N18 Orlock Gang feedback

almic85

Cranky Git
Tribe Council
Oct 30, 2014
2,100
3,636
163
Palmerston, ACT, Australia
Hi everyone,

I’d like a bit of feedback on this proposed gang for an upcoming law and misrule campaign.

The narrative behind the gang is that they will be part of the local criminal underworld with a specialty in the manufacture and distribution of bullets and ammo, so I have loaded almost all of them up with solid shot weapons that can be loaded with special ammunition.

Add onto that a bullet merchant so that I can freely access all of the special ammo from the trading post and black market as common AND make all the limited amok into scarce ammo and I’m hoping to have all my gang packing multiple special ammo by the end of the campaign to take out tougher gangers as well.

My main question is should I change out the leaders plasma pistol and servo claw for a chainsword/power pick and autogun? I’ve already got the plasma pistol leader modelled which is why he is in there.

My other question is do you think it will be a viable strategy for a fun and narrative campaign?
 

Vonvilkee

Gang Hero
Jan 7, 2018
851
636
108
Bellingham, Washington USA
I'd look at giving the arms master a regular shot gun, shotgun savant is kinda wasted on a combat shotgun. Inferno shells lighting people on fire from 16 inches away on 3+ (and applying the short range modifier) is a bit better to keep the bottle benefit fighter in play.

Other slight modification I'd look at is swapping the grenade launcher to the ganger specialist and taking that bolt gun as master crafted on the road sargent.

The wrecker is questionable but a cheap fighter that can do movement work is handy.

Overall I like the setup, room to grow by getting bullets (but the regular shotgun has better options I think than the combat shotgun). 8 fighters is a touch light but totally doable just protect that arms master to help avoid bottling.

As to the captain, that's where I'd find the creds for master crafting. Servo claw has been super disappointing in my experience, chain sword was okay but a power weapon would have been preferable. Plasma pistol is really good but a bit better range makes better use of his 3+ bs. Hard call cuz autogun scales so poorly.
 
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almic85

Cranky Git
Tribe Council
Oct 30, 2014
2,100
3,636
163
Palmerston, ACT, Australia
I’ve tossed up between the combat shotgun and normal shotgun for the arms master as well. To be honest o prefer boltguns over combat shotguns most of the time but wanted to lean into shotgun savant. The thing that made me tip into spending the cash on the combat shotgun is that I can get inferno ammo, shatter shells and gas shells for the combat shotgun as common items which makes it a significantly better gun as it can then shoot 18” blasts as well as everything else.

I’d thought about putting the grenade launcher on the specialist as well as it feels like a waste to not have him with a special weapon. And I can see the benefit of putting the boltgun on the fighter with better BS as well.

I’ve really struggled with getting wreckers into the gang at all as I didn’t really see the value in them until I played a few objective scenarios with my Goliath gang and realised how much I needed some movement. My plan for him is to get him a second stubgun or autogun and pick up the legendary name “two guns” so that he can land in the middle of some gangers and force a nerve test just by shooting. Alternatively I could buy him a flail and try and charge with him but I want him as cheap as I can get.

I plan to use the leader more as a counter charger rather than a bowling ball. The only reason he has a servo claw and plasma pistol is because I already have that model converted from an earlier campaign (where he also had a combat shotgun that NEVER got fired). I’ve got the forge world weapon pack with chainsword and a plasma pistol arm already painted and ready to attach to a body, but I just don’t think the plasma pistol fits my gang theme. It’s a shame as they are great weapons.

If I were to change him to a power weapon I would probably try and change him to have a power pick. The -3AP on it makes it a great nut cracker for when you come up against enforcers with shields and it’s ability not 10 creds more than the servo claw.
 

MrAndersson

Gang Hero
Sep 18, 2018
638
440
68
Halmstad, Sweden
I plan to use the leader more as a counter charger rather than a bowling ball.
That means that most games he will not be able to do anything useful the first couple of rounds, since he doesn't have the range to reach anything. And if you are playing against a shooting gang, he will struggle to accomplish anything at all. You don't want to send him alone into an enemy gunline.

If you were to give him a boltgun instead, plus a decent close combat weapon (power pick is not a bad choice), he could still perform the counter charger role but would also be able add his weight to the gunfight.
 
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