N18 Newbie [HoS] Delaque Gang

Apachetear88

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Mar 5, 2024
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Hi, so I used to play Warhammer, 40K, Mordheim etc many many moons ago. I kinda have the itch again - and rather than investing in a full army, Necromunda has captured my imagination... specifically...Delaque...

Just put a list together that I'm gonna go to a local gaming group and have fun with I hope...just looking for some Criticique and feedback on my first try at a list...

 
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You might consider putting the web pistol onto one of the shadows to take advantage of their extra move. Also, if you can swing the credits, getting a plasma gun for either your phantom or specialist would be pretty useful, or at least a shotgun for one of the ghosts. As it is, you've only got two models likely to wound a T4 model like a Goliath, and you'll want your leader doing other things than firing his plasma pistol.
 
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High T enemies I hadnt thought about enough 😅 So I had a tinker...and I don't know if I've made it better or worse...

Had to lose the web & plasma pistol on the leader but managed to fit in a shotgun and plasma gun

With Dum Dum rounds stub gun on the leader I fit in

3 x Str 4 guns
1 x Str 4 Melee

1 x Str 5/7 gun
1 x Str 5 Melee

The web pistol would be cool, but unless I take everybody's armour off I don't think I can afford one

Anywho, thankyou so much for your input :)
 
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That looks straight forward and effective. I would personally swap the weapons between specialist and phantom, and take Run&Gun on the phantom instead of second overwatch, but that's not really a way to make friends, so whether it's advisable will depend on how spikey your local playgroup is.
 
That looks straight forward and effective. I would personally swap the weapons between specialist and phantom, and take Run&Gun on the phantom instead of second overwatch, but that's not really a way to make friends, so whether it's advisable will depend on how spikey your local playgroup is.
I can experiment with that :) I didn't want to waste the superior BS of the phantom on a template weapon...but maybe I'm overthinking things
 
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Late to the party, but do note that Delaque do not have primary access to the shooting tree.

i.e. you cannot start with hip-shooting on a champion on a house of shadows list.
 
You're also going to need a strategy for how you're going to level your psy-gheist such that they can start to be useful. At an 8 starting willpower he's unlikely to get his power off and is going to need to be babysat (likely following the webgunner around and getting coup de gras).
 
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You're also going to need a strategy for how you're going to level your psy-gheist such that they can start to be useful. At an 8 starting willpower he's unlikely to get his power off and is going to need to be babysat (likely following the webgunner around and getting coup de gras).
Following the webgunner around was, essentially, my plan...

Noted with the secondary skill...swapped the phantom and specialist loadouts & skilled out to Overwatch (the original configuration, the run and gun sounded full of interesting possibilities/turning my guy into a human web grenade)
 
It couldn't hurt to give your psy-gheist a stub gun. He won't always be in he right range to pull off that power and at hort range the stub gun negates his BS deficite.
 
It couldn't hurt to give your psy-gheist a stub gun. He won't always be in he right range to pull off that power and at hort range the stub gun negates his BS deficite.
True.
I would consider the auto pistol over the stubgun in delaque gangs given their discount. The rapid fire can be useful.
Normally stubguns att the way but at the same cost the delaque Autopistol is a contender for the rapid fire.
 
Like I've said before you need to have a plan for what you want to do with the psy-gheist. At the initial hire they are a terribly stated model--bad at shooting, bad at being a psyker, so so at melee, but bad for the price).

They need a wyrm to effectively use whispers.

Once you have a wyrm odds of them using any weapons you have given them are low.

That said a 5 credit stub gun make them "usable" in the early game.

If you plan to build the melee route then an auto pistol is probably the better call (paired with a stiletto knife). With plans to eventually get the harness. In which case you are more or less ignoring the fact that they have a psyker power to use.
 
True.
I would consider the auto pistol over the stubgun in delaque gangs given their discount. The rapid fire can be useful.
Normally stubguns att the way but at the same cost the delaque Autopistol is a contender for the rapid fire.
The 2+ BS on the stub gun short rang does just give it an extra edge for Psy-Gheists. But as HugSamples mentioned, it's great for a close combat focused mini.
 
The 2+ BS on the stub gun short rang does just give it an extra edge for Psy-Gheists. But as HugSamples mentioned, it's great for a close combat focused mini.
It's modifier of 2 not a BS of 2+ you add it to the roll not replace the ballistic skill. If the Psy-geist is within short range with a stun gun they hit a open target on a 3+ less with any cover
 
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It's modifier of 2 not a BS of 2+ you add it to the roll not replace the ballistic skill. If the Psy-geist is within short range with a stun gun they hit a open target on a 3+ less with any cover
Yeah, correct. I should have said it like that.

I reckon the higher modifier is better for Psy-Gheists than the Rapid Fire (1) trait. But the auto pistol is a nice choice too.
 
I reckon the higher modifier is better for Psy-Gheists than the Rapid Fire (1) trait. But the auto pistol is a nice choice too.
In general I prefer the 5 credit stubgun it is more reliable and accurate and cheap. With delaque and thier discount on auto pistols it is a contender for me for that gang.