N18 Revisiting Orlocks

mcfonz

Ganger
Sep 8, 2013
83
123
38
Norwich, UK
Hi folks,
I've been playing N17 since release but been holding off on revisiting my old N95 love of Orlocks until I had got the options for them. I had actually done that a while ago but was involved in campaigns already and figured that I would leave them until I was between campaigns again. In the meanwhile the Ash Waste box came out so I also have two trikes to consider as well (plus some bikes to convert on their way, but that's a slightly different topic).

So I am looking at starting a brand new 1000pt gang to which I will ad vehicles slightly later when I have sat down and looked at those. In terms of resources I have a starter gang set, weapon set, wreckers and arms master set, and the Orlock contents of the Ash Waste set. My first stab at a starting gang looks like this:

Road Captain: plasma pistol, chainsword, mesh armour - 195
Road Sgt: Heavy Bolter, mesh armour - 255
Arms master: Combat Shotgun, armoured undersuit, mesh armour - 195
Gunner Specialist: Boltgun, mesh armour - 115
Gunner: Autogun - 60
Gunner: Combat Shotgun - 100
Wrecker: Stubgun, fighting knife - 70
Total: 990

How does that look to folks?
 
I haven’t delved into the Ash Wastes yet. Looking at this as purely an Underhive gang I would say that your heavy bolter needs suspensors. You can pick them up after your first game but expect your Sergeant to get pinned a lot and not be able to shoot until he gets the upgrade. I also like to start my specialist with a grenade launcher. There are better close combat weapons you can give to your Captain, for example a power pick.

The problem with all of the above is that it costs credits. You’re already a bit thin on the ground with 7 men, I certainly wouldn’t go any lower. I guess that’s the issue with starting with a heavy bolter. It’s a great weapon, costly though.

If you’re set on the heavy bolter I’d give your Arms Master a shotgun instead of a combat shotgun and get rid of the chainsword. With the credits saved I’d give the Captain a power pick and upgrade the specialist’s bolter to a grenade launcher.
 
I'd say skip going close combat specialization on the Road Captain give the Arms Master an Arc Hammer, instead. The Road Captain should have a Bolter, a Grenade Launcher, or if you can find the credits, a Plasma Gun.
I'd also probably skip the Combat Shotgun on the Gunner... he's better off with a Boltgun or a Shotgun.
I agree with Torro about the Specialist getting a Grenade Launcher... it's pretty standard for Specialists.
Lastly... if you're going to go with the Heavy Bolter, you really need that Suspensor.
 
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What you've got there is a solid list and you'll do OK without any changes. Road Sergeant with Heavy Bolter, lucky and something like true grit, or quick hands is an absolute beast!

If you're looking to optimise a bit though, I would echo some of the advice above.

Your Road Captain is better at shooting and would be better served with a Bolter, a plasma gun or a combi Bolter/Melta imo.

For the Arms Master, I'd just go for a regular shotgun and save some creds. The range is better and the selection of special ammo you can get is better - especially since Orlocks get the cheap Bullet Merchant, which is an absolute bargain.

If you're starting with a Heavy Bolter (Which I approve of!), you're probably going to want to swap out the none-specialist gangers for Wreckers and I'd be arming them with either dual Autopistols (Which you can later upgrade to man-stopper rounds) or dual Stub Guns.

You can add your gangers back in later in the campaign.

This gives you a solid core of good shooting from your champs and specialists and some very quick objective grabbers/door openers who can be pro-active and close down major threats to your gang.

Your Arms Master should ideally be rocking Shotgun Savant and the big name that lets you roll a D3 instead of a D6 for bottle rolls to make the gang an utter bastard to chase off the table.

I would also echo the sentiment that you ideally want suspensor for your Heavy Bolter and you'll find a Grenade Launcher on your specialist to be more useful than a Bolter with his BS 4 and again the possibilities for upgrading it are better with the ammo type you can get for it as your gang progresses - especially given the access to the cheap Bullet Merchant Hangar on.

Orlocks get really cheap Ambots too, which is something to definitely consider as your gang advances.

Good luck Road Warriors! 😁👍
 
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What you've got there is a solid list and you'll do OK without any changes. Road Sergeant with Heavy Bolter, lucky and something like true grit, or quick hands is an absolute beast!

If you're looking to optimise a bit though, I would echo some of the advice above.

