N18 New Goliath player first campaign build

LootNScoot

Juve
Apr 22, 2024
17
9
3
Renton WA
Hey scammers!

I’m new to the world of necromunda, but I am so into this game after a short ramp up period.

Was hoping to get some feedback on my initial gang list:


In general the plan is 2 teams of 3-4, led by the tyrant and the stimmer. The fast movers going with the tyrant with their higher movment as a “hammer” and the remaining force being the anvil. The lynchpin is the forge boss hanging back with a grenade launcher and being difficult to remove without serious effort

I feel kinda exposed going with stub pistols only on the lower costed bodies….
 
More smokes would be handy. Maybe change the corrupted slug bruiser into a bully, and give the specialist a grenade launcher with smokes, insted of a bolter. Close combat is brutal, but only if you make it through the bullet storm.

Champion with grenade launcher would probably do better with something more defensive than renderizer, like spud-jacker or chainaxe, as you probably want to keep him shooting. And since you are gonna pick him savant skills, he will probably also be getting BS increases, so a fancy pistol later on in the campaign would be a solid choice. Also, by changing the renderizer to something cheaper, you could afford to buy him a second gene-smithing.

The stimmer would benefit more from a +1 S gene-smithing, as with S5 and pulverizers (+1S) you would wound T3 gangers on 2+
 
More smokes would be handy. Maybe change the corrupted slug bruiser into a bully, and give the specialist a grenade launcher with smokes, insted of a bolter. Close combat is brutal, but only if you make it through the bullet storm.

Champion with grenade launcher would probably do better with something more defensive than renderizer, like spud-jacker or chainaxe, as you probably want to keep him shooting. And since you are gonna pick him savant skills, he will probably also be getting BS increases, so a fancy pistol later on in the campaign would be a solid choice. Also, by changing the renderizer to something cheaper, you could afford to buy him a second gene-smithing.

The stimmer would benefit more from a +1 S gene-smithing, as with S5 and pulverizers (+1S) you would wound T3 gangers on 2+
Ok thanks for the tips. I was kinda divided on the tenderizer, originally I had given the boss “docs experiment” dropping his str to 3, and bumping his wounds to 3, so i figured the +2 str would be better there, but I see your point. I was trying to find a way to have an extra bruiser over a bully since bruisers can use better options with long range firepower

I’m still hemming and hawing about power axe and hammer on my leader
 
More smokes would be handy. Maybe change the corrupted slug bruiser into a bully, and give the specialist a grenade launcher with smokes, insted of a bolter. Close combat is brutal, but only if you make it through the bullet storm.

Champion with grenade launcher would probably do better with something more defensive than renderizer, like spud-jacker or chainaxe, as you probably want to keep him shooting. And since you are gonna pick him savant skills, he will probably also be getting BS increases, so a fancy pistol later on in the campaign would be a solid choice. Also, by changing the renderizer to something cheaper, you could afford to buy him a second gene-smithing.

The stimmer would benefit more from a +1 S gene-smithing, as with S5 and pulverizers (+1S) you would wound T3 gangers on 2+


Been “Brawnstorming” 2 different versions of my list:

Main difference between the 2 lists is the load-out for the tyrant, the forge boss and the specialist.

I’m having a battle in my mind where I’m focusing on either keeping the GL on the board with the durable build forge boss and the specialist with a combat shotty or-or-the reverse. With the forge boss rocking hip shooting and a combat shotty and the much more fragile specialist on the GL.

Also a couple different build attempts for the tyrant, and the stimmer with spud-jackets vs renderizers. I kinda like the idea of the stimmer landing multiple hits with the jackerssand netting 1-3+ inches of movment with the knockback.

Would greatly appreciate any other thoughts that you and others might have.




 
I would definitely take the paired spud-jackers stimmer, the extra mobility with multiple knockbacks is awesome.

For the tyrant, go with the one with the combi-pistol and the axe. With boltgun, you are paying for range that you are not probably not going to use much, as you are trying to get into close combat as fast as possible. Combat shotgun would probably be better pair with renderizer. Finally, I would give your tyrant +1A instead of +1WS. WS 2 and A 3 scores an avarage 2,5 hits, while WS 3 and A 4 gives 2,67 hits. Also, during the campaign WS costs 6 points, while A 12 points.

