N18 New Escher player—hoping to get a fluffy but not crippled team going!

Jan 10, 2023
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Hello,

I'm a Necromunda newbie who's been invited to a campaign. I've done a lot of reading up already but it feels like gathering info on starting gang loadouts is a hallowed work of lifelong study & I've got to get building then painting because I've only got four weeks before we kick off & have a job/partner/family!

Could someone please tell me if I'd have fun with my list please? For background, playing with 7 mates & I'd say 80% aren't try-hard/WAAC types but there will be a great variety of gangs to contend with—Cawdor, CGC, Van Saar, Enforcers are the confirmed.


The Blue Anemone Ontological Association

I am torn over what to do with my Matriarch's skill, whether or not to bother with photon-grenade thingies on my Lil' Sisters & whether or not to put two swords on my Death Maiden, as well as just how to play/loadout my Queen (so, loads of stuff, really!).

Any help would be gratefully appreciated, thanks in advance. Apologies if my thread's too stupid/generic to live!
 
Sorry, I've broken that list! Molly Millions is supposed to have a shotgun with Acid Rounds.

Sorry, can't figure out how to change it back without deleting the whole list & starting again...
 
You should be able to just click the edit button on the fighter and use the + to add the equipment back on. Did you purchase everything using the + instead of the $? Your gang has a rating of 940 and a wealth of 950.
 
You should be able to just click the edit button on the fighter and use the + to add the equipment back on. Did you purchase everything using the + instead of the $? Your gang has a rating of 940 and a wealth of 950.
Hey, thanks for the reply.

I decided to change that operative from a Sister to a Sister Specialist, sold back her equipment but then deleted her! I thought this was like selling equipment back but it's just, well, deleted her!

My fault I know, working to fix the list now...
 
Yeah, playing with the tools has a bit of a learning curve since there’s no real manual on how they work. (Custom stuff is a bit extra too).
 
I think your queen have too much stuff for an overseer leader. She will use her skill at all time so unless your leader finish alone (which shouldn't happen) you will never use what you payed for.
 
I think your queen have too much stuff for an overseer leader. She will use her skill at all time so unless your leader finish alone (which shouldn't happen) you will never use what you payed for.
Thank you! I'll remove Overseer; do you think Spring Up or...? Sorry for being really bad.
 
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You're not bad ^^. We are going into the min/max part of the game. Your leader would have worked fine but it was lot of resources on someone who would note use them as efficiently as it could.
"Spring up" is really good, you can also take "step aside". With your iniative it will allow you to evade a melee hit nearly each time someone hit you.
 
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You're not bad ^^. We are going into the min/max part of the game. Your leader would have worked fine but it was lot of resources on someone who would note use them as efficiently as it could.
"Spring up" is really good, you can also take "step aside". With your iniative it will allow you to evade a melee hit nearly each time someone hit you.
Thank you so much for your help, I think I've stopped dithering now & got a list I think I like the look of now—like I said I didn't really wanna min/max too much & didn't want, y'know, a wall of plasma so I've gone for this in order to retain flavour:

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Hopefully fluffy without the chance of being run over in the first game!
 
Honestly it's a solid list, some good shooting and some mobile threats to keep the game interesting, it's not a tryhard/spam list but you should have good success with the gang you've built here
 
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Only suggestion from me would be to perhaps drop the backup lasguns on leader and champ and possibly the smoke grenade ammo and possibly one of the hotshot packs (depending on the creds you need to save) in order to upgrade the leader needle pistol to a needle rifle - allows you to keep your leader out of risky pistol range. Buying the backup lasguns and smoke ammo after the first game should be easy as they're cheap, and you'll gain more by having the needle rifle from the start
 
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Only suggestion from me would be to perhaps drop the backup lasguns on leader and champ and possibly the smoke grenade ammo and possibly one of the hotshot packs (depending on the creds you need to save) in order to upgrade the leader needle pistol to a needle rifle - allows you to keep your leader out of risky pistol range. Buying the backup lasguns and smoke ammo after the first game should be easy as they're cheap, and you'll gain more by having the needle rifle from the start
Thank you!

My only worry with that is paying ~200 credits for a champion who takes one shot all game & doesn't have a stabby weapon to hand!

I'm kinda hoping to keep the hotshots in, I really wanted a deadly gunline to go with my close-in units who I think might be deadly enough already... Also, would swapping out the boss's pistol for a rifle not hobble her close-combat a little...?
 
Look fairly ok. You have a fair amount of kit I would get later on. The hot shots, the back up lasguns. If you drop the lot thats 50 credits that could upgrade a little sister or three suits of mesh.
Also you mentioned above something about having a gun and something stabby as well. In general your gang members are equally skilled in melee and shooting. That does not mean your fighters can do both initially. Your funds are limited to start with and if you pull your girl in two directions to start with they lose focus. Unless you play perpetual campaigns you can't afford to go hard down both routes. You end up being ok at both but a combat monster will beat you and a sharp shooter will out shoot you.
Focus your individual girls but cover your bases as a whole gang. Your Murder Tornado, death maiden, is great at cutting up folk cover her with a ranged expert. Your fire base needs a counter charger to watch thier backs from infiltraters etc.
Invest in a chymist at some point
They come with the fixer skill so essentially give a small fund for chems and toxic ammo. You have gone into toxin. This can over time become less effective as opponents get Toughness upgrades. Toxic ammo can give some interesting effects maintaing usefulness.
 