Your Road Captain is better at shooting and would be better served with a Bolter, a plasma gun or a combi Bolter/Melta imo.

For the Arms Master, I'd just go for a regular shotgun and save some creds. The range is better and the selection of special ammo you can get is better - especially since Orlocks get the cheap Bullet Merchant, which is an absolute bargain.

If you're starting with a Heavy Bolter (Which I approve of!), you're probably going to want to swap out the none-specialist gangers for Wreckers and I'd be arming them with either dual Autopistols (Which you can later upgrade to man-stopper rounds) or dual Stub Guns.

You can add your gangers back in later in the campaign.

This gives you a solid core of good shooting from your champs and specialists and some very quick objective grabbers/door openers who can be pro-active and close down major threats to your gang.

Your Arms Master should ideally be rocking Shotgun Savant and the big name that lets you roll a D3 instead of a D6 for bottle rolls to make the gang an utter bastard to chase off the table.

I would also echo the sentiment that you ideally want suspensor for your Heavy Bolter and you'll find a Grenade Launcher on your specialist to be more useful than a Bolter with his BS 4 and again the possibilities for upgrading it are better with the ammo type you can get for it as your gang progresses - especially given the access to the cheap Bullet Merchant Hangar on.

Orlocks get really cheap Ambots too, which is something to definitely consider as your gang advances.

Good luck Road Warriors! 😁👍

Cheers dude. Tbh, even as someone who has played Goliaths, Helots and Delaque, Orlock are a bit baffling.

I've read stuff all over inc the Goonhammer article and I can't seem to get everything in that is recommended. Heavy Bolter cuts through most, it's horrible and deadly.

So, suggestions so far would look like this:
R. Captain: Plasmagun, mesh armour = 220
R. Sgt: Heavy bolter, mesh = 255
Arms Master: Arc hammer, mesh, arm under = 205
Gunner Spc: Grenade launcher, mesh = 125

Which is 25 creds more expensive. I had 10 creds spare before, so I'd need to find a further 15 creds...

I wouldn't start with more than two wreckers, that way is just unreliable. I'd rather go Greenhorn as a proper meat shield.

I think a good compromise is to forget the plasma gun, with a grenade launcher and heavy bolter already in their midst, the extra special from the off is probably a bit OTT IMHO. As you say, shotgun rather than combat shotgun on Arms Master, though the combat shotty is marginally better at actual stopping power (rapid fire and template).

This puts me back to square one deliberating to be honest... hmmmm.
 
I'd say skip going close combat specialization on the Road Captain give the Arms Master an Arc Hammer, instead. The Road Captain should have a Bolter, a Grenade Launcher, or if you can find the credits, a Plasma Gun.
I'd also probably skip the Combat Shotgun on the Gunner... he's better off with a Boltgun or a Shotgun.
I agree with Torro about the Specialist getting a Grenade Launcher... it's pretty standard for Specialists.
Lastly... if you're going to go with the Heavy Bolter, you really need that Suspensor.
Plasmaguns are 100creds to well out of the question at this point. Arc hammer for Arms Master and bolter for Road Captain is almost a points swap so doable. As is the grenade launcher on the specialist.

The combat shotty's do have the template option which is woefully under appreciated by most folks. Against Goliaths and Corpse Grinders they can be really useful defensively, which is partly where Orlocks excel IMHO. Standard shotguns have a bit more range but lack a bit of punch.
 
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Hi folks,
I've been playing N17 since release but been holding off on revisiting my old N95 love of Orlocks until I had got the options for them. I had actually done that a while ago but was involved in campaigns already and figured that I would leave them until I was between campaigns again. In the meanwhile the Ash Waste box came out so I also have two trikes to consider as well (plus some bikes to convert on their way, but that's a slightly different topic).

