N18 Orlock starting gang

Dec 6, 2016
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Nottingham
Im planning to use Orlocks masquerading as Enforcers. I've got a starting list fleshed out and would like a bit of constructive feedback to improve it if possible

 
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a few random idea's

enforcer themed: armsmaster > shotgun / shotgun savant / oneshot / executionner bullets?

bolter leader:
bullet lord LN? (but lucky is not bad either)

plasma champ:
you forgot to get a legendary name on the plasma champ, lucky?
 
If you're going with an Arc Hammer to start on your Arms Master (which I strongly endorse and love), maybe consider swapping the Combat Shotgun for a regular Shotgun? If they're within 12" or 8", you might be looking to charge and smash rather than shoot. You could use the saved credits to put a Flail on that second Wrecker and upgrade both Wreckers to Autopistols.
Alternately, hold what you have and make those upgrades a priority. A Combat Shotgun is never a bad choice.
 
If you're going with an Arc Hammer to start on your Arms Master (which I strongly endorse and love), maybe consider swapping the Combat Shotgun for a regular Shotgun? If they're within 12" or 8", you might be looking to charge and smash rather than shoot. You could use the saved credits to put a Flail on that second Wrecker and upgrade both Wreckers to Autopistols.
Alternately, hold what you have and make those upgrades a priority. A Combat Shotgun is never a bad choice.
Shotgun savant really likes the extra range from the basic shotgun, there are also great additional shell/ ammo options on the list. The one that can light enemies on fire has a great short range modifier. You don't need executioner shells on a shotgun savant it is actually a down grade in accuracy <shrugs> takes those little brains a bit to lock on. The skill let's you invest in the basic with a shell option for a better cost.

If you want rapid fire just take the bolter (better range with similar hit modifier and cost).
 
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I am thinking of firestorm ammo for the combat shotgun when creds become available and extra pistols/flails for the wreckers sooner than later. Am aiming for WS as their first advance to up their threat
 
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Template vs longer range is a consideration. Template is effectively 9" ish so can be a problem for positioning after the shot. IIRC arms masters are bs 3+ add in an aim and the short range modifier all the time (from shotgun savant) I've liked having the extra breathing room. I use a couple of counter chargers mixed in behind mooks, I don't actively push forward most of the time.

Orlock ride the middle of effectiveness so I lean into having longer range when I need it or closing speed/ combat... arms masters keep your gang on the table longer risking them close to the enemy can be painful.
 
Don't bother getting autopistols.
Because the Orlock 6 shooter stubguns look so freaking cool!
(Objectively they are good cheap pistols as well).
 
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