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Consider your opponents well. You mentioned Cawdor, Van Saar, enforcers and Hungry Hungry Hippos, Corpse grinders.
Cawdor come with Templates,Blaze, numbers, blunderpoles, more Templates and yet more Blaze. Don't let them in Template range. Either out shoot them long range keeping groups of the Trash Bois disjointed. A mass blunderpole phalanx of templates can be devastating. Your melee fighters can do with movement upgrades to reliably charge from beyond template range.
Van Saar with out shoot you even if the Dayglow rad brigade are sleeping. Sure take shots when you can but you are more mobile. Hug cover, deploy Smoke and close to knife range Van Saar struggle when in blade range.
Enforcers are similarly a shooting gang. However they, without trade post options, have less of the extra nasty guns. You can duel with them long range with plasma guns and heavy stubbers but will have a little more difficulty close up than Van Saar.
Hungry Hungry Hippos can be absurdly fast and smash you into paste. Paired weapons are just nasty. Look very carefully at the rules for the various masks. Maintain the mental stats that can bypass the protection Templates and Blast ignore the mask protection and you can easily out shoot them.
 
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Look fairly ok. You have a fair amount of kit I would get later on. The hot shots, the back up lasguns. If you drop the lot thats 50 credits that could upgrade a little sister or three suits of mesh.
Also you mentioned above something about having a gun and something stabby as well. In general your gang members are equally skilled in melee and shooting. That does not mean your fighters can do both initially. Your funds are limited to start with and if you pull your girl in two directions to start with they lose focus. Unless you play perpetual campaigns you can't afford to go hard down both routes. You end up being ok at both but a combat monster will beat you and a sharp shooter will out shoot you.
Focus your individual girls but cover your bases as a whole gang. Your Murder Tornado, death maiden, is great at cutting up folk cover her with a ranged expert. Your fire base needs a counter charger to watch thier backs from infiltraters etc.
Invest in a chymist at some point
They come with the fixer skill so essentially give a small fund for chems and toxic ammo. You have gone into toxin. This can over time become less effective as opponents get Toughness upgrades. Toxic ammo can give some interesting effects maintaing usefulness.

I actually disagree with the saving recommendation here, the two hotshots add weight to the firebase which would otherwise be relying on the plasmagun/grenade launcher to carry it. 4x S4+ shots a turn is really solid and should provide ample cover to the melee portion.

Deathmaidens need support, and by keeping the cheap little sisters the DM and the Leader are better protected in their otherwise risky roles as melee beatsticks, sacrificing a little sisters increases the risk to the Gangs two most important models so I would absolutely not be upgrading a little sister in this list.
 
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I actually disagree with the saving recommendation here, the two hotshots add weight to the firebase which would otherwise be relying on the plasmagun/grenade launcher to carry it. 4x S4+ shots a turn is really solid and should provide ample cover to the melee portion.

Deathmaidens need support, and by keeping the cheap little sisters the DM and the Leader are better protected in their otherwise risky roles as melee beatsticks, sacrificing a little sisters increases the risk to the Gangs two most important models so I would absolutely not be upgrading a little sister in this list.
Good points and I would definitely get hot shots but I would get them after a game. They are cheap and in the fighters list so not dependant on trade rolls. Having the bodies and staying alive more important in starting games. It is hard to keep numbers up and replace fighters when starting out and if a couple of a small gang are stuck in recovery the gang is far more vulnerable to bottle tests. A 20 credit hot shot is much more achievable even on poor income rolls than having to buy new fighters. For a first game a plasma gun and grenade launcher will be fine carrying the gang.
 
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My thoughts are that it's a nice list, but I would drop the 2 hotshot packs and the leaders lasgun for another sister with lasgun. That way after the first game of the campaign you get some creds and can then look at getting those upgrades and maybe something a bit more fancy for your leader? An extra lasgun for pinning will help your CC gals get closer and be more effective. My preference is to buy bodies early and get better weaponary after the first couple of games, also gives you some backup if you get miss next game injuries too.
 
My thoughts are that it's a nice list, but I would drop the 2 hotshot packs and the leaders lasgun for another sister with lasgun. That way after the first game of the campaign you get some creds and can then look at getting those upgrades and maybe something a bit more fancy for your leader? An extra lasgun for pinning will help your CC gals get closer and be more effective. My preference is to buy bodies early and get better weaponary after the first couple of games, also gives you some backup if you get miss next game injuries too.
Thank you so much for replying!

I am new so please bear with me on this, but I believe I'd need to drop both hotshots & the smoke reload before I could be able to do this as otherwise I wouldn't have enough credits just dropping the backup lasguns & the hotshots (total saving from smoke & hotshots=55 credits vs another lasgun sister=55 credits)?

Would an extra body really make that much of a difference, seeing as I would then only have two guns with any chance of stopping an opponent at range (the grenade launcher & the plasma), & both would potentially last just one shot (5+ reload & 6+ reload), leaving me two gangers just standing around with no way to contribute to the fight?

Speaking as a n00b, would I want to hang about & fight to the bitter end rather than bottle it if things are going that way? I know I've got some good close-combat threats but I am worried that they're not gonna get close enough unless I can put some people down early from range & keep them honest...

Apologies if I'm out of order & thank you again for responding.
 
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