So I am looking at starting a brand new 1000pt gang to which I will ad vehicles slightly later when I have sat down and looked at those. In terms of resources I have a starter gang set, weapon set, wreckers and arms master set, and the Orlock contents of the Ash Waste set. My first stab at a starting gang looks like this:

Road Captain: plasma pistol, chainsword, mesh armour - 195
Road Sgt: Heavy Bolter, mesh armour - 255
Arms master: Combat Shotgun, armoured undersuit, mesh armour - 195
Gunner Specialist: Boltgun, mesh armour - 115
Gunner: Autogun - 60
Gunner: Combat Shotgun - 100
Wrecker: Stubgun, fighting knife - 70
Total: 990

How does that look to folks?
In my opinion you have too many toys to start with. For a 1000 credit starting gang I would get more bodies in there.
All your leaders champions and specialists have a Tool of The Trade rule so they can take improved weapons later beyond the three weapon limit.
The arms master with Shotgun Savant gains more than enough mileage with a normal shotgun initially until you add a even better shotgun.
The chainsword on your leader is great but a cheaper weapon like a fighting knife will do again until you upgrade.
The heavy bolter is a great weapon but initially I take a more reliable heavy stubber which is sufficient to mow down ordinary gangers and always take or plan to get asap suspensors on all heavy weapons. Sadly bulging biceps is not what it once was.
Making a few savings here and there can give you an extra ganger with auto gun.
 
In my opinion you have too many toys to start with. For a 1000 credit starting gang I would get more bodies in there.
All your leaders champions and specialists have a Tool of The Trade rule so they can take improved weapons later beyond the three weapon limit.
The arms master with Shotgun Savant gains more than enough mileage with a normal shotgun initially until you add a even better shotgun.
The chainsword on your leader is great but a cheaper weapon like a fighting knife will do again until you upgrade.
The heavy bolter is a great weapon but initially I take a more reliable heavy stubber which is sufficient to mow down ordinary gangers and always take or plan to get asap suspensors on all heavy weapons. Sadly bulging biceps is not what it once was.
Making a few savings here and there can give you an extra ganger with auto gun.
I've played a lot before with other gangs, some of what you say is true. However, it's a false economy. Majority of gangs at creation are 7-8 fighters strong. More than that and they are likely poor quality and armed and equipped poorly.

Buying a heavy stubber now to replace with a heavy bolter spells danger. It also depends upon your length of campaign and campaign type. I'm inclined to go with a boltgun on my captain but mainly because it's a similar price and makes better use of his BS3+. Specialist to a nade launcher is doable too.

The extra fighter at this point would be negligible. 7 fighters with Arms Masters +2. You'd need 2 fighters down to trigger bottle tests normally, with the +2 you'd need 4. In the first game, you don't need to be worrying about that.
 
A Heavy Stubber is an ok weapon for the price, as long as you have a Suspensor. However, at that point you're around 200cr in on a single weapon and if you going that expensive then you might as well spend a few more credits for the vastly superior Heavy Bolter. Neither weapon is a good choice without a Suspensor.
I generally don't recommend heavy weapons in a 1000cr starting gang. You're better off distributing your firepower more evenly in your gang by taking Grenade Launchers, Boltguns and Shotguns to multiple fighters. That way you don't lose most of your firepower when a single fighter goes OOA.

I think I largely agree with your thoughts on the Combat Shotgun; you take it for the cheap template. You only do this when you know you're likely going to end up fighting at close range. The rapid fire ammo is just a short-ranged, inferior Boltgun; it's not really worth the credits.
 
A Heavy Stubber is an ok weapon for the price, as long as you have a Suspensor. However, at that point you're around 200cr in on a single weapon and if you going that expensive then you might as well spend a few more credits for the vastly superior Heavy Bolter. Neither weapon is a good choice without a Suspensor.
I generally don't recommend heavy weapons in a 1000cr starting gang. You're better off distributing your firepower more evenly in your gang by taking Grenade Launchers, Boltguns and Shotguns to multiple fighters. That way you don't lose most of your firepower when a single fighter goes OOA.

I think I largely agree with your thoughts on the Combat Shotgun; you take it for the cheap template. You only do this when you know you're likely going to end up fighting at close range. The rapid fire ammo is just a short-ranged, inferior Boltgun; it's not really worth the credits.

Weird. Having played Necromunda since launch, I would say that unless you are playing a more close combat orientated faction where a flamer or grenade launcher is just as viable and option, gang creation is exactly when you are best to purchase a heavy weapon. You will rarely see the amount of credits needed for one after one post battle action unless you only go for that one option, and have no other burning need credit wise. A pretty rare occurrence in my experience as you either need more bodies due to others in recovery, or creds to burn at the rogue docs to save someone, or you are facing a tougher gang next and want to up arm a bit. 160 for a heavy bolter... very rare to see that kind of credits in one lump.

