Hey, all. I'm currently putting together gangs for Escher and Delaque, but also wanted to explore something very different with an Orlock gang that has embraced The Dark Gods—namely, The Lord of Skulls.
Sump Wolves — 1000pts (link)
Road Captain — Chainsword, Plasma Pistol, Mesh Armour (Iron Stare / Nerves of Steel)
Road Sergeant — Chainsword, Hand Flamer, Mesh Armour (Blade Breaker / True Grit)
Road Sergeant — Plasma Gun, Mesh Armour (Lucky / Fearsome)
Gunner Specialist — Shotgun, Mesh Armour
Gunner — Autogun, Mesh Armour
Wrecker — Chainsword, Autopistol
Wrecker — Flail, Autopistol
Wrecker — Autopistol x2
I went for variety in their loadouts, to give both play and modelling options, with the Wreckers being like crazed berserkers!
My first question, do gangs keep special rules, such as Orlock Legendary Names, when embracing The Dark Gods? I assumed so from what I've read, but I guess this is down to individual Arbitrators?
The Captain, with Iron Stare and Nerves of Steel, will hopefully stay on their feet and charge into the fray, leading the Wreckers in...
The Sergeant with the Hand Flamer is all about the flames! The intention is to get close and burn their foe, with Blade Breaker (plus Parry from the Chainsword) and True Grit giving them survivability against both shooting or being charged themselves.
The Sergeant with the Plasma Gun brings ranged threat, with Fearsome to prevent and deter charges... and Lucky seems great with a Plasma Gun. It enables them to pass their first failed ammo check, or their first failed unstable check when overcharging—which feels thematically spot on for The Lord of Skulls blessing their chosen and wanting more carnage!
The Gunner Specialist has a Shotgun, which seems a good option to build on with ammo types, while the Gunner has an Autogun and is mainly present to pin stuff. Both have Mesh armour, which seems appropriate...
In contrast, the Wreckers have no armour. Two are kitted out for close combat, for charging in and swinging, while the third will hopefully rush up into short range and open fire with both Autopistols—that's probably a waste, not optimal, but feels spot on for a follower of The Lord of Skulls.
Options I'm currently considering would be to:
1) Drop the Mesh Armour on the Autogun Gunner and the Autopistol on the third Wrecker, to give them a close combat weapon, such as a Chainsword or Flail.
2) Drop the Mesh Armour on both the Gunners, to give the Gunner Specialist either a Boltgun or Combat Shotgun (and a Stub Gun for someone else).
3) Drop the Mesh Armour on both Gunners, to give all three Wreckers Hazard Suits, mainly to ignore blaze and rad-phage, to represent going berserk and not caring what happens to them.
Any thoughts or advice greatly appreciated. Thank you.
Sump Wolves — 1000pts (link)
Road Captain — Chainsword, Plasma Pistol, Mesh Armour (Iron Stare / Nerves of Steel)
Road Sergeant — Chainsword, Hand Flamer, Mesh Armour (Blade Breaker / True Grit)
Road Sergeant — Plasma Gun, Mesh Armour (Lucky / Fearsome)
Gunner Specialist — Shotgun, Mesh Armour
Gunner — Autogun, Mesh Armour
Wrecker — Chainsword, Autopistol
Wrecker — Flail, Autopistol
Wrecker — Autopistol x2
I went for variety in their loadouts, to give both play and modelling options, with the Wreckers being like crazed berserkers!
My first question, do gangs keep special rules, such as Orlock Legendary Names, when embracing The Dark Gods? I assumed so from what I've read, but I guess this is down to individual Arbitrators?
The Captain, with Iron Stare and Nerves of Steel, will hopefully stay on their feet and charge into the fray, leading the Wreckers in...
The Sergeant with the Hand Flamer is all about the flames! The intention is to get close and burn their foe, with Blade Breaker (plus Parry from the Chainsword) and True Grit giving them survivability against both shooting or being charged themselves.
The Sergeant with the Plasma Gun brings ranged threat, with Fearsome to prevent and deter charges... and Lucky seems great with a Plasma Gun. It enables them to pass their first failed ammo check, or their first failed unstable check when overcharging—which feels thematically spot on for The Lord of Skulls blessing their chosen and wanting more carnage!
The Gunner Specialist has a Shotgun, which seems a good option to build on with ammo types, while the Gunner has an Autogun and is mainly present to pin stuff. Both have Mesh armour, which seems appropriate...
In contrast, the Wreckers have no armour. Two are kitted out for close combat, for charging in and swinging, while the third will hopefully rush up into short range and open fire with both Autopistols—that's probably a waste, not optimal, but feels spot on for a follower of The Lord of Skulls.
Options I'm currently considering would be to:
1) Drop the Mesh Armour on the Autogun Gunner and the Autopistol on the third Wrecker, to give them a close combat weapon, such as a Chainsword or Flail.
2) Drop the Mesh Armour on both the Gunners, to give the Gunner Specialist either a Boltgun or Combat Shotgun (and a Stub Gun for someone else).
3) Drop the Mesh Armour on both Gunners, to give all three Wreckers Hazard Suits, mainly to ignore blaze and rad-phage, to represent going berserk and not caring what happens to them.
Any thoughts or advice greatly appreciated. Thank you.