N18 Help with first delaque build

Dec 23, 2022
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Hi all, i am building my first necromunda gang and was looking for some advice on my starting roster, I've built a starting template and not sure if its viable.

I will be playing a few skirmishes to start with (mostly against genestealers, squat prospectors and palenite enforcers) and then moving on to a campaign next year

my list is here: https://yaktribe.games/underhive/gang/the_eagles_of_death.352005/

I have the starter gang, nacht ghul and weapons upgrade boxes

Any help or advice much appreciated! new to necromunda and having a great time!

Dan
 
Looks OK, although not super optimised, it should do OK.

My only major criticism is that there's really not a lot of hitting power. Beyond the Web gun you're really going to struggle to wound T4 (Prospectors).

As a Delaque your main strength is trickery, so your skills and abilities should link up and reinforce one another.

Overseer can be a good skill but you've got nobody good to actually use it on and Sight Blight doesn't seem particularly helpful either, especially considering how much the Psygheist and worm cost.

You should consider overwatch for the Master of Shadows, if you're going to give him a long rifle - very useful skill at foiling your opponent's plans. Likewise, I think you'll find the Psygheist more useful if you give him abilities like Spatial Psychosis, Existential Barrage, Spatial Psychosis or Eternal Slumber.
 
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Some thoughts in detail.

Master of Shadows - as above, get rid of Overseer. Sites like Goonhammer would have you believe its an auto-win choice, but it really isn't. Overseer is great if you a) have a heavy weapon you want to be able to fire twice or b) you have strong melee models you need to launch up the board. Your two close range models (Nacht-Ghul and Web gun) will both be infiltrating so the Overseer skill will never come into use, and none of your other models are worth wasting your leaders activations on.

As for his equipment, if he's a backline sniper, he doesn't need s web gauntlet, likewise the cloak is a luxury, opponents won't be shooting him, they'll be focusing your infiltrators. With the money saved you should be able to upgrade his weapon, a plasma gun would give you a more hitting power at range.

Nacht-Ghul - Serpent Fangs are strictly better than Shiver swords as they do more damage per hit, find the cash to upgrade. The Ghul doesn't need a smoke grenade, he can deploy close enough to charge, and probably doesn't need the autopistol either as he should always be trying to reach melee - he has Spring Up as a skill (strong choice) so he should be able to charge and kill every turn hes alive.

Champion with the Web Gun is fine, I presume he's deploying up the board to support the Nacht Ghul? - you should consider losing his autopistol if you want to save some cash.

Personally I'm not a fan of Psy Gheists, I find them very expensive for what they bring to the table, as mentioned above there are better powers to take.

For your gangers, make one a specialist, that way it can take a special weapon in future, of the plan for them is to hang back with the leader and shoot people a lasgun is a better choice as it has a hit bonus up to 18", if you're going close, shotguns have better stopping power, albeit at a greater cost.
 
Some thoughts in detail.

Master of Shadows - as above, get rid of Overseer. Sites like Goonhammer would have you believe its an auto-win choice, but it really isn't. Overseer is great if you a) have a heavy weapon you want to be able to fire twice or b) you have strong melee models you need to launch up the board. Your two close range models (Nacht-Ghul and Web gun) will both be infiltrating so the Overseer skill will never come into use, and none of your other models are worth wasting your leaders activations on.

As for his equipment, if he's a backline sniper, he doesn't need s web gauntlet, likewise the cloak is a luxury, opponents won't be shooting him, they'll be focusing your infiltrators. With the money saved you should be able to upgrade his weapon, a plasma gun would give you a more hitting power at range.

Nacht-Ghul - Serpent Fangs are strictly better than Shiver swords as they do more damage per hit, find the cash to upgrade. The Ghul doesn't need a smoke grenade, he can deploy close enough to charge, and probably doesn't need the autopistol either as he should always be trying to reach melee - he has Spring Up as a skill (strong choice) so he should be able to charge and kill every turn hes alive.

Champion with the Web Gun is fine, I presume he's deploying up the board to support the Nacht Ghul? - you should consider losing his autopistol if you want to save some cash.

Personally I'm not a fan of Psy Gheists, I find them very expensive for what they bring to the table, as mentioned above there are better powers to take.

For your gangers, make one a specialist, that way it can take a special weapon in future, of the plan for them is to hang back with the leader and shoot people a lasgun is a better choice as it has a hit bonus up to 18", if you're going close, shotguns have better stopping power, albeit at a greater cost.
Excellent advice if you're looking to optimise.

The only thing I'd disagree with is the Nacht-Ghul autopistol. If you're going for Shiver sword, it's a good choice, although the claws are better. It largely depends on what his role is. If you're looking to kill single, multi-wound, high value characters, the claws are better. If you're looking to massacre mooks (Gangers, Juves etc) and charge 2 or more at a time then the Shiver sword is a better choice.

Personally I didn't go into quite so much optimisation advice because the list you posted is really not that bad, barring the points I mentioned and it's your list. You'll learn a lot from playing it and will come to your own conclusions after playing in your local group for a few skirmish games. If you find you're winning about 50% of your games then your list is pitched at the right level for your group. If you find you're constantly getting your arse kicked, come back here and we'll tell you how to make a beast of a roster. 😉😈

Also, optimised Delaque gangs tend to get a bit cookie cutter and all look very similar after a while - the main difference being how many Nacht-Ghuls you take, so I'm quite purposefully restrained in my advice.

If you'd like some more advice with regards to skirmish games: play at 1500 creds and allow some trading post equipment (I usually allow between 200-500 creds). This will give you and your boys a good idea of what you're going to build your gang up to in the campaign, and then you can cut down to 1,000 creds for your starting gang with a good idea of where you're going to take their development after a few games.

