N18 New to Orlock

Thorus

New Member
Sep 21, 2024
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Greetings everyone!

Im new to necromunda so i will start here.
My gaming group have started a necromunda campaign last weekend.
I wont be able to join them until the end of october, so i have until then to get a good list, get the models and paint them.
So without future teasing, here comes my first draft of a orlock list.

Road Captain with a bolter, either make it master crafted or put a Telescopic sight on it and mesh armor
Road Sergant with mesh armor, suspensors and a heavy bolter
Gunner combat shotgun
Gunner combat shotgun
Gunner combat shotgun
Gunner autogun
Gunner autogun
Gunner autogun
The house rule for the campaign is that if anyone die after the first game, its ok to start over, so I will not start with a medic.
I will be fighting genestealer cults, other orlock gangs, delaque, enforcers and corps grinders.
 
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I'm not sure if you are using the House of Iron list, or the older Gangs of the Underhive gang. The former is more funner. The latter is "obsolete," but who cares? Either way, two Champions is usually better. And, with the HoI list, the Arms Master is almost a must have. Give him a Combat Shotgun and the Shotgun Savant skill, and he's a worthy addition. Thematic and useful.

Now, get to building and painting! Oh, and when you can't stop 'cause it's addictive and fun and you suddenly find you have 24 painted Orlocks with ALL options, and painted buggies, and painted Jump Pack Juves, don't say you weren't warned!

Oh, and when you finish with your main Orlock gang...well, maybe you might trade another fully painted Orlock gang you got off ebay, for an unpainted one. Because you got tired of playing your pal's pure plastic Orlock gang. And, then converted them plastic Orlocks into a now tastefully smaller, but still potent, fully painted Genestealer Orlock gang...theoretically speaking.

I wonder if I can find a nearby Orlock's Anonymous Chapter.
 
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Hi!
Thanks for the quick reply!
I was planing on going house of iron (the one from the faction book).
Dont think i have the points for a arms master. The current list clocks in at about 990 credits.
Im planning on starting with one box of dudes, and when they are painted, go for the box with 6 models. I will try the impossible and have as small pile of shame as possible for this army.
How big do gangs usually go? Tried to play imperial guard in 5ed, and when i hit 3 digits i felt that i would get more game time, and less paint time if i had gone for marines.
 
Now, get to building and painting! Oh, and when you can't stop 'cause it's addictive and fun and you suddenly find you have 24 painted Orlocks with ALL options, and painted buggies, and painted Jump Pack Juves, don't say you weren't warned!
This happened to me.

I now own more Orlocks than I expected to!!
 
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1 Champion is risky, Champions and Leaders are the only fighters that can do the medical escort. All it takes is some poor luck with OOAs and your two medical escort chumps are unable to drag someone to the doc (including the other escort-er) and you've lost someone permanently. While it's all well and good that if someone dies you can start over, that puts you a game behind everyone and doesn't prevent it happening again the next game. 2 Champions just gets you more breathing room, and Champions are much better fighters.

You've missed off a Specialist, even if you arm them with a Basic weapon they get to choose their XP advances so there's no downside. Swap one of your Combat Shotgun Gangers for a Specialist, probably with a Grenade launcher.

Also, 2 sets of identical Gangers is frankly a snoozefest. You've got 3 fighters who have the exact same upgrade path, want to do the exact same thing in-game, and probably also 'look' them same, so outside of some randomness with their XP advances they're basically Human1, Human2, and Human3. Then you've got the same again with another 3 models 🥱 While Gangers are the faceless mooks of Necromunda there's no reason you can't at least make them fun to play with by varying their loadouts. Orlock Gangers have 4 good Basic weapon options and access to a decent range of Pistol+Melee options so there's a lot of choices here. I wouldn't say you need absolutely different Gangers, a friend of mine has "Bill&Ben The Autogun Men" which are a pair of identical twins with Autoguns that he's had fun with, but you can get a lot more variety easily.

You've got a lot of creds tied up in the Heavy bolter, while it is a good weapon it does mean you need to compromise elsewhere in the gang and arguably it isn't as good as something like a Plasma gun which is a hilarious 120creds cheaper (Due to suspensors practically being mandatory).
 