For the boss and specialist, give them grenade launchers with smokes, you'll need the cover, as most other gangs are more shooty then goliaths. The forge-born with smokes is probably gonna want to move with the tyrant into cc, and not stop for giving cover for others.
 
I was wondering about an extra attack. I didn’t math it so thanks for pointing that out.

Yeah, im trying to limit myself to one GL. Maybe it’s a silly restriction but I’m trying not to min max toooo much. I guess it’s all about degrees.
 
  • Like
Reactions: Sump Thing
Yeah, im trying to limit myself to one GL. Maybe it’s a silly restriction but I’m trying not to min max toooo much. I guess it’s all about degrees.
Ok, give the launcher to the specialist then. And keep the smokes on the forge born. Also, the boss with hip shooting and a template is a good way to crord control opponents. Even if the S2 doesn't wound, pinning slows them.
 
  • Like
Reactions: LootNScoot
On your Stimmer.
Firstly just as a general point Stimmers are big loud and proud. They are Brutes in all but name. As such they will be shot. A lot. Even with nerves of steel keeping them moving you will face a ton of incoming fire and usually the big guns. Just something to be aware of. Van Saar are shooty Cawdor burn things Stimmers get shot a lot.
Secondly consider what your weapons do and when. Spudjackers must hit and beat the targets strength to Knockback. With your WS 2+ you will have no problem hitting the foe. However as you encounter more advanced gangs with higher strength targets triggering Knockback drops off. If you don't trigger Knockback it's just be a S+1 AP- D1 hit. Once you start encountering S 5 foes like Ogryns, Brutes etc it becomes a bit lacking with you relying on numbers of attacks to actually put foes down. ( You on the charge especially will have plenty though). On the plus side it turns your Stimmer into a early campaign bowling ball scattering puny foes like bowling pins which is always fun.
Now look at the Renderiser, and it's smaller cousin the Pulveriser axe most of the same applies. They hit just the same as the spudjackers which is no problem. At this point there is no bowling ball effect. However the Renderiser has a higher strength pushing you to S6 or higher, wounding most foes on 2+. On top of that there is a little AP so makes it easier to actually wound the foe and a higher Damage so if the hit beats armour it hurts more. (Knockback if triggered can increase Damage but only if they hit something as a result so is not certain). Now once the fighter is Injured it's Pulverise trait comes in. It requires a T test to activate to change a Flesh Wound to Serious Injuries (which in the Core book now basically adds a Flesh Wound to SI).
Again the more experienced gangs will gain higher toughness as will Brutes etc making Pulveriser less effective but as Flesh Wounds accumulate in a game the Toughness lowers so as a battle goes on it gets easier to Pulverise.

To sum up. Spudjackers do well to start with but lose effectiveness as you progress (although human bowling balls are fun and necromunda bonkers 😁) while Renderisers are less flashy with no wacky ragdolls flying around but will retain their hitting power as you encounter more experienced foes.

You can always later on via tools of the trade pick up the other option later to give you another fighter card with the other weapon. Alternatively there is a Genesmithing option on one of the Warhammer Community Apocrapha that's lets you have a extra weapon slot or a Suspensor Harness (Book of Peril) so you could carry both 💪🪓🔨
 
  • Like
Reactions: Psyan
On the Grenade launcher Combat shotguns conundrum.
Your specialist gets to choose advances regardless of weapon choice (just a general point but it's nice to have irrespective of weapon choice).

Your specialist Bruiser has the option to take a special weapon. Any bruiser mook can carry a combat shotgun.

In my experience you don't tend to get different major weapons on your gangers and that ilk as they progress. You pick up better ammo, sights and maybe a back up melee or pistol.
The bigger badass weapons just get more milage on champions and leaders. The Grenade Launcher is a perfect for a specialist. Initially fairly punchy and almost all it's special ammo gives you good tactical options as you progress.

Your forge tyrant can start of with a "weaker" weapon, being tougher and just better can carry themselves well to start and can get a nasty weapon later.
 
Piggybacking off what Lunarcruiser said, gangers and specialists cannot use trading post weapons and are limited to what is on their house list.

They can use wargear from the trading post, things like special ammunition fall into that category.
 
Piggybacking off what Lunarcruiser said, gangers and specialists cannot use trading post weapons and are limited to what is on their house list.

They can use wargear from the trading post, things like special ammunition fall into that category.
Thanks, I do think I saw that. One of the reasons I’m leaning into taking 2 forge born, their description slows them to grab weapons from the trading post.
 
