N18 [HoC] Gang List

smithO

New Member
Jan 21, 2022
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Hello players!

Me and my local hobby group plan to start a Necromunda campaign soon.

Disclaimer I have not played a single game of Necromunda yet but had a lot of fun reading posts here and building/tweaking my starting Gang.

This led to a point where I have like 5 different loadouts in mind which I will all test in my learning games to get a better understanding of my Gang.

But anyway I´m curious to hear you thoughts on my fav. loadout.


The other variants often included an even shootier Tyrant and sometimes even a boss with overseer to really squeeze all out of the tyrant but to be honest it does not feel right to spend 1/3 of my credits on one ganger and even buying another ganger for like 150 credits to double the usage of this Tyrant. I would love to run an heavy bolter with extra gear on him but I figuered I can still do this later in the campaign.

At a certain point in the campaign I will get myself an Overseer Boss simply for utility reasons. (Maayyybeee just to slingshot a stimmed up ´Zerker in the enemys face^^)

One thing I´m still not sure about are the 2x Forge Born. Creditwise I could switch them for a cheap CC Bully which would reduce my Gang Members to 6 and would force a bottle test sooner right?
The thought behind those 2 Forge Born was that they would be easy to replace and usefull in some Szenarios to follow the given objectives (e.g. pick up a loot box and secure it) so I don´t have to waste expensives actions of the other more valuable gangers.

I always liked the Idea of taking 2 Stimmers instead of just one and a GrenadeLauncher Boss, to give my gang more of a CC touch. Would you consider running Infiltrate on both overkill?


Thanks in advance for your Feedback!
 

Heart of Storm

Gang Hero
Mar 8, 2019
903
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Its an interesting take - infiltrate Stimmers are an interesting, and terrifying build.

However if I was playing against this list I think it would be easy to defeat in detail - two infiltrate Stimmers is a.scary prospect but its not too hard to screen out infiltrators, maybe you get lucky and get turn one charges with them, squishing two models, but after that they're exposed, have no pinning mitigation and are therefore easy to keep down whilst you pour you whole gangs firepower into them.

Aside from stimmers you only have two more models presenting a threat, grenade launchers and boltguns are good weapons but only having two ranged models limits how much fire support those stimmers are getting, they're also likely to be hanging back so after the stimmers are dealt with id then focus my entire gang on those two models.

The forgeborn can be safely ignored as they're unarmed, so you are only fielding 4 combat effective models, whereas your opponent will be dropping 7-9
 
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smithO

New Member
Jan 21, 2022
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First of all thanks for your reply! I‘m happy for every Feedback I can get!

Before I get deeper into theory which tweaking/changes would you suggest then? Switch out a Stimmer for a GL Boss and maybe a heavy Bolter? And would you give up those 2 Forge Born for a Bruiser/Bully? Or make the whole list less expensive and get some gangers? I would be worried they just get torn in parts walking up the field.



To be started I see your points and I‘m sure an experienced player could easily screen out infiltrators once he knows my build and army. But in my thoughts I want my enemy to focus on those things and maybe give me room to play the battlefield or Scenario Objective different if you know what I mean - sure it would be great to rush both stimmed up stimmers into the enemys face or valuable model turn 1 but thats what everyone expects and might only work a handfull of times. For the rest of the games I might just force him to split his army and smoke my way up a flank for example and only using infiltrate to place the stimmers in my upper half.

And if I play against an Opponent that e.g. only has 7 models too screening with trash would get even harder on some maps since i only need a 6“ bubble.


When I charge they will be focused thats clear but that will be the case anywhere I guess and depending on the map layout its not given that they will be in the open after that (need to evaluate that before I charge or maybe wait to round 2/3) which might lead the opponent to waste extra movement to get to them or shoot at them while the rest of my gang can advance in that time (more or less secure with some fire power and smokes). Or do you think running nerves of steel on both and sending them up the field would be better?


Yess I will be outnumbered thats why I tried to pick out strategies to stretch out the enemys army and give me some control over the map. Surely this wont always work but having 5 fighters (+ 2 Forge Born who maybe do objectives?) placed well on the map might be able to take out enough of the enemy to make them panic and lose focus.

