N18 HOI Starter Orlock Gang

El Torro

Juve
Jan 5, 2015
17
17
13
Slough
I haven't bought any models yet, I'm currently thinking about what kind of Orlock gang I want to start with. Here's what I have so far: https://yaktribe.games/underhive/gang/cabeiri_heroes.170225/


So, what do you think? Don't worry about the Skills for now, I just put them in as a placeholder. I'm more interested in how I've spent the Credits. Some of my thoughts:

The Leader seems a bit expensive for my liking. At the same time though I thought it was good to give the Boss some impressive wargear. I quite like the Servo Claw, especially for the points, though from what I've read this might be something I want to replace as the campaign progresses.

I'm not so sure about the Greenhorn. I kind of want him in the gang as I can use an old metal Juve model I have, though I can't help thinking he might end up being a waste of space. Perhaps I could replace a Wrecker and the Greenhorn for a Ganger with a decent weapon? Or get rid of the Greenhorn and buy some backup weapons for when Ammo Rolls are inevitably failed?

As with all things Necromunda I'm not looking for the most optimal gang, though it would be nice not to regret my choices once the models are painted and the fighting begins.



Any comments are most welcome :D
 

almic85

Cranky Git
Tribe Council
Oct 30, 2014
2,001
3,459
163
Palmerston, ACT, Australia
It’s a solid enough list and you have managed to get an arms master and two wreckers into it, which I find impressive.

Personally I would not take a greenhorn as they just aren’t very good and it’s only slightly more expensive to it a wrecker if you can afford one. you are better off spending the money on almost anything else.

I have only come around to how useful wreckers actually are after taking one in my current campaign and realising just how nice the extra movement is for reaching objectives and completing intrigues.

In terms of optimising your gang I would do the following:
1/ Drop the green horn.

2/ remove the executioner ammo from the arms master and just give him shotgun savant to start with. This gives your solid ammo the same long range hit modifier and doesn’t have the drawback that it gets deleted from your roster if you fail an ammo check. If you really want executioner ammo wait until you have picked up a Bullet Merchant hanger on.

3/ drop the second gun from both wreckers. If they ever get to having the gun fighter skill then buy them a second gun, but with their extra to hit and plus strength for melee weapons on the charge you are better off giving them any close combat weapon. Personally I would hold off until after the first couple of games and then buy flails or Shaun swords for them once you have some more credits.

4/ spend the money you saved above (should be 75 credits) on another ganger with an autogun or another wrecker with a stubgun or autogun depending on your preference.

If you have any credits left over think about either a stubgun backup for a champion or dum dums for your wreckers.

Edit: I should also say that the servo claw isn’t the best weapon in their list and suffers from a lack of AP later in campaigns, but it is cool looking and the rest of their choices also aren’t setting the world on fire plus you also have the plasma pistol to get through armour.

In my current gang I have taken a power pick and while I love the AP on it I sorely miss having D2 when taking on leaders, champs and Ogryns.
 
Last edited:

Vonvilkee

Gang Hero
Jan 7, 2018
841
629
108
Bellingham, Washington USA
Above are some good points. You mentioned skills were place holders and while I get it they can impact your spending.

This isn't oldmunda! You can spend actions to reload and there is even a legendary name that can give you a free reload...

With the above said consider that one of your gangers can start as a specialist, allowing you to choose their advances. I'd switch the bolter and the grenade launcher. Give that sargeant the master crafted version of the bolter, dropping that green horn gets you the creds. The sargeant could then have the steady hands name. As your leader is kitted more as a charge deterrent take munitioneer (and give him a backup gun cuz scarce). This is a good option as you can re roll your chance to keep the plasma, and if you keep the sargeant within range you can statistically reload the bolter in a turn (free reload, reroll, first action reload, reroll, second action reload, reroll).

The grenade launchers charm is not needing skills or great bs to do what it does and the sargeant can take a master crafted bolter to make shots count combined with a name to improve odds of shooting.

Just my two cents.
 

MrAndersson

Gang Hero
Sep 18, 2018
606
415
68
Halmstad, Sweden
First of all you should promote a ganger to specialist. It's free.

When it comes to spending your cash, I struggle to find something worse than a greenhorn. They are utter garbage. Wreckers aren't the most cost effective things, but I do think they can be useful, at least in scenarios that reward mobility. But do you need two of them? What I would do is to get rid of the greenhorn and one of the wreckers, and hire one more road sergeant or arms master.

And personally, I would never equip my Orlock leader for close combat. With HoI, he is now the only source of munitioneer in your gang, so he will be needed on the gunline.
 
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El Torro

Juve
Jan 5, 2015
17
17
13
Slough
Thanks all for the tips. I've made some changes based on your comments:

Got rid of the Greenhorn (seems to be universally loathed)
Got rid of one Wrecker
Added a Gunner Specialist and moved some weapons and options around

The Gang Rating now states 985. The extra 15 credits is for the Master Crafted Bolter, couldn't figure out how to add this option.


I take the point about getting better utility out of the Road Captain by making him a ranged fighter. I can't quite bring myself to do it at the moment (rule of cool!) but I'll have another think about it.
 

Vonvilkee

Gang Hero
Jan 7, 2018
841
629
108
Bellingham, Washington USA
My road captain is built with a chain sword and plasma pistol... Totally get the rule of cool. I use him as a troubleshooter as I don't want him ranging out ahead. Munitioneer with it is pretty good as a rerollable 5+ is better than a straight 4+. Then he is much safer for passing on his cool after a failed bottle to press home any advantage I might have.
 

almic85

Cranky Git
Tribe Council
Oct 30, 2014
2,001
3,459
163
Palmerston, ACT, Australia
New list looks solid.

I would still question the stubgun back up on the leader only because of the three weapon limit.

I find better utility buying him a longer range weapon after the first few games like a boltgun or grenade launcher so that he can actively do something while he is waiting to counter charge the enemy.
 
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