N18 Orlock Noobie Campaign Startup

Lord_Wedge

New Member
Jan 24, 2019
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Saskatchewan, Canada
Hai Everybody \o/

I am new to Necromunda and was invited by some friends to play in a campaign. I have chosen to go with the Orlock and after some reading, this is what I have come up with for a startup campaign list.

Leader: (Savvy Trader) Bolter w/telescopic sight, Autopistol
Champion: (Munitioneer) Grenade Launcher, Autopistol
Champion: (Nerves of Steel) Heavy Stubber, Sawed off Shotgun
Ganger: Autogun
Ganger: Autogun
Ganger: Autogun
Ganger: Shotgun
Ganger: Shotgun

10 Creds to gang coffers

Overall I am looking for some feedback and also looking at whether I should consider buying a second Orlock box to expand the available models for potential recruitment.

Thanks in advance.
 
I like your leader with the bolt gun and telescopic i think that will help but would drop his auto-pistol (Either drop entirely or swap for stub with dumdum personally i find the str 4 option helpful against those pesky Goliath) (In fact i would save your side arms for all your champs save up for a better side arm (plasma pistols for the win!)

I Suggest

Leader Bolt Gun+Telescop, Savvy
Champ1 Grenade Launcher + Munitioneer
Champ2 Heavy Stubber Nerves of Steel
Gang 1 Autogun + Telescop
Gang 2 Autogun
Gang 3 Autogun
Gang 4 Autogun
Gang 5 Combat Shotgun

I would have preferred to have another Combat Shotgun or bolt gun for the Gangers but the creds didn't stretch it.

What i have done however is go for 1 game with one ganger unarmed saving the 25 creds from the telescop and the 15 from the auto gun
(win loose or draw you are going to earn the 5 creds you need to deck him out with a combat shot gun or a bolter for the next battle)

0 Creds remaining.
 
Revised list after taking some things into consideration.

Leader: (Savvy Trader) Bolter w/telescopic sight, Autopistol
Champion: (Munitioneer) Grenade Launcher, Autopistol (or stub gun; see below)
Champion: (Nerves of Steel) Heavy Stubber, Autopistol
Ganger 1: Combat Shotgun
Ganger 2: Autogun
Ganger 3: Autogun
Ganger 4: Autogun
Ganger 5: Autopistol (or Autogun; see below)

Debating just giving the Grenade Champ a Stub Gun and Ganger 5 an Autogun. Call me paranoid, but I feel better giving my Champs an a secondary weapon. Plus if I am not mistaken, I can get them a better sidearm later and give the Autopistol's to the Gangers.
 
You cant give the gun to another ganger unless you are house ruling it. You aren't allowed to remove weapons from any fighter cards, but leaders and champs can have additional loadout cards.
 
I should point out that the rulebook does contradict itself regarding removal of weapons, but I can only find one mention of fighters removing weapons. All the other text relating to this indicates that you cant remove them, and this was explicitly written in the N17 book, so I would still play it this way.