N18 Orlock gang for Aranthian Succession campaign

Crazy Ivan

Gang Hero
Nov 5, 2019
989
3,535
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Culemborg, the Netherlands
Hi fellow Yaks,

Will be joining an Aranthian Succession campaign soon. That means starting with 2400 credits, needing stuff for Ash Wastes as well as “indoors” games, and the knowledge I can’t use the House List or gain new fighters for much of the campaign - essentially, you start with what is almost an “end of campaign”-state gang, which is new for me!

I’d love some feedback on this: https://yaktribe.games/underhive/gang/road_hogs.501907/

I have many options for alternate gangers etc. and could also convert up bikers if need be, but I’m gambling on the Wreckers plus Quads being enough “speed” for Ash Wastes games, combined with plenty of guns on the foot sloggers. All ideas and feedback welcome!
 
Just off the top of my head, I'd suggest swapping the Leader's Servo Claw for a Power Pick (at 2400 credits, your opponents will be well-armored). If you've already got the claw modeled, go all-in and make it a Power Fist. Also, get him an undersuit and maybe swap out the Combat Shotgun for another Grenade Launcher. Save the Combat Shotgun for one of your Gunners and get that Gunner some Firestorm ammo.
I'd also put Executioner ammo on your Arms Master; if you take a Shotgun, that's a logical and almost mandatory progression.
Lastly, if you're going to give your Wreckers Fighting Knives, you might as well give them Flails instead, to make them a real melee threat on the charge.
Maybe consider dropping a few of the less effective skills to save credits for all of this stuff?
 
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Just off the top of my head, I'd suggest swapping the Leader's Servo Claw for a Power Pick (at 2400 credits, your opponents will be well-armored). If you've already got the claw modeled, go all-in and make it a Power Fist. Also, get him an undersuit and maybe swap out the Combat Shotgun for another Grenade Launcher. Save the Combat Shotgun for one of your Gunners and get that Gunner some Firestorm ammo.
I'd also put Executioner ammo on your Arms Master; if you take a Shotgun, that's a logical and almost mandatory progression.
Lastly, if you're going to give your Wreckers Fighting Knives, you might as well give them Flails instead, to make them a real melee threat on the charge.
Maybe consider dropping a few of the less effective skills to save credits for all of this stuff?
Thanks! Orlock leaders and champs essentially get two skills for free at the start of a Campaign thanks to Legendary Names. So nothing I can drop there for more cash, unfortunately. Good point on the flails, I haven’t modelled those but I could perhaps proxy. The ammo is definitely a thing and I might drop a Wrecker to save some cash for a Trading Post visit for some of the stuff you suggest!
 
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In terms of value for money the Cargo8 is a lot better than the other vehicles... But it's also boring to play. But yeah just thought I'd point that out.
Boring?
Don't you just shoot everyone off it and watch it bottle out?...

I prefer the other vehicles just for the customisable options you have. And being cheaper you can afford more bikers/ostrich riders/Green Goblin attack wings.
 
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