N18 Orlocks Downtime

Should I spread my downtime credits around to my wreckers or get one Badass Melee Arms Master?

  • Spread the credits around (Bolt Pistols & Hand Flamer Wrecker)

    Votes: 3 42.9%
  • Arc Hammer Melee Arms Master

    Votes: 4 57.1%

  • Total voters
    7

Bandit247

Juve
Oct 29, 2023
12
3
23
Howdy! I am wondering what to do with my round 4 Orlock gang. I am about to do my 4th fight and then have downtime. I have 9 fighters in my gang with about half of them kitted for melee and some shooting and the other half kitted for shooting. I don't think I want a heavy weapon do to the cost of adding it with a suspensor. My thought on what to do with the 250 credits for downtime was to add either:

A Hand Flamer Wrecker & Bolt Pistols to the two current wreckers

-or-

An Arc Hammer Arms Master
 
So to answer this we'd need to understand a bit more than just see a list. What gangs are you up against, how is your gang performing and what have been it's biggest challenges to date will all help shape the advise you get here

Because the answer to all that is important to understand what your gang most likely needs
 
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So to answer this we'd need to understand a bit more than just see a list. What gangs are you up against, how is your gang performing and what have been it's biggest challenges to date will all help shape the advise you get here

Because the answer to all that is important to understand what your gang most likely needs
Wonderful! Excellent points. Thank you. I am playing against Escher, Delaque, & Van Saar. It is all our First campaign and I've gone 2-1 in the first 3 rounds. I don't know that my gang struggled or excelled at anything in particular but I have little to compare it to. I have enjoyed the speed of the wreckers but got damn an Arc Hammer is just so cool.
 
Personally I prefer a shotgun arms master. That said making more targets rather than one big one gets my vote. Template is awesome and fast pistols for flanking is solid.

BTW not struggling nor excelling is kinda the orlock thing, so you are doing great!
 
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Personally I prefer a shotgun arms master. That said making more targets rather than one big one gets my vote. Template is awesome and fast pistols for flanking is solid.

BTW not struggling nor excelling is kinda the orlock thing, so you are doing great!
Thank You! That's what I was thinking. I really want an Arc Hammer but kitted out wreckers are 3x the fun.
 
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I think wreckers are the stronger choice, but if you're not struggling and winning more than your losing, what harm in going for the fun option?
 
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Hot damn! I was thinking they are both pretty fun so I will probably go with the wreckers because I want to keep winning. Lol
 
Did any of your wreckers get promoted to champions at downtime? If so, make one an arms master and then you get a jet pack arc hammer. Fun times.
 
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Did any of your wreckers get promoted to champions at downtime? If so, make one an arms master and then you get a jet pack arc hammer. Fun times.
I wish! Unfortunately I think I was a bit too aggressive in the early game with them. I think of them as Knights since they are fast but just like in chess I am so excited to use them that I forget about setting up all my other pieces and withholding the Knights(Wreckers) for the right moment. Consequently the 2 current Wreckers have a total of 10 XP between the them. I gave one of them a Medicae Kit and the Bullet Dodger Legendary Name.

Have a flying Arc Hammer Arms Master would be an absolute blast. Hopefully I would roll True Grit or Unstoppable on the Random Skill at Promotion Step. What Skill would you want on that Fighter?
 
For a melee fighter you want some sort of pinning mitigation. Nerves of Steel once they get access to Ferocity would work. There is a route to Spring Up from the agility skills if you buy them an item from the Trade Post. I forget what it's called but it grants a skill with the downside of a lasting injury roll. Wreckers have decent Initiative and poor Cool so it might be a better shout.

Promoting a wrecker to arms master would also provide a mobile Nerves of Steel aura to another wrecker keeping the faster portion of your gang moving.
 
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For a melee fighter you want some sort of pinning mitigation. Nerves of Steel once they get access to Ferocity would work. There is a route to Spring Up from the agility skills if you buy them an item from the Trade Post. I forget what it's called but it grants a skill with the downside of a lasting injury roll. Wreckers have decent Initiative and poor Cool so it might be a better shout.

Promoting a wrecker to arms master would also provide a mobile Nerves of Steel aura to another wrecker keeping the faster portion of your gang moving.
Yeah Exactly on the Pinning! That's why the Melee Arm's Master that starts with Nerves of steel and pairs with my faster Juve & giving him Nerves of Steel was a main contender on my list of options. I wish I could promote the wrecker but that will have to happen later in the campaign. A squad of 3(2 Wreckers & a Wrecker Promoted Arms Master) would be soooo damn much fun to play with!
 
These are both good choices, especially if you don't already have an Arms Master (you will want at least one). Go with "the rule of cool" and pick whatever you think will be the most fun.
 
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