N18 Orlock Scrap Slags

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
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Tilehurst, U.k.
looks solid to me, but I'm no orlock expert. Will be interested to see what others reccomend
 
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TabulaRasa

Gang Champion
Jul 26, 2018
422
339
73
Stockholm
As a starting team I think it looks very solid! It would be hard to come up against, especially with that heavy bolter. I would however suggest that you get Munitioner on your bolter champ - you have several 6+ ammos and nothing better than 4+, so this will be as essential in the long run to keep those guns firing. I would give a thought on your leader though. True Grit is nice but for Orlock I think there's better things like Overseer and Savvy Trader. Overseer (and later together with NoS) will give you flex and also give you extra opportunity to reload the heavy bolter if needed. It will also allow you to continue building for Overseer sling gangers with grenades or combat shotguns up the field. Savvy Trader on the other hand will make it a lot easier to get that suspensor as quickly as possible and to load up and keep it so on things like executioner rounds and firestorm shells. It could be an option to give your leader a pistol instead of a shotgun as well, ar least if you play equipment rules RAW, until you can afford something nicer. In that case I think you might be able to give him a bolt pistol by dropping one gangers shotgun for an autogun and switching his claw for a power knife.
 
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Vonvilkee

Gang Hero
Jan 7, 2018
587
414
78
Bellingham, Washington USA
I'd consider munitioneer on that bolter champ. Nerves of steel to allow aiming under fire is nice but keeping your bolters (heavy and this one) firing would be better. A reroll is better than a straight better by one pip roll so this would give those bolters a better than 5+ equivalent ammo roll.

Food for thought.
 
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pathatrick

Ganger
Aug 28, 2017
55
304
83
35
Camp Hill, PA, USA
Thanks for the replies. I guess I need to think more long game in terms of skills. Savvy trader just gives you another post game action correct? I don't have my book handy. Would you use that for a reroll on rare items?
 
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TabulaRasa

Gang Champion
Jul 26, 2018
422
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Stockholm
Thanks for the replies. I guess I need to think more long game in terms of skills. Savvy trader just gives you another post game action correct? I don't have my book handy. Would you use that for a reroll on rare items?
Ah, might have named the wrong skill then. Was thinking of the one that gives you a +1 on the roll and let you buy one thing on a discount. That is if you're playing Dominion. If you're playing a Turf War campaign on the other hand I'd consider the one that gives you a free TP action since with the competition of post battle action this will probably be more worth it.

That said, winning your games without a lot of casualties is also important for the long game so Overseer is definitely valuable.
 
Nov 14, 2018
49
41
43
Carmarthen
Apart from swapping the leader and champs shotgun/bolter maybe (prefer sending champs in closer than leader personally) and giving at least one of the bolter armed toons munitioneer and possibly fixer for the other for post game extra cash, this list is perfectly sound. I tend to keep my pair that have this right at the back, with the shotgunners just ahead to shield while running autopistoliers in (I play two autopistols instead of autoguns though personally). Giving chains to non gangers is worthwhile, as it neuters parry'rs like Escher and gives bonus to hit and str equaling playing field with a Goliath characters. Here is one i Have just made for the demo games i will be giving in store next tues and as a new starter in club campaign at home https://yaktribe.games/underhive/gang/torts_independent_itinerants.38696/
In a campaign it would be use funds from first game or two to buy a second champ probably with fixer as skill and another long range weapon 24"+ to sit at back with the LD, CH and specialist sniping from cover whilst the rest play Charge!
 

dawuduk

Ganger
Feb 10, 2018
125
149
48
Leicester
I like the lineup other than shotguns... just not a big fan. Neither here or there and ends up usually not doing much.

I went a mix of combat shotguns and autoguns on my starting lineup
 

TabulaRasa

Gang Champion
Jul 26, 2018
422
339
73
Stockholm
I like the lineup other than shotguns... just not a big fan. Neither here or there and ends up usually not doing much.

I went a mix of combat shotguns and autoguns on my starting lineup
Think this depends on meta. Against 2+ W opposition and/or Goliath autoguns doesn’t do that much. A shotgun do. It needs mobility, but is probably also a good support for things like combat shotguns (which c for c only outperform the solid slug of loaded with fire storm shells). At least in SM.
 
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dawuduk

Ganger
Feb 10, 2018
125
149
48
Leicester
Think this depends on meta. Against 2+ W opposition and/or Goliath autoguns doesn’t do that much. A shotgun do. It needs mobility, but is probably also a good support for things like combat shotguns (which c for c only outperform the solid slug of loaded with fire storm shells). At least in SM.
Combat shotguns... for those moments when you absolutely positively need to take down every enemy fighter about to get a charge in next turn in one go, accept no substitute
 
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dawuduk

Ganger
Feb 10, 2018
125
149
48
Leicester
Plus firestorm shells... who wouldn't like a their combat shotguns turned into super strength flamers?

My orlock gang had two. Yeah they cost a tonne but cause massive amounts of fear and game winners in tunnels or maps with vital choke points
 

TabulaRasa

Gang Champion
Jul 26, 2018
422
339
73
Stockholm
Well the issue would be the range and coming up against something like plasma or a grenade launcher shooting krak. In these situations it might be good to have a couple of relatively inexpensive shotguns to help out. Sure you could argue that a boltgun will do the job better, but it also costs twice as much. I’m not saying it’s bad, but more that a combined arms approach will lend a bit of tactical flexibility.
 

dawuduk

Ganger
Feb 10, 2018
125
149
48
Leicester
Well the issue would be the range and coming up against something like plasma or a grenade launcher shooting krak. In these situations it might be good to have a couple of relatively inexpensive shotguns to help out. Sure you could argue that a boltgun will do the job better, but it also costs twice as much. I’m not saying it’s bad, but more that a combined arms approach will lend a bit of tactical flexibility.

I get it and think I might include one or two with my gsc as a result but with my present gang of orlocks, I just didn't contest that range as figured couldn't do everything so why try.

So autoguns, heavy stubbers and boltguns until get close, then combot shotguns and grenades to finish the job.

One champ and leader with close combat weapons as well for if anyone gets through that but not primarily for that role as both had bolters and champ had munitioneer
 
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