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

spafe

Executive Officer in charge of Hats
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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

Executive Officer in charge of Hats
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Necromunda Custodian
Yak Comp 2nd Place
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Feb 8, 2013
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Tilehurst, U.k.
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
 

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
10,585
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283
Tilehurst, U.k.
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

Gang Hero
Mar 8, 2019
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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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