They can use wargear from the trading post, things like special ammunition fall into that category.
Ammo is wargear? But it's under weapons in the trading post and gang lists. I mean orlocks with an ammo merchant could turn their gangers with cheap combat shotguns, into gangers with even cheaper heavy flamers.

On your Stimmer.
You can always later on via tools of the trade pick up the other option later to give you another fighter card with the other weapon. Alternatively there is a Genesmithing option on one of the Warhammer Community Apocrapha that's lets you have a extra weapon slot or a Suspensor Harness (Book of Peril) so you could carry both 💪🪓🔨
I would go for the extra fighter card. Paired jackers are only 25 creds, so it's not a huge loss, if you leave them hanging in favor like thunder hammer (power and shock are murder with combat chems stash). Also, as a general charge tactic, don't do leroy jenkins, but go in as a group, this way the enemy will have more targets to be nervous about. Also, also don't forget to give a smoke cover to your chargers.
 
  • Like
Reactions: Lunarcruiser
I would go for the extra fighter card. Paired jackers are only 25 creds, so it's not a huge loss, if you leave them hanging in favor like thunder hammer (power and shock are murder with combat chems stash).
On Random selection you may not leave them hanging. Not disagreeing just a side point.

Paired is a tough trait to give up though. Yes the thunder hammer is awesome but you sacrifice either one attack by not having a second weapon (otherwise you must split your attacks evenly between two weapons), of by a second thunder hammer which is a really expensive way of getting a extra thunder hammer attack to get more sixes.

Basically you get 4 attacks plus 2 or three from chems (or 2 total on a bad reaction) on the charge with one hammer. Let's say 6.
With a second non hammer weapon you get 5 attacks +2-3 chems. Let's say 7 which gives you three or four thunder hammer attacks. On the charge.

A paired weapon gives you 8 + 2-3 from chems on the charge. So 10 attacks on the charge.

You trade a boat load of attacks for fewer but those attacks hit much harder if you roll those 6s especially.

(For paired spudjackers it's 25 credits. For a fully loaded thunder hammer avalanche it is 140. That's the difference of a light suit of Carapace and a undersuit for a 3+ save).
 
still hemming and hawing about power axe and hammer on my leader
To be honest it is hemming and hawing between the power axe, claw, hammer, maul, pick and sword. They are all priced in the same neighborhood and all are good in combat but in different ways. You will not be disappointed with any of them.
 
Paired is a tough trait to give up though. Yes the thunder hammer is awesome but you sacrifice either one attack by not having a second weapon (otherwise you must split your attacks evenly between two weapons), of by a second thunder hammer which is a really expensive way of getting a extra thunder hammer attack to get more sixes.
I was actually thinking using t-hammer with a cheap pistol, as splitting attacks with some cheap off hand weapon reduces the chances for the magic 6 that shock and power needs. But now that I think of it, you could just as well carry both the paired jacks and the hammer, and use whichever you need quantity or quality. The effectiveness of the t-hammer is not reduced much if you attack with it alone, and does not increase much if you are using two. This way there's room for jacks, and you don't need to leave them hanging.
To sum up. Spudjackers do well to start with but lose effectiveness as you progress (although human bowling balls are fun and necromunda bonkers 😁) while Renderisers are less flashy with no wacky ragdolls flying around but will retain their hitting power as you encounter more experienced foes.
Damn you, first you got me all excited about paired weapons, but then you praise renderizer over paired jacks (or was it the other way around)
 
Damn you, first you got me all excited about paired weapons, but then you praise renderizer over paired jacks (or was it the other way around)
The point was the spudjackers and Renderiser do different things.
The Paired ones give you lots of attacks that don't hit as hard and the Renderiser has less attacks but hits harder.
Different jobs. The first makes your Stimmer a bowling ball scattering gangers like pins but not necessarily putting them out of action while the Renderiser is like smashing a bowling pin with a sledgehammer. You destroy the target bowling pin but not the full ten in one go.
(Outside of suspensor harnesses or that genesmith option you can't simultaneously carry both Renderiser and the paired spudjackers anyway).
 
So I ran this list over the weekend, had really solid results:


Guess as a follow up question is it just better to run 8 or 9 bodies with the non champs being bullies and forge born with a specialist or is a7 man list of overall better quality a better call for an actual campaign?