I‘m looking forward to play my first game and try out my first list :)

Thanks in advance!
 

Thunderch1ld

Juve
Honored Tribesman
Aug 21, 2018
12
15
38
Otterbourne, Winchester SO21 2EX, UK
That's a really interesting list! Personally I'd say try and have some practice games with it first to figure out if it'll work.
How do you see yourself using the smoke? Is it to shield your forge-born to play the scenario? Or give your stimmers somewhere to retreat to? I don't think the smole grenade on the forgeborn is really adding anything given you've got your GLs with smoke already - I'd probably drop that and give them each a stub gun at least.
Also - your stimmers do have infiltrate, which is good - but if you play an experienced player, they could easily pin-lock the stimmers with a couple of pistols or lasguns - leaving the rest of your gang exposed. You'll probably be relying on that boltgun ganger more than you think.
I'm all for trying out a new gang build - but I'd just recommend getting a couple of practice games in first if you an before settling on a list like this for a campaign
 
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smithO

New Member
Jan 21, 2022
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Thanks for taking the time to look into my list - I appreciate that! @Thunderch1ld

Yes practicing it will be the way to go but personally I love to do some theory crafting and talking about different things thats why I enjoyed to read alle these cool posts here :) and the second more lame reason why I haven´t tested it yet is that I received the models to build the gang yesterday :D but I´m looking forward to test the list!

The smokes in general will be used to block off other gangs heavy weapon or give the stimmers some backup yeah. The smokebomb was thought to be used in a scenario were I need to hold or defend things with the not so tanky forgeborn (don't know if we will use custom or rulebook scenarios in the campaign) had them with stubguns at first but with BS 5+ I thought It wouldnt make much of a difference anyway. The GL have smoke too to use it for the gang but probably not for the Forge Born so I got them some defend tool for themselves :D

Having the Stimmers pinlocked after or before their first charge is something I´m worried about yes! I read about Frenzon somewhere can I get that after the first game to prevent that from happening? I was hoping to get some suprise moment advantage in the first game and than purchase those :D or would you switch them to Nerves of Steel instead?

Sorry I type a lot! In general its our first campaign in the group so I didnt want to go full meta to lose my friends^^ but which changes besides the smoke for the Forge Born would you suggest?
 

Thunderch1ld

Juve
Honored Tribesman
Aug 21, 2018
12
15
38
Otterbourne, Winchester SO21 2EX, UK
Thanks for taking the time to look into my list - I appreciate that! @Thunderch1ld

Yes practicing it will be the way to go but personally I love to do some theory crafting and talking about different things thats why I enjoyed to read alle these cool posts here :) and the second more lame reason why I haven´t tested it yet is that I received the models to build the gang yesterday :D but I´m looking forward to test the list!

The smokes in general will be used to block off other gangs heavy weapon or give the stimmers some backup yeah. The smokebomb was thought to be used in a scenario were I need to hold or defend things with the not so tanky forgeborn (don't know if we will use custom or rulebook scenarios in the campaign) had them with stubguns at first but with BS 5+ I thought It wouldnt make much of a difference anyway. The GL have smoke too to use it for the gang but probably not for the Forge Born so I got them some defend tool for themselves :D

Having the Stimmers pinlocked after or before their first charge is something I´m worried about yes! I read about Frenzon somewhere can I get that after the first game to prevent that from happening? I was hoping to get some suprise moment advantage in the first game and than purchase those :D or would you switch them to Nerves of Steel instead?

Sorry I type a lot! In general its our first campaign in the group so I didnt want to go full meta to lose my friends^^ but which changes besides the smoke for the Forge Born would you suggest?
To be honest the gang list you're going for here is so specialised that there are some obvious weak points - I'd argue it's a pretty fair list, but might take new players a game or two to figure out how to counter it.

