N18 New Escher on the prowl concept idea

Sep 22, 2021
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This list is to get close fast and tear in mainly with the Deathmaiden and Queen. The Wyld Runners and Phaelynx for fun melee swarm fights and the little sisters for chaff to allow the others to get into melee and if they survive, help out.

Let me know what you think.
 
It's a cool list, but if you are asking if it's good then the answer is no. I think you will struggle to just stay alive with that list. You have no firepower at all, and even at close quarters you only have two fighters that are anything close to scary. If I were across the board from that gang, I would be smiling at all the free XP running towards me.
 
It's a cool list, but if you are asking if it's good then the answer is no. I think you will struggle to just stay alive with that list. You have no firepower at all, and even at close quarters you only have two fighters that are anything close to scary. If I were across the board from that gang, I would be smiling at all the free XP running towards me.
Good as in competitive isn't what I was going for.

Local meta focuses more on the rule of cool and having fun. Running this list, I wouldn't be focused on winning per se, but think it has potential on objective based scenarios. While there's no firepower, I easily see a lot of lists struggling with the numbers facing them.
 
Sure. But what are you asking for advice about then? If how good the list is isn't a concern for you, run whatever you want. You don't need us to tell you that.

"Good" is a speculative term. As you said initially "cool list". I appreciated the feedback about suspicion of struggling to stay alive as there is no firepower and seemingly only two fighters that were anything close to scary.

To which I replied that I think the list has potential on objective based scenarios as I'd be able to send several groups after objectives instead of just 1 or 2 gangers.

Furthermore, while it doesn't have any firepower (at least of the long-range type), I do think it will pose a threat due to forcing target priority, forcing checks to shoot at anything other than chaff, and then gaining positives and applying negatives for piling on in melee will negate the opponents threat. Getting the bonuses from having 3-4 models on one of the enemy and giving them negatives to be able to hit back... Feels worth it having a sacrificial Juve or 3.

So I do truly appreciate your feedback that it's a cool list and for your opinion you don't think it will do well. However, what are some changes you feel could add survivability and threat without cutting into the concept of the list (being a list focused on getting numbers into close combat and applying pressure in one area while completing objectives if necessary)
 
First of all, I think 4 juves is too much. I would have stopped at 2. And double autopistols on each of them is a waste of cash. A single stub gun, or autopistol if you like them better, is quite sufficient. As you said, they are chaff. They are not going to be killing anything. Unless they get an opportunity to CdG, in which case weapons don't matter anyway.

Same thing with the phelynxes. 4 is too much. They are so easy to take out, shoot down the wyld runner and all her pets are off the table as well. I would have gone with only one of them per wyld runner.

Even melee focused gangs need some fire support. I would try to squeeze in a champion armed with a boltgun or grenade launcher. And a ganger or two with shotguns.

Also, depending on the campaign you are playing, only two fighters able to perform post-battle actions is very limiting. The above mentioned shooty champion would mitigate that problem as well.

Edit:
Or, you could add another death maiden, and switch your leader to the fire support role. That is probably what I would do.
 
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First of all, I think 4 juves is too much. I would have stopped at 2. And double autopistols on each of them is a waste of cash. A single stub gun, or autopistol if you like them better, is quite sufficient. As you said, they are chaff. They are not going to be killing anything. Unless they get an opportunity to CdG, in which case weapons don't matter anyway.

Same thing with the phelynxes. 4 is too much. They are so easy to take out, shoot down the wyld runner and all her pets are off the table as well. I would have gone with only one of them per wyld runner.

Even melee focused gangs need some fire support. I would try to squeeze in a champion armed with a boltgun or grenade launcher. And a ganger or two with shotguns.

Also, depending on the campaign you are playing, only two fighters able to perform post-battle actions is very limiting. The above mentioned shooty champion would mitigate that problem as well.

Edit:
Or, you could add another death maiden, and switch your leader to the fire support role. That is probably what I would do.
Thanks for the feedback! I initially built this with 1 Pheylynx per Wyld Runner and had 5 each. I then thought 1) too many (which cut into what I could equip everyone else with) and 2) them being able to take multiple could capitalize on ganging up on people adding negatives in melee.