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You really need a second Champion. Downgrade the Heavy Bolter guy to a Plasma Gun and you may have enough to take an Arms Master; they're good enough that having one almost seems mandatory.
Consider dumping one of each type of gangers to get a pair of Wreckers; they'll add some much needed mobility and a bit of melee threat to your gang.
Lastly, make one of those Combat Shotgun guys a Specialist and switch out the shottie for a Grenade Launcher.
 
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So i have read thrue all the advice you have given me.
Was told that the orlocks have a shotgun theme, so thats why i have 3 grunts with shotguns. Having them patroll around with a autogun grunt the plan was to have them tag-team enemys. one nock em down with a shotgun blast and the other take them out when they are down. Im planing to watch the movie "the warriors" for gang inspiration. Orlocks are supposed to be inspired by biker gangs, have any of you painted a gang logo on the back of thier jackets?

Dont to 7 guys now. But i assume that it will increase during the campaign. How large can a gang get?
945 credits, so 55 credits to spend on gear/weapons

Road Captain
mesh armor
Boltgun

Road Sergant
mesh armor
plasma gun

Gunner
Combat Shotgun

Gunner specialist
Combat Shotgun

Wrecker
Flail
Autopistol

Wrecker
Flail
Autopistol

Arms master
Mesh Armor
Shotgun
Arc Hammer
 
So i have read thrue all the advice you have given me.
Was told that the orlocks have a shotgun theme, so thats why i have 3 grunts with shotguns. Having them patroll around with a autogun grunt the plan was to have them tag-team enemys. one nock em down with a shotgun blast and the other take them out when they are down. Im planing to watch the movie "the warriors" for gang inspiration. Orlocks are supposed to be inspired by biker gangs, have any of you painted a gang logo on the back of thier jackets?

Dont to 7 guys now. But i assume that it will increase during the campaign. How large can a gang get?
945 credits, so 55 credits to spend on gear/weapons

Road Captain
mesh armor
Boltgun

Road Sergant
mesh armor
plasma gun

Gunner
Combat Shotgun

Gunner specialist
Combat Shotgun

Wrecker
Flail
Autopistol

Wrecker
Flail
Autopistol

Arms master
Mesh Armor
Shotgun
Arc Hammer
7 members is a bit on the low side to start with. 8+ members is my general rule for a starting roster, preferably closer to 10.

I'd drop some of the extras such as:
- either the shotgun or arc hammer on the arms master (pick a role, shooting or close combat).
- the combat shotgun on the gunner (he's a grunt, give him something cheaper. Maybe a regular shotgun. Maybe an autogun).

Then pick up another gunner or two. Assuming your original gunner downgrades his weapon--to a shotgun or autogun--I'd get the choice he didn't take on another gunner and then maybe 2 stub pistols on a second gunner (not because it's good, I just think that model looks cool. You're my boy stubs!)

I'd also maybe make the wreckers not mirrors of each other. Again not because it's necessarily stronger, but because variety is the spice of life.
 
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Dont to 7 guys now. But i assume that it will increase during the campaign.
You got your second champion in which is good (see other comments above on recovery/medical escort death spirals)
7 is still a little low for me. There are Settlements and other territories/ l rackets etc that can give you more fighters in campaigns ead DO NOT rely on them to boost your numbers. You essentially need to beat a 1/6 chance to get a Greenhorn with them, who are among the most lackluster juves, or a 1/36 chance to get a gunner. It's just not something to plan on. Nice if they turn up but could never happen. You earn credits to get new fighters.

Make a general assumption that in campaigns at least two fighters will be stuck in Recovery every game.
A lot of scenarios have crews of 6-8 and a lot have 10 so aim to have at least 12 to keep the crew numbers at 10. It keeps the actions up so you don't get hopelessly out actioned by the opponent.

I have found that a total roster size of 15-20 (excluding hanger on) is as large as a campaign gang needs to be. Otherwise the Xp and credits spread too thin.
945 credits, so 55 credits to spend on gear/weapons
I would drop either the arc hammer or the Shotgun on the arms master. Either are good choices but to start out fighters should have one role. It is not necessary to be a ranged fighter and a melee one to start with. You can always get the other later, or even more shotgun options if you go that route.

That way you free up a chunk of credits which could give you another gunner, or even a cheaply equipped Road sargent if you drop the hammer.
I would drop the shot gun on the specialist and give him a grenade launcher instead. It's roughly the same cost. While not in the shot gun angle the see Blast of the frags at range gives your gang so much tactical utility, which is only improved by additional grenade types. The Krak hits harder than a bolter (the premier ganger weapon), deployable cover from Smoke is always useful and Flash grenades stop opponents actions. (Ammo are not weapons so you can trade post them).

