N18 Maximum fun Cawdor (HoF)

Sicko

Juve
Mar 26, 2021
16
12
3
Hi everyone,

Just looking for some feedback/advice on my new Cawdor gang. HoF gave us a lot of new toys to play with and I've tried to make a gang that is pure Cawdor with no Redemptionists (not even the obligatory GL specialist) I still have 20 creds left and I'm not sure what to spend on, my first thought is Mesh Armour for the Crossbow Champ.

  • The leader will go in the front for a big group activation with the Blunderpoles.
  • I've made my Specialist the dedicated Rat Catcher with mind to improve his Int at the earliest chance.
  • Crossbow on a Champion seems obligatory, I may add an additional crossbow later in the campaign.
  • I intend on using the Path of the Doomed for my Articles of faith, with this the juves do what they do best.
  • The Blunderpoles speak for themselves, best/most fun weapon option.

House of Faith Cawdor
 

MysticWolf

Juve
Nov 15, 2020
36
29
23
Your list is definitely one of the better lists I've seen. Looks pretty effective.
I only have 2 thoughts, obviously based on personal bias lol. So I'll just throw it out there, but this isnt a reflecrion of your gang building. Just my opinions.
Blunderpoles are great, and fun... for you, maybe not for everyone else.
I see the best gang size for cawdor as either 13 or 14 (I lean towards 13, but 14 is possible too). This takes into account running games with a 10 man crew plus devout masses. I like 13 because of your 10 chosen fighters and statistically either 2 or 3 bonepickers (which at 13 members means you'll only take 2) being rolled for d3 plus your one free brethren. Changing one of your blunderpoles for 3 more juves gives the rest of your crew a huge wall of bodies to hide behind + an extra 10 creds (if you're running them stub gun). Although, I have also had success with axe/reclaimed autopistol juves on the charge or to tie up fighters in combat.

Great list! Looking forward to discussion!
 

almic85

Cranky Git
Oct 30, 2014
2,193
3,862
163
Palmerston, ACT, Australia
I would reconsider your leaders as I don’t think it will be effective or fun to play for you.

Commanding presence can be replicated by just buying a cult icon after the first game. A 40 credit piece of equipment is a better investment for increasing group activations than wasting a skill slot.

The second reason is that group activations are actually your enemy when you are playing as a horde. Your strength in numbers works by swamping the enemies activations with juve activations until he runs out of fighters to activate, then you get to move the rest of your fighters just like a big group activation. Using group activations actually diminishes the effectiveness of your numbers advantage.

For a more fun build I would recommend building a leader that is a close combat beast with a killer weapon and the Crushing Blow or Bull Charge trait. I’ve had a leader with chainglaive and crushing blow before and he was great fun to charge in with and added a different type of threat to the gang. A slightly cheaper alternative would be a leader with a great sword, but he will only get to S5 when attacking so won’t wound on 2’s, but will sever anyone he does wound.
 
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Sicko

Juve
Mar 26, 2021
16
12
3
Thanks for the feedback.

I'm happy with the numbers of the gang and feel that peeling away a blunderpole for more Juves could result in just giving away free XP to my opponents, tooling juves up for melee once I get more credits is definitely something I will look into.

Point taken on the leader, I hadn't thought of the action economy in that fashion so I think I might change him into a great sword leader and use the juves to shield him into melee range. Obviously my opponents will try to get him pinned but there's such a wide amount of templates and other threats to assess he might be able to slip in. Ultimately it should be more fun than his current build though.
 

almic85

Cranky Git
Oct 30, 2014
2,193
3,862
163
Palmerston, ACT, Australia
The other good thing about having a true close combat leader is that it ACTA as a mini distraction carnifex. A lot of opponents will want to shoot him first allowing you blunderpoles to get in closer and set everyone on fire. And if they don’t shoot him he can charge in and do some real damage.

There is also potential for randomly rolling on the combat skill tree when he gains experience as a lot of those skills stack well with a close combat build.

My chainglaive leader also ended up picking up a hand flamer as the campaign progressed so if he ended up being pinned at close range he could simply stand up and flame everyone. It lead to some people wondering if it was worth pinning the leader to prevent the charge in the first place.
 
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Jul 30, 2021
13
47
33
London, UK
Personally, I'm planning on taking at least one bare juve with no equipment, specifically for the "And by the manner of his Death did the Emperor judge him!" Article of Faith. I'm more of a thematic player, personally (I have to be, I have never won a game of Necromunda since I started playing it back in the 90's!), so choosing something just because it's fun and cool is much more appealing to me. I like the idea of my gang either punishing gang members they consider lacking in faith this way, or perhaps it's a test to see if the Emperor will protect them. If they survive, they may get bought a pistol for next game :D