N18 Really need help with a starting 1500 point Cawdor List

axisandallies

New Member
Aug 27, 2022
3
0
1
Hello. New to Necromunda, but not tabletop games. I am joining some good friends that are veterans of Necromunda, and have selected Cawdor. I was happy to see some good 1k lists to start, but my friends play at 1500 points. I don't know what to do at all in this case. I have a Cawdor box, a Redemptors box, the forgeworld rats, and the Forgeworld Headsman model. I would really like some help with what a good meta list would be (these guys are pretty competitive).
 

Heart of Storm

Gang Hero
Mar 8, 2019
1,188
1,831
133
Any other rules re: starting with Brutes/Hangers on, or is it just the extra starting 1500 creds?

Generally in 'munda the rule for a starting gang at 1000 creds is boys over toys, however with 1500 and playing Cawdor you can easily hit a good number of models with good gear.

Due to the unwashed masses rule you'll want 2-4 juves, and at least a couple of Brethren (or whatever the standard Cawdor ganger is called) to capitalise on that, after that its up to you whether you go more redepemtionist or standard Cawdor, you can run with more champions then is normally possible at 1000 creds which is probably the best use of the extra credits...
 

daveh

Gang Champion
Jan 16, 2022
309
651
113
i find chainglaves on your champions are good , a specialist with a long rifle and scope sat at the back helps.
the juves are faster moving than most for grabbing objectives and generally getting into melee to stop enemy shooting , plus you get the faith points and help with moral tests.
if you can get into template range , blunderpoles with the blaze ammo are great.
if you get a heavy weapon such as a heavy crossbow , its not much use without a suspenser (?) to alow moving and shooting.
keep your candles lit and trust in the emprahh

 
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Pagumb

Gang Hero
Yak Comp 1st Place
Tribe Council
Sep 10, 2020
1,106
2,954
158
Sump City Radio is a Necromunda podcast with a three hour long tactical review of House of Faith including acts of faith, skills and equipment. Segment starts at the hour thirty mark of the episode.

They do not make starting lists per se but since you'll have some extra credits to start you might be able to include a few of the recommended ganger load outs that individually sound like they'd be pretty tough and/or fun to play with (I remember something about a Redemption priest with chain axes with exterminators) especially when combined with acts of faith, etc. It might also give you ideas on how your gang might evolve over the course of a campaign. I hope you have lots of fun playing.
 

axisandallies

New Member
Aug 27, 2022
3
0
1
Any other rules re: starting with Brutes/Hangers on, or is it just the extra starting 1500 creds?

Generally in 'munda the rule for a starting gang at 1000 creds is boys over toys, however with 1500 and playing Cawdor you can easily hit a good number of models with good gear.

Due to the unwashed masses rule you'll want 2-4 juves, and at least a couple of Brethren (or whatever the standard Cawdor ganger is called) to capitalise on that, after that its up to you whether you go more redepemtionist or standard Cawdor, you can run with more champions then is normally possible at 1000 creds which is probably the best use of the extra credits...
Its straight up 1500 points
 

axisandallies

New Member
Aug 27, 2022
3
0
1
Sump City Radio is a Necromunda podcast with a three hour long tactical review of House of Faith including acts of faith, skills and equipment. Segment starts at the hour thirty mark of the episode.

They do not make starting lists per se but since you'll have some extra credits to start you might be able to include a few of the recommended ganger load outs that individually sound like they'd be pretty tough and/or fun to play with (I remember something about a Redemption priest with chain axes with exterminators) especially when combined with acts of faith, etc. It might also give you ideas on how your gang might evolve over the course of a campaign. I hope you have lots of fun playing.
Awesome! Thank you!
 

locleos

Ganger
Apr 19, 2022
132
134
43
If you're allowed, the brute is auto-include with the custom twin-linked heavy stubber. it's insane, and better if you can get the xp to upgrade its shooting stat. Long term it synergizes stupid well with the brute handler hanger on.

But even just when you only have 1 slot for brutes/hanger ons, its worth including over a rogue doc.

In terms of the weapon options on your house list, the following is strong;

S tier; Blunderbuss with polearm, Grenade launcher with smoke ammo
A+ tier; Shotgun(executioner & retributor ammo), stub gun(also with dumdum ammo)
B tier; Exterminator(clips onto stuff) reclaimed autopistol, reclaimed autogun(with or without the polearm), Eviscerator
C tier; Long Rifle, sawed-off shotgun, autopistol, autogun, greatsword, chainglaive & the three melee weapons with exterminator
D and below tier; Heavy Crossbow, Heavy Flamer, Heavy Stubber, flamer, hand flamer(normally this is B tier, but we have cheaper polearms), Fire pike, all the other melee weapons.

So basically, when building a gang, just pick out a number of dudes, and the stronger you want your gang, the more weapons you pick from the high tiers, making sure you still have enough juves around to use the cawdor special rule.
 
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BranBuccarcher

Gang Hero
Honored Tribesman
Nov 14, 2018
677
946
158
Carmarthen
I would say build a 1000 list with a LL the stuff you really want in and then use your other 500 to fill up the gang fighter tax. Have you built anything yet and do you have a good bits box to play around with also gives an idea where to go?
 
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