N18 Orlock Greenhorns - How to use them, a learning experience

spafe

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Hi guys,

So having started an Orlock gang for our local dominion campaign, I started with a very lopsided gang, my boss was over 400 creds. I therefore needed some bodies to put in front of him to catch bullets... Enter, Greenhorn number 1.

After game 1, some lass wandered in from the local settlement, enter Greenhorn number 2!

So now, I have 2 greenhorns, one with a stubgun, the other with an autopistol and blasting charge. Next games are tomorrow, first against cawdor, then... either delaque or van saar. I will report back on how they fare and if any more turn up.

In the meantime, does anyone have any advice, tips or experiences with using these bullet catchers in a useful manner? I've struggled for a while with their equipments and how to get something meaningful out of them, settled on the stub gun as a cheap ablative armour/loot runner, and the 2nd one as a 'potential' threat with the explosives, even though she cant aim to save her life (she is cheap though if it does backfire).

Here's the gang as it currently sits for reference: https://yaktribe.games/underhive/print/gang/206714?i=0&r=0

Cheers for your thoughts :)

Edit: Oh, I should add, the starting greenhorn didnt make the cut for the 6 starting crew size in the first proper game, hence the lack of any xp atm.
 

spafe

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If you plan on using them to catch bullets, then don't give them expensive stuff like blasting charges. A lone autopistol is quite sufficient.
that's what the first one is for, hence only the stubgun. 2nd one I was going for something more... threatening(?)

And no, no random advances other than on gangers as per rules. (we tend to house rule to a minimum)
 

Heart of Storm

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Mar 8, 2019
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Greenhorns are arguably the worst juves in the game (Cawdor Zealots are worse if you have to pay for them). Even free they're not worth much, id keep them cheap, a stubgun will help them land a shot, but honestly I'd just kick them out of your gang so they don't take up a random selection slot, unless you're REALLY short of bodies
 
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spafe

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Greenhorns are arguably the worst juves in the game (Cawdor Zealots are worse if you have to pay for them). Even free they're not worth much, id keep them cheap, a stubgun will help them land a shot, but honestly I'd just kick them out of your gang so they don't take up a random selection slot, unless you're REALLY short of bodies
So what you're saying is... I should get a 3rd! awesome, thats just what I needed to hear as I've just finished converting up a 3rd one in anticipation of more likely turning up from the settlement. 😅

Although if you consider Zealots bad then I dont think I have the same play style as you, took a zealot with eviserator to the yak meet and he was ace, insanely useful having a decent flamer and combat punch of a speedy model who no-one cared if he took some bullets.

My 3d one I've built has a sawn off for some variety, but I will be in the hands of the dice as to when he shows up for me to test out.
 
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Heart of Storm

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I like the sound of a tooled up Zealot running round, 6" move with an Eviscerator isn't something to be sniffed at, however it costs 130 creds, 40 of which is sunk into the most expensive Juve in the game - hes twice the cost of a little sister for that extra 1" move.
 
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locleos

Ganger
Apr 19, 2022
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Having tooled up a zealot, i can report that hes still useless. Just hold out till you get c for a deacon.. its 50c more, which isnt a lot in the scheme of things
 

spafe

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Having tooled up a zealot, i can report that hes still useless. Just hold out till you get c for a deacon.. its 50c more, which isnt a lot in the scheme of things
Can I ask why he's been useless? and what you've been expecting him to do?

I was using mine as a stop gap support piece. I wasnt relying on his BS because of template, and I wasnt expecting much beyond the occasional extra hit here and there from the combat side of stuff, but he was 40 creds and didnt cause panic checks (a big thing I found) when shot, so was a useful piece. Not a beatstick or anything to build your gang around, but compareable (different but comparable) to a blunder pole ganger
 

locleos

Ganger
Apr 19, 2022
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He couldn't get into combat, mainly. I tossed a frenzon collar at him to see if that did anything, but he kept getting shot to bits so eventually i retired him.

I guess if I was more stringent about keeping him cheap he might've felt more reasonable.
 
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spafe

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Fair.

I must say, I had one like that in a gang of...15-18 easily, and played easily 2 thirds of the games on 2d setups. So he was one amongst many scurrying around the corridors, and getting closer was a lot more achievable.
 

locleos

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Yeah but he has a champion buddy that was only 50c more than him with the same loadout, and she murders stuff. So by comparison he looked like a waste.
 
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Stompzilla

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Greenhorns with a starting 6" move are actually pretty decent. Put 2 stub guns on them and they're getting 2 shots at 6", hitting on 4s.

If you're doing Necromunda right, rather than playing on planet bowling ball, the extra move and relative low value makes them excellent objective grabbers and door openers.

I have 2 x Delaque Juves kitted out the same way and they're great - freeing up the champs to do the wet work whilst they pilfer stuff and do the donkey work.

Once they get a bit of XP (5 to be precise), you can make them M7" and give them a hand flamer each.
 

spafe

Executive Officer in charge of Hats
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Greenhorns with a starting 6" move are actually pretty decent. Put 2 stub guns on them and they're getting 2 shots at 6", hitting on 4s.

If you're doing Necromunda right, rather than playing on planet bowling ball, the extra move and relative low value makes them excellent objective grabbers and door openers.

I have 2 x Delaque Juves kitted out the same way and they're great - freeing up the champs to do the wet work whilst they pilfer stuff and do the donkey work.

Once they get a bit of XP (5 to be precise), you can make them M7" and give them a hand flamer each.
While I dont disagree (mine ran with a sawn off for the same reason), and the 2nd ran a single stub for the greater pin chance, but the problem with greenhorns specifically is that the orlock gang can take wreckers, who are faster, better BS and dont cause panic to nearby friends. Yes they cost a more, but not by that much, esp if the aim is to get the juve the M increase. Greenhorns are competing for a slot in the gang with considerably better alts and they arent that cheap.

Dont get me wrong, I created this thread because I am using them, but... I've got to admit, they are definitely not a good choice. Here's mine from my current gang:
1659365470537.png


1659365491592.png
 
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