You'll find the Psygheist much more effective in a 1,500 cred skirmish list, with a few more guns to back him up than in a 1,000 cred starting list.

My Delaque gang started with a Psygheist - to start earning XP immediately (You only need 3 for a Willpower upgrade) but I didn't add the worm until after 3-4 games.
 
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Excellent advice if you're looking to optimise.

The only thing I'd disagree with is the Nacht-Ghul autopistol. If you're going for Shiver sword, it's a good choice, although the claws are better. It largely depends on what his role is. If you're looking to kill single, multi-wound, high value characters, the claws are better. If you're looking to massacre mooks (Gangers, Juves etc) and charge 2 or more at a time then the Shiver sword is a better choice.

Personally I didn't go into quite so much optimisation advice because the list you posted is really not that bad, barring the points I mentioned and it's your list. You'll learn a lot from playing it and will come to your own conclusions after playing in your local group for a few skirmish games. If you find you're winning about 50% of your games then your list is pitched at the right level for your group. If you find you're constantly getting your arse kicked, come back here and we'll tell you how to make a beast of a roster. 😉😈

Also, optimised Delaque gangs tend to get a bit cookie cutter and all look very similar after a while - the main difference being how many Nacht-Ghuls you take, so I'm quite purposefully restrained in my advice.

If you'd like some more advice with regards to skirmish games: play at 1500 creds and allow some trading post equipment (I usually allow between 200-500 creds). This will give you and your boys a good idea of what you're going to build your gang up to in the campaign, and then you can cut down to 1,000 creds for your starting gang with a good idea of where you're going to take their development after a few games.

You'll find the Psygheist much more effective in a 1,500 cred skirmish list, with a few more guns to back him up than in a 1,000 cred starting list.

My Delaque gang started with a Psygheist - to start earning XP immediately (You only need 3 for a Willpower upgrade) but I didn't add the worm until after 3-4 games.
thank you so much for the info, so helpfull! We actually are having a 2000 credit skirmish with 3 of us on 4th jan, so need to figure that out, there are just so many options its a bit bewildering at first! I just loved the look and idea of the delaque and im defo glad i chose them!

So you think take the psy geist out then, what would you replace him with?

Its amazing how helpful and involved the necromunda community is, so thanks again for your input!
 
Some thoughts in detail.

Master of Shadows - as above, get rid of Overseer. Sites like Goonhammer would have you believe its an auto-win choice, but it really isn't. Overseer is great if you a) have a heavy weapon you want to be able to fire twice or b) you have strong melee models you need to launch up the board. Your two close range models (Nacht-Ghul and Web gun) will both be infiltrating so the Overseer skill will never come into use, and none of your other models are worth wasting your leaders activations on.

As for his equipment, if he's a backline sniper, he doesn't need s web gauntlet, likewise the cloak is a luxury, opponents won't be shooting him, they'll be focusing your infiltrators. With the money saved you should be able to upgrade his weapon, a plasma gun would give you a more hitting power at range.

Nacht-Ghul - Serpent Fangs are strictly better than Shiver swords as they do more damage per hit, find the cash to upgrade. The Ghul doesn't need a smoke grenade, he can deploy close enough to charge, and probably doesn't need the autopistol either as he should always be trying to reach melee - he has Spring Up as a skill (strong choice) so he should be able to charge and kill every turn hes alive.

Champion with the Web Gun is fine, I presume he's deploying up the board to support the Nacht Ghul? - you should consider losing his autopistol if you want to save some cash.

Personally I'm not a fan of Psy Gheists, I find them very expensive for what they bring to the table, as mentioned above there are better powers to take.

For your gangers, make one a specialist, that way it can take a special weapon in future, of the plan for them is to hang back with the leader and shoot people a lasgun is a better choice as it has a hit bonus up to 18", if you're going close, shotguns have better stopping power, albeit at a greater cost.
Thanks so much for the help! I think i will swap out for some shotguns on the gangers, what would you take instead of a psy gheist?
 
I really like the Psygheist, although I suspect I'm in something of a minority.

At 2,000 creds for your skirmish game, you'll get good use out of it, I reckon.
 
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So i messed with it a little bit, got rid of the psyker and added another ghul, what you guys think? hate the thought of running out of ammo on my mos and him then being useless so added the stub gun, is grapnel launcher good for the ghul? sound like it could be fun

 
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there's something wrong with the second nacht-ghul, Verreaux - did you promote him from an existing specialist juve instead of deleting it and buying a new one? He should be a lot more expensive and have a lot better stats.
 
there's something wrong with the second nacht-ghul, Verreaux - did you promote him from an existing specialist juve instead of deleting it and buying a new one? He should be a lot more expensive and have a lot better stats.
just noticed that, weird dont know what ive done! Got the hang of it now though i think pretty much
 
You also have two specialists in your starting list. You should have one. One is only armed with a lasgun so it can be swapped out with a normal ghost for no charge in points or stats. A error in the gang manager maybe?
 
Hi all, i am building my first necromunda gang and was looking for some advice on my starting roster, I've built a starting template and not sure if its viable.

I will be playing a few skirmishes to start with (mostly against genestealers, squat prospectors and palenite enforcers) and then moving on to a campaign next year

my list is here: https://yaktribe.games/underhive/gang/the_eagles_of_death.352005/

I have the starter gang, nacht ghul and weapons upgrade boxes

Any help or advice much appreciated! new to necromunda and having a great time!

Dan
I would also like to know lol