N18 New Player Orlock Loadout Advice

Soupspoon

New Member
May 15, 2021
2
0
1
Hello everyone,
I am very interested in starting out in Necromunda, but the sheer volume of options is leaving me a bit paralyzed. Of all the gangs Orlock interests me the most, but I'd appreciate some advice on actual loadouts for a starting gang.
I've theory-crafted it a bit, but am missing any experience in what actually works in game. My goal isn't to be the most optimal and meta ever, but to have a fun gang that at least stands a chance.

So far I have:
Road Captain - plasma pistol, servo claw, mesh armor
Road Sergeant - harpoon launcher, mesh armor
Arms master - arc hammer, mesh armor
Gunner specialist - autogun, mesh armor
Gunner - stub gun, mesh armor
Gunner - stub gun, mesh armor
Wrecker - hand flamer
Wrecker - flail, stub gun

Did I fall into any traps with list building? If so, what could I do to correct that?
Any and all advice is greatly appreciated.
Thanks!
 

daxxglax

New Member
Oct 26, 2021
3
3
3
See if you can free up some credits to give your Gunners some better armament. Stub Guns are fine as cheap backup pistols/alongside a melee weapon, but you'll want something with more range/firepower on your grunts. Autoguns and/or Shotguns for them, and see if you can get something heftier on your specialist- a grenade launcher, ideally, or a boltgun.

You might consider cutting out to pricey hand flamer to afford some of that, (the mesh armor on your basic gunners isn't really necessary- at gang creation, I mostly just prioritize armor for my leader/champs/specialist. The rank-and-file will have to earn better protection!). While the hand flamer can be a pretty scary prospect on a fast-moving wrecker, it might be better as a down-the-line weapon. At gang creation, it's better to have every one of your guys able pull their weight in some capacity.
 

Soupspoon

New Member
May 15, 2021
2
0
1
Thanks for the fast advice,
Updated my list to this:
Road Captain - plasma pistol, servo claw, mesh armor
Road Sergeant - harpoon launcher, mesh armor
Arms master - arc hammer, mesh armor
Gunner specialist - grenade laucher
Gunner - shotgun
Gunner - autogun
Wrecker - flail, sawn-off shotgun
Wrecker - flail, stub gun

Added some more ranged options and upgraded the Gunner specialists weapon. Hopefully this closes up some of my gaps.
 

El Torro

Juve
Jan 5, 2015
35
35
28
Slough
Your second attempt is certainly much better than your first.

Harpoon launchers aren’t great. If you’re going with a heavy weapon then a heavy bolter is solid, though pricier than a harpoon launcher. Personally i’d be inclined to give him a master crafter bolter instead, using the spare creds to upgrade your Gunners to a combat shotgun and maybe another bolter.

You’ve gone with a starting gang of 8, which is good. Orlocks can get away with 7 but boys before toys is a good rule.

For Orlocks think lethal at mid range. Combat shotguns and bolters are king for starting Orlock gangs. The list you have is decent, just not fully optimised. I know you’re not looking for fully optimised (a good thing in Necromunda), just my thoughts.
 

Scabs

Gang Champion
Feb 4, 2014
496
597
103
San Diego. CA, USA
NOT trying to be cookie cutter, but you did ask...
Need a Suspensor to get the most out of any Heavy Weapon (it's like a 60 cred. tax).
Harpoon Launcher has character, but it is hard to line up a multi-target shot. I always hover the cursor over one, but then default to a Heavy Stubber or late a Heavy Bolter.
EVERYBODY needs a range weapon. An Arms Master with a Combat Shotgun and "Shotgun Savant" is something to be feared.
You want two Wreckers. But, you don't need two. I'd rather have one with a Hand Flamer.
Choose your Legendary Names wisely. At first glance they seem situational and come with drawbacks. But, select Names are really quite handy.

Combat shotguns are pricy. But, scary. And, just between us, if you get a Bullet Merchant (25 creds), he makes Firestorm ammo common and not Limited. Combat shotgun+Firestorm ammo (55+30=85 creds) effectively turns a combat shotgun into a Heavy Flamer+Suspenor (195+60=255 creds). Let that be our little secret.
 

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
10,582
14,829
283
Tilehurst, U.k.
You want two Wreckers. But, you don't need two. I'd rather have one with a Hand Flamer
I agree with everything scabs has said, except this. I would honestly prefer 2 wreckers with flails for the charge bonus stuff than one with a hand flamer with the limitation on template weapons when using the jet booster.