The idea I had behind juves with two autopistols was getting into melee, that could be then more hits with rapid fire from each gun. The reason I went with 4, is to get my actual gang size up to 8 but being able to start with potentially 13 targets (some of which wouldn't force cool checks) on the field to confound targeting for my opponent.

I get the suggestion of turning my Queen into support instead of melee! I'll play around with that! (And adding a second Maiden)
 
Some thoughts as to how to improve the list whilst staying within the concept.

I'd consider a whip over a pistol for the Wyld Runners, they can charge, attack at versatile range and then let the cats rush into base to base. Wyld Runners in melee are a risk because if she gets taken out, you lose the cats.

I wouldn't bother with flak armour on the death maiden, mesh is just all round better for only 5 credits more, so I'd fins the room for that.

Double pistols on the juves is honestly fine, id normally run them pistol and knife which works out around the same cost.

Overall though I would be finding a way to either get a second Maiden in, or leave your leader on melee duty (she is good at it after all) and getting a Matriarch in for fire support.

You probably won't win much, but its thematic as heck and I love it.
 
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Some thoughts as to how to improve the list whilst staying within the concept.

I'd consider a whip over a pistol for the Wyld Runners, they can charge, attack at versatile range and then let the cats rush into base to base. Wyld Runners in melee are a risk because if she gets taken out, you lose the cats.

I wouldn't bother with flak armour on the death maiden, mesh is just all round better for only 5 credits more, so I'd fins the room for that.

Double pistols on the juves is honestly fine, id normally run them pistol and knife which works out around the same cost.

Overall though I would be finding a way to either get a second Maiden in, or leave your leader on melee duty (she is good at it after all) and getting a Matriarch in for fire support.

You probably won't win much, but its thematic as heck and I love it.
Thanks for the suggestion on the whip! The reason I didn't go with it at the time was because the 'Runners are only S-2 and I was looking for better injury odds as the Stubgun is S-3 and dumdum rounds get it to S-4. However you make a great point that if they're taken out, I lose the cats 🤔

Agreed about the Flak just could afford better at the time.

The double pistols on the Juves is solely for Rapid Fire exta hits

I'll play with it today and see if I can't fit a Matriarch some how and will reshare
 
Some thoughts as to how to improve the list whilst staying within the concept.

I'd consider a whip over a pistol for the Wyld Runners, they can charge, attack at versatile range and then let the cats rush into base to base. Wyld Runners in melee are a risk because if she gets taken out, you lose the cats.

I wouldn't bother with flak armour on the death maiden, mesh is just all round better for only 5 credits more, so I'd fins the room for that.

Double pistols on the juves is honestly fine, id normally run them pistol and knife which works out around the same cost.

Overall though I would be finding a way to either get a second Maiden in, or leave your leader on melee duty (she is good at it after all) and getting a Matriarch in for fire support.

You probably won't win much, but its thematic as heck and I love it.

I cried, but sacrificed the Phyrr Cat on my Queen to have some creds to play with. Along with removing 1 Juve, and modifying weapon and armor loadouts across the gang, I was able to better armor both my Queen and Death Maiden giving them both Mesh. I dropped the Wyld Runners down to 1 stubgun with dum-dum rounds each and gave them both a whip I was then able to purchase a Matriarch with a grenade launcher.
 
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You could swap one Toxin Claw for a Siletto Sword. You lose a point of AP but gain Parry, which will help with survivability. You could also ditch the Chem-Synth and go with a Power Sword, one heck of a good melee weapon. My DM runs that and has about half the kills in my gang in my latest campaign.

Once you get the creds for the Phyrr Cat, it's probably better on the DM as she's more durable with T4. Its M7" and 9" leash pairs well with the M6" DM too.

Don't forget your Stimms and Toxins once you get playing. Night Night lets you be very reckless with your melee fighters with no risk of major injuries.
 
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Yes, it is a substantial improvement.

And now that you have a grenade launcher, don't make the same mistake as a lot of people and fire frag grenades. They are only good in very specific situations, for example when you can get three or more enemies under the blast or when pinning is more important than killing. All other times you should be firing krak. Do the math yourself if you don't trust me.
 
