NCE Planning Scavies for next years meet

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
11,058
15,866
283
Tilehurst, U.k.
So while I have the enthusaism for some more classic painting (goblin green bases away!!!!), I've been planning out some lists so I might actually get them finished in time for next years tribemeet. Here's my scavy one. Thoughts please. I am not sure it its a bit light on ranged threat, but I'm hoping numbers keeps me well.

Leader, autogun, auto pistol, sword
scaly, spear gun, tox bomb
scaly, scatter cannon
mutant, claw, stub, dum dum,
mutant, extra arm, autopistol, stubgun
scavy, club, shotgun
scavy, autogun
scavy, stubgun, club
scavy, 2 handed club
scavy, blunder buss
scavy, autogun
scavy, shotgun

d6 zombies
beastmaster, d3 ripperjacks

total, 980 (If I can save the creds, I will, towards keeping zombies and beastmaster, if I cant then I'll either go 2 pitslaves game 1 only, or drop some dum dums and buy a naked scavy).
 
I'm not really up to date on the rules, so may have some things wrong, but here are my immediate thoughts:

mutant, claw, stub, dum dum,

I don't like the risk of your mutant blowing himself up. I'd go for an autopistol, or perhaps just stub gun without the dum dums.

mutant, extra arm, autopistol, stubgun

Does he get to shoot with both? Not iirc. I'd give him a close combat weapon (or two) rather than the extra pistol.

scavy, club, shotgun

Do you still get a free knife? If so, sort of a waste to give the club to someone carrying a rifle, since he won't get the +1A. The club would be better given to someone with only a pistol.
 
  • Like
Reactions: spafe
All scavvie weapons have a chance of blowing up in your face @Ben_S, and I don’t think the mutant with an extra arm gets to shoot both pistols. I run my mutant with a pistol, HtH and the free knife you mentioned.
Some other suggestions….
Maybe run your scatter scaly as a combat monster. Drop the scatter cannon, give him two hand weapons and with the creds saved give him a tox bomb!…
I think you look good for range, for scavs anyway, and a bit more range than I usually pack and it’s never much of an issue…
Also……
More tox bombs!!!!..
 
  • Haha
Reactions: spafe
Okay, thanks guys. This is really useful!

So full disclosure, I have some models already built/painted, the shotgun/club guy, its because he is built this way, athough I'm sure no one would mind me saying its a free knife on a stick (actually a pick on the model).

Ditto for the 3 armed guy, its the classic metal mutant scuplt, so I was equipping with this as a wysiwyg laodout. However, once again, counting one of the pistols as a particularly heavy lump of metal (club), seems the better option, at least until he gets gunfighter and the gang manages to pull of a successful caravan raid.

neither scaly is built, so they are completly free to swap around. I like the idea of a combat monster with tox bombs, so will build that next! Does club and sword or 2 swords sound better for his loadout (alongside tox bomb obvs!).

I've also got 20 creds spare in this setup, which could be 2 pit slaves game 1, or could be another tox bomb on someone? thoughts?

I don't like the risk of your mutant blowing himself up. I'd go for an autopistol, or perhaps just stub gun without the dum dums.
I've also realised my claw armed mutant was swapped to hold a shotgun not his orginal pistol... so will need add that in, and the claw can just be a cheap upgrade to a primarily shooty model.

I'm pretty sure due to limitation of mostly classic minis, I will have some subpar loadouts, but honestly, this is only the start (ie. what I have now), and they all need a repaint anyway, so adding more models to select from will be a must. My next question, what others should I add?:

Scaly with speargun
Scaly with combat weapons (see above, which ones?)
2 headed mutant with 2 pistols
long legs mutant with pistol and sword (really like the extra movement option to purchase when I get a cash windfall)
2 more zombies (currently only have 4)
3 ripperjacks (currently have 0)
beastmaster


What other loads outs should I aim to build?
 
Disclaimer: never played scavvies, but built a gang and want to play them soon.
I like the mobility options, long legs like you mentioned, and wings. For mutations, forearm spines seems really good too, a parry and an armour save for cheaper than a sword as far as I remember. Other than that, regular scavvies are useful, as they must make up half your gang. So extras are good.
 
  • Like
Reactions: spafe
This is also not based on experience, but I'd be tempted to go for a bunch without guns - either just their free knife or that and a club. Their BS is rubbish anyway, so if you're not in charge range then you may as well be running.
 
  • Like
Reactions: spafe
either just their free knife or that and a club.
Currently got 1 with a 2 handed club, and 1 with 2 knives. I'll build a couple more with knives and clubs I reckon.
 
Is that a converted skaven with the two-handed club?

I see old ghouls and grotesques too. A mixed bunch.
 
  • Like
Reactions: spafe
Is that a converted skaven with the two-handed club?
a good eye sah!

yeah, these formed part of my renegades and heretics army (Imperial armour vol. 13) force back in 7th edition...about ...many years ago. When gw moved to 8th and stopped my army being valid they've mostly lounged in a case with a couple of outings as a chaos helot gang in new munda. Partly why I am thinking to repaint them in their classic scheme and stop them being so... unified.
 
  • Like
Reactions: Ben_S and MedMos