Not sure what alternative skills would be best for the stimmers to be honest, my personal approach would probably be to water the list down a bit and drop a stimmer for something else - but that would take much of the character out of the list! I'd say the most important thing is that you have fun and enjoy the list - this is where I'd have some concerns, as the list will have to be played pretty much the same way in every game; hope you can play your stimmers, drop them close to the enemy, charge - and hope for the best while the rest of your gang come up the board. The thing to remember about Goliaths is that even without a CC weapon they're pretty nasty in CC - so that offers a bit of flexibility if you give your gang a few more guns you can still go toe-to-toe in CC if you want to, but at least it gives you the tools to respond to a ranged play by your enemy.

The smoke grenade your forge born has will have the grenade rule - so there's a good chance you'll only be able to use it once in the game - and with a BS of 5+ it'll probably scatter to somewhere you don't want it to be. I really don't think it'd be worth it. The good thing about stub guns is that they give +2 to hit within 6" - meaning even a BS 5+ juve could start at 3+ to hit at that range. If I was your opponent and your forge-born didn't have weapons, I'd basically ignore them and probably be justified in doing so - particularly if you're fighting to the bitter end. A juve with a stub gun though? That's a threat to your 1 wound gangers.

As for frenzon - I really wouldn't build your strategy around definitely getting access to it. By all means go for things like stimm slugs etc (which don't help against pinning but are at least in the house list) - but relying on a certain trade roll to make your 'play' work is a recipe for a frustrating few games till you get hold of it.

Let us know how you get on with the list in your first couple of games - looking forward to hearing about it!
 
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smithO

New Member
Jan 21, 2022
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Thank you for the reply! You're bringing up reasonable points with great advice!

Yeah I changed my mind about the forge borns now you're completely right! I will test them with stubs, but I am also considering to drop them both for a CC Bully (plates, dermal, stub, axe ~60cr) but this will make me more vulnerable to bottle test right?

Talking about stimmers, frenzon and playstyle I totally agree with your points. I don't wanna rely on that too much thats right! Stimmslugs are already in the list I don't have to buy new ones every match right? Not sure if they're overkill at the first few games but i figured they would make charges more reliable.

Playstyle wise I hope to have some variation in my list with different scenarios and future updates.

Speaking of updates am I right to think an overseer champ and a heavy bolter for the tyrant is the way to go?

Yes I am looking forward to this too I hope I can give them a test at sunday or by next week. Unfortunately University is stressing me at the moment so theory crafting about the list is less time consuming than playtesting^^ and a great way to procrastinate! :D
 

Thunderch1ld

Juve
Honored Tribesman
Aug 21, 2018
12
15
38
Otterbourne, Winchester SO21 2EX, UK
Thank you for the reply! You're bringing up reasonable points with great advice!

Yeah I changed my mind about the forge borns now you're completely right! I will test them with stubs, but I am also considering to drop them both for a CC Bully (plates, dermal, stub, axe ~60cr) but this will make me more vulnerable to bottle test right?

Talking about stimmers, frenzon and playstyle I totally agree with your points. I don't wanna rely on that too much thats right! Stimmslugs are already in the list I don't have to buy new ones every match right? Not sure if they're overkill at the first few games but i figured they would make charges more reliable.

Playstyle wise I hope to have some variation in my list with different scenarios and future updates.

Speaking of updates am I right to think an overseer champ and a heavy bolter for the tyrant is the way to go?

Yes I am looking forward to this too I hope I can give them a test at sunday or by next week. Unfortunately University is stressing me at the moment so theory crafting about the list is less time consuming than playtesting^^ and a great way to procrastinate! :D
Only leaders can take overseer as it's a leadership skill (and a waste of a Goliath leader tbh - easier to justify with other gangs where leaders are rubbish). Some people swear by a heavy bolter on a leader - so definitely a valid option.

You do want numbers at the start of the campaign, but you can use genesmithing to make some of your guys cheaper and more disposable - which can be a way to go at the start to keep the numbers up.

Best of luck!
 
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smithO

New Member
Jan 21, 2022
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Only leaders can take overseer as it's a leadership skill.

You can make a Champion Natborn with Alphas Lineage so he counts Leadership as one of his primary Skillsets thats 40cr extra to make the heavy bolter shot twice.

Yes numbers will be a high priority but bit depending on the other gangs might need to think about a few different options.

Thank you!
 
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