On the plus side of dropping a shotgun the Orlock grenade launcher from the official kit looks like a Tommy gun on Steroids
 
Drop the Arc Hammer from the Arms Master (you can buy it back later) and swap out the Combat Shotgun for a Grenade Launcher on the Specialist. This should give you enough creds to add another ganger with an Autogun. You'll want 8 fighters for a starting roster and you'll appreciate the extra firepower at 24".
And don't ever pay for a Greenhorn. They suck.
 
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One thing to note on the Greenhorn front - because you'll inevitably get a few of them showing up for free in campaigns.
I have found the best equipment to give a greenhorn is a stubgun for the BS modifier in short range - BS5+ is standard for Juves and they need all the help they can get in a firefight. In addition, I tend to give my greenhorns blasting charges and have them huck the thing as far forward as they can. Like all blast weapons hitting is optional, and a 5" blast marker will make it more likely you'll hit and wound your target. It's an excellent way to level your juves fast.
As an additional bonus if said greenhorn gets promoted to specialist, you have more freedom to equip them with whatever weapons work best.

Other than that you don't want your juves to charge in on their own - that's a quick way to watch your greenhorn fumble their rolls and get killed off. Instead, have them partner up with a ganger or champion and use your juves to open doors and collect loot caskets for your other fighters to use.
 
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Was told that the orlocks have a shotgun theme, so thats why i have 3 grunts with shotguns. Having them patroll around with a autogun grunt the plan was to have them tag-team enemys. one nock em down with a shotgun blast and the other take them out when they are down. Im planing to watch the movie "the warriors" for gang inspiration. Orlocks are supposed to be inspired by biker gangs, have any of you painted a gang logo on the back of thier jackets?

If you want a film to reflect biker gang culture, you probably don't want the warriors, although it's certainly inspiration for more colourful paint schemes.
I would actually recommend "The Bikeriders" which came out earlier this year.
 
Lets see now.
I have changed the list a bit since the first version.
At the moment it have 990 credits and 8 models.

Road Captain, (havent choosen what skill he should start with)
Mesh armor
Boltgun

Road sergant (havent choosen what skill he should start with)
mesh armor
plasma gun

Arms master (havent choosen what skill he should start with)
mesh armor
arc hammer

Gunner specialist
Grenade launcher

Gunner
Combat shotgun

Gunner
autogun

Wrecker
Flail
autopistol

Wrecker
Flail
autopistol

I made sure to save the orignial list to have somthing to compare this one to. Any skills i should prioritise for the members of the gang?
With the relative low modelcount, for a gw game, do any of you create displayboards for your gangs? like a bar, or somthing similar?
 
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I'm a big fan of Iron Will on leaders (combining this with the Arms Master's ability improves your bottle checks by 3. i.e. You're not bottling out against your will.) Munitioneer is another good choice for your leader and his Boltgun.

I'd consider a shotgun (with executioner and inferno ammo) on your Road Sergeant and give him Shotgun Savant (plasma can get a bit overdone as it's one of the more efficient special weapon choices and almost every champion/leader takes one). Then take those 45 credits (35 left over from not having a plasma + the 10 you had banked) and get a Greenhorn (yes, I know they aren't great) with 2 stubguns (you're my boy stubs) or a stubgun + dum dum ammo (get the 2nd pistol later ;) ). The 2x stubgun model looks too cool not to use IMO. Or don't get one of the shotgun ammos (I'd still take one of the special ammos at least. Either one is good so pick the one you like best, but inferno ammo combos better with Shotgun Savant) and get a Gunner instead. If neither one of those options tickles you starting with a Rogue Doc is never a bad thing.

If you want to stick with plasma, then Nerves of Steel, True Grit, or Unstoppable are good choices. The bravado skills don't seem super great on a plasma gunner.

For you Arms Master it has to be Nerves of Steel so he can actually charge things.

Names wise:
- Too Pretty for Primus (be careful with this one it can run away with the campaign if spammed)
- Iron Stare
- Bullet Lord
- Impressive Scars

all seem like good ones to me (I haven't played many Orlock games, so I'll let the real experts chime in).
 
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