N18 New to Orlock

Thinking more about the Road Sergeant, getting a Heavy Bolter might be worth doing if you can scrounge up the points for it. You'd need to find 50 credits (you have 100 for losing the plasma + 10 banked). If you can do that Nerves of Steel is probably the skill for that as well. Maybe an argument for Steady Hands could be made as a "poor man's" Muntioneer.

You'd have to drop the combat shotgun on the Gunner and leave him with a stubgun to find the 50 credits. Which is fine, Gunners are your pawns in your build.
 
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Since we are talking, I really like steady hands in range of a munitioneer leader. Up to 6 rolls in an activation to reload.

The nerves of steel to allow for heavy bolter use could come from the arms master. Personally I go shooting heavy so my shotgun savant goes here on the arms master.
 
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The nerves of steel to allow for heavy bolter use could come from the arms master.
This depends on if you want to use your arms master to babysit your heavy bolter and/or what range you want to play your arms master at. Rule of Iron only has a 6 inch range.
 
For the first couple games till you can afford suspensors, yes. Course I also favor a shotgun savant with inferno shells.

The extra rules about bottling only matter if he is active so I like being able to hide and pop out with some shooting instead of trying to risk them in combat.
 
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yeah, seems like such a waste to not take advantage of his melee prowess (for orlocks at least).
i.e. he's the orlock melee model.
 
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My approach is similar, across almost every gang. You know there's always going to be a gunfight, there might or might not be a slugfest. Plan for the most likely scenario. That said, I like the Executioner Shotgun ammo better than the Inferno.
 
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My approach is similar, across almost every gang. You know there's always going to be a gunfight, there might or might not be a slugfest. Plan for the most likely scenario. That said, I like the Executioner Shotgun ammo better than the Inferno.
If I wasn't taking shotgun savant I'd agree. I just like the ammo that gives a good short range modifier to use and I like saying shotgun savant!
 
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Inferno ammo takes more advantage of shotgun savant. But executioner rounds are also great. Shotgun savant still holds value if you have executioner rounds when firing other shotgun ammos and punches through armor better.

I don't think you can go wrong with either build--melee or shotgun--on the Arms Master.
 
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One thing you might want to try with either your captain or sergeant (especially as you haven't given them any sort of melee weapon) is ONE PUNCH and KING HIT which combine together to make a single attack strong enough to take down pretty much anything with two wounds or less. Very useful in a spot where you've run out of ammo but still need to storm an objective.
You can also combine that with CRUSHING BLOW but to do so requires a fair bit of xp.
 
1) Even though I confess to too many Orlock models. In a regular campaign (8 games), I never have more than 12 fighters at the end. Maybe. Probably 10.

2) Biker movie? Obviously, "Chopper Chicks In Zombietown!" Billy Bob Thornton's first movie. Chopper Chicks AND Zombies! So impactful, you will question your life choices.
 
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another question, how do you guys do campaigns?
when models earn/steak/loot new weapons, do you create new models, keep the models but have the updated list close at hands, or use magnets?
I dont have skills to make fun propaganda of the gang, but i have experimented with suno to make ai songs. Surprisingly easy to make.
 
another question, how do you guys do campaigns?
when models earn/steak/loot new weapons, do you create new models, keep the models but have the updated list close at hands, or use magnets?
I dont have skills to make fun propaganda of the gang, but i have experimented with suno to make ai songs. Surprisingly easy to make.

I don't have all that many moments where a model gets an upgraded weapon, usually it's a juve who made it to specialist status, and when that's the case I make a new model using the same head.
Using the same model with a note close by is also acceptable. Unless the fighter has tools of the trade, chances are high that they're still armed with the same weapons anyway, so it's still a WYSIWYG model.
 
when models earn/steak/loot new weapons, do you create new models, keep the models but have the updated list close at hands, or use magnets?
It depends how far down the money pit you want to crawl.

If I have an extra model that has the gear visually I'll use it, otherwise I try to make sure the model has a "threatening" weapon modeled if they have a "good gun".
 
when models earn/steak/loot new weapons, do you create new models, keep the models but have the updated list close at hands, or use magnets?
Seems like the last two mostly answered this but here goes:

Unless a fighter has access to multiple fighter cards then they’re most likely to just stick with whatever you initially arm them with.

For those that have multiple cards and therefore loadouts I’d just use another model. If it’s likely to be a set I’d use a lot I’ll make a specific new version of that fighter.

So for example you have a leader with a decent h2h loadout but then get a meltagun for them, I’d probably make those two versions of the leader miniature.
Updating that Juve to a Specialist is a mini swap though, not a new version of the Juve.

Only thing to bear in mind if, like my Goliaths, you have multiple ethnicities you don’t do a Michael Jackson when they upgrade.

Most of the time I don’t do a lot of weapons swapping at all in either the new or old game.