a stimm slug stash. If you take a chem dealer hanger-on after game 1 you can get him a Frenzon Collar on credit and thank me later. 😉 If there's creds available, incendiary grenades are quite tasty too.

Forge boss with grenade launcher is good, so is heavy Bolter. Depends how you want to build your gang. Heavy Bolter is expensive as hell though esp if you want a suspensor (And you really do) so might be better left till downtime recruitment. I actually went with a missile launcher, with my downtime spend, which is amazing for just 5 creds more.

In my last campaign I gene smythed my grenade launcher forge boss to have the one that lets him have group activation +1 and access to ld skills (*Alpha's Lineage) , and then gave him a further +1 to group activation with one of the LD skills (*Commanding presence) for group activation (3). I then dished out 2 frenzon Collars to Forge born and gave the activation button to said forge boss so he could activate both Forge Born and the Stimmer and himself in a single activation no matter where they were on the table. A veritable wall of muscle! It was quite effective.

You can't do it from the start but if you pick the right gene enhancements and skills you can build up to it quite quickly. Just make sure you always have enough creds to pay the Chem Dealer if you buy on credit. The Chem Dealer has the fixer skill too and is an absolute bargain for 30 creds.

Incidentally, I won all the triumphs in that campaign against some really filthy gangs. 😁 It was a lot of fun.
Thanks for the ideas i have like 2 weeks to craft some list so:

https://yaktribe.games/underhive/gang/test.345722/

The forgeborn trick seems quite good and i can put them fighting knife for AP1 weapons probably the first buy gonna be the chem dealer for frenzon collar on the stimmer + free fixer and go for furnaceplates for all the boys.

Probably the next upgrade gonna be more bodies like 10 - 12 for the gang.
 
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Looks pretty solid.

2 bits of advice you might want to consider:

I'd be tempted to drop the forgeboss chainaxe to start with, and pick up some smoke grenades for the launcher. Your gang is very close range oriented and will need some cover as it moves across the table. Additionally it'll make reloading the GL easier, should you fail an ammo roll.

I'd also be tempted to swap out the specialist combat shotgun for a Bolter. Bolters are great weapons and will give you some ranged punch. With the way specialists xp up you can have him at BS 3 in short order and is an ideal way to get one into the list.

You can then give combat shotguns and normal shotguns to any gangers you might purchase as you grow your gang.

You should then have a few creds to play with.

Good luck!
 
It's only 6 xp for a strength upgrade if you're Nat born.

I'd boost M from the starting roster over S for a no of reasons:
- M4 really sucks,
- If you start at M4 you cap out at M6, as you can only upgrade M twice during the course of a campaign and a M7 Forge Tyrant is an absolute monster.
- Starting with M5, you'll gain XP faster.
- He starts at S4 which is already impressive and is added to by melee weapons. Chain axe makes him S5, Power Axe S6 and a stimm slug stash makes him S6 base for a turn.

Imo the best 3 upgrades to start with are M, T and W if you're going to splash out on a Tyrant's own, Prime Specimen, Nat Born Forge Tyrant.
I completely forgot the reduced cost for the strength upgrade. In this case the movement is indeed more interesting.
 
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Bullies and bruisers hit just as hard as each other in combat so for a pure combat gang fighter the juves are good enough and cheaper. Most of the time when their poor mental stats come into play it rarely makes a difference when a juve fails.
Even with the melee focus Goliaths are not actually bad at range. House access to multi meltas and heavy Bolters is great, thier BS is average but not poor and a strength 5 basic weapon for only 20 credits is quite reasonable.
I would start off your bosses and tyrant with the cheaper weapons you aim for such as a normal axe and upgrade it later with tools of the trade thier superior melee stats will carry them though early games.
Personally I field a unborn stimmer and give him Fixer because it amuses me the steroid brain making money in his spare time.