You could swap one Toxin Claw for a Siletto Sword. You lose a point of AP but gain Parry, which will help with survivability. You could also ditch the Chem-Synth and go with a Power Sword, one heck of a good melee weapon. My DM runs that and has about half the kills in my gang in my latest campaign.

Once you get the creds for the Phyrr Cat, it's probably better on the DM as she's more durable with T4. Its M7" and 9" leash pairs well with the M6" DM too.

Don't forget your Stimms and Toxins once you get playing. Night Night lets you be very reckless with your melee fighters with no risk of major injuries.
Thanks for the suggestions! I'm going with two Toxin Claws because it's more in theme with the Deathmaiden being as feral as the cats. (I've also ran a dual Stiletto Sword DM before and she was amazing. Wanted to give the Claws a try because that AP and Entangle look too tasty to pass up. (Though I do see and like your suggestion on the combo of the two). I won't ditch the Chem-Synth as better toxin hits is butter. My DM with the two swords and the chem-synth netted about half the kills in my last campaign... including my Queen as one of the kills in the last scenario of the campaign due to insanity.

I see and like your suggestion with the Phyrr Cat, I was leaning that way, but thematically, I wanted my Queen to have a pet cat too. It does make more sense on the DM though.

Oh I for sure won't forget my Stimms or Toxins. I loves them so much! My favorite though is the Hallucinogen on a Nightshade Chem-Thrower (which won't be in this list sadly) but will for sure be snagging some Night Night!
 
Some more ideas:
-I would not take a stiletto sword on your matriarch. Without a Chem-Synth and the DM reroll, a weapon like the chainaxe will probably be better for the same amount of credits. Or a Shock Whip to stay within the beast taming theme.
-Remove the autopistol from your grenade launcher matriarch and add smoke ammo (+5 cr total). Having smoke cover will really help this list. Smoke ammo also makes your grenade launcher recharge on a 4+, so there is less need for a back-up weapon.
-Spring Up is really good for a melee character, since it allows you to stand up and charge. But you can always stand up and shoot, so it's less needed for your matriarch. I would take a different skill. Dodge is always good.
-You could also move your grenade launcher to a ganger (specialist). You can upgrade one ganger to a specialist for free. If you are mainly using it for smoke then the slightly worse BS doesn't really matter. You can sell a juve to recruit the extra ganger and then give a different range weapon to the matriarch. You will need to get credits from somewhere to do this, even if you just give the matriarch a lasgun. Meaning either only running 7 starting figures or only running 3 kitties.
-In the same vein: adding some smoke grenades can't hurt. Gives your Juves something to do before they get in pistol range.
 
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Some more ideas:
-I would not take a stiletto sword on your matriarch. Without a Chem-Synth and the DM reroll, a weapon like the chainaxe will probably be better for the same amount of credits. Or a Shock Whip to stay within the beast taming theme.
-Remove the autopistol from your grenade launcher matriarch and add smoke ammo (+5 cr total). Having smoke cover will really help this list. Smoke ammo also makes your grenade launcher recharge on a 4+, so there is less need for a back-up weapon.
-Spring Up is really good for a melee character, since it allows you to stand up and charge. But you can always stand up and shoot, so it's less needed for your matriarch. I would take a different skill. Dodge is always good.
-You could also move your grenade launcher to a ganger (specialist). You can upgrade one ganger to a specialist for free. If you are mainly using it for smoke then the slightly worse BS doesn't really matter. You can sell a juve to recruit the extra ganger and then give a different range weapon to the matriarch. You will need to get credits from somewhere to do this, even if you just give the matriarch a lasgun. Meaning either only running 7 starting figures or only running 3 kitties.
-In the same vein: adding some smoke grenades can't hurt. Gives your Juves something to do before they get in pistol range.
- I'll think on the melee for my Queen, might just swap to a shock whip!
- Good call on the swapping the pistol for smoke grenades!
- I'll think about the skill change. I don't like dodge on a 6+ my dice aren't that nice to make it worth it
- I'm not dropping a Juve or a kitty any more than I already have. I *could* drop 1 Juve and change one of the other Juves to only having Stubguns instead of auto pistols to free up enough to get the Specialist and move grenade and lasgun as changing from Stiletto to Shock whip frees up the other 5 credits, but dealing to stubguns removes the rapid fire potential.