The risk with that is several fold, you may have to play a couple of games before you can afford one, at which point you may already have been suffering without it. The other is that the model you want to give it to, is in recovery and now you can afford it, you essentially can't use it for another game.

Suspensors are ideal, yes, but far more affordable after one game than an entire heavy weapon with them attached. For that reason, especially with gangs who have decent BS and don't have amazing WS, a heavy weapon is a must. Sure, Orlocks have access to boltguns and grenade launchers, which can mitigate this to some degree. Grenade launchers are not a good replacement though, frag grenades are S3, or you shoot off a one shot krak grenade. I have had success with this with some gangs, just using the krak rounds to slowly take down enemies. Which is why I will go with one for the specialist, put a bolter on my captain.

I do get some of the advice, but having seen out a number of campaigns with other gangs, you need some dakka, early on a suspensor isn't so important if you can set up in a good position to mow down some opposition fighters or just deny some good approaches to objectives. Again, "inferior Boltgun" - sure... but the template is auto-hits and there are times when auto-hits are more important than rapid fire S4 shots. Those pesky corpse grinders, for example, or shooting into smoke laid down by Goliaths etc. Massively undervalued by folks, which I see all too often. All of the ammo available to the combat shotgun is superior bar the extra 4" of range. Firestorm ammo essentially makes it into a heavy flamer with suspensor... Additionally Boltguns and Combat shotguns are the same price for Orlocks.

Anyway, the revisions:
Road Captain: Boltgun, mesh armour
Road Sgt: Heavy Bolter, mesh armour
Arms Master: Arc Hammer, Mesh armour, armoured undersuit
Gunner Specialist: Mesh armour, grenade launcher
Gunner: Autogun
Gunner: combat shotgun
Wrecker: stub gun, fighting knife
Total: 990

I could switch the Arms Master back to a combat shotgun saving 10credits. Switching to a normal shotgun would save 35 credits. Realistically if I dropped to a standard shotgun for him I would have 45 credits which could give me a green horn with a stub gun. That'd push me to 8 fighters, albeit one a bit light. And still leave 5 creds. I could switch the knife from the wrecker to the greenhorn and keep the wrecker at a distance to favour their BS.

Then spends wise after the first game: Suspensor for H.Bolter, better armour for road captain, close combat weapon for the green horn.
 
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Never take heavy flamers. I know nobody mention them but it always needs to be said.
I would say never pay for greenhorns unless you plan to take him/her through multiple campaigns starting out with a lowly monkey wrench (may be the coolest maul GW model) through a long slog of mediocre garbage stats to rise up an lead his own gang of miscreants.
Your arc hammer is in my opinion the coolest of all GW modelled hammers and if you are comfortable using it great go for coolness and smash to paste any one who objects 🔨.
Consider smoke grenades for a wish list for the grenade launcher. It gives you a 4+ ammo roll to reload all your ammo types. (GW keeps not changing that loophole) a battlefield control option to block lines of sight and gives you the cause to yell smoke 'em!
Better armour, mesh and undersuits or even carapace and undersuits for the super rich, always good but consider ablative armour for everyone as well. Rules wise it's good but should not be a consideration. Orlocks have that hardcore biker gang look that practically screams armoured leather jackets 😁
List looks good if you handle them well and get the optimal skills for thier roles.
 
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Weird. Having played Necromunda since launch, I would say that unless you are playing a more close combat orientated faction where a flamer or grenade launcher is just as viable and option, gang creation is exactly when you are best to purchase a heavy weapon. You will rarely see the amount of credits needed for one after one post battle action unless you only go for that one option, and have no other burning need credit wise. A pretty rare occurrence in my experience as you either need more bodies due to others in recovery, or creds to burn at the rogue docs to save someone, or you are facing a tougher gang next and want to up arm a bit. 160 for a heavy bolter... very rare to see that kind of credits in one lump.

The risk with that is several fold, you may have to play a couple of games before you can afford one, at which point you may already have been suffering without it. The other is that the model you want to give it to, is in recovery and now you can afford it, you essentially can't use it for another game.

Suspensors are ideal, yes, but far more affordable after one game than an entire heavy weapon with them attached. For that reason, especially with gangs who have decent BS and don't have amazing WS, a heavy weapon is a must. Sure, Orlocks have access to boltguns and grenade launchers, which can mitigate this to some degree. Grenade launchers are not a good replacement though, frag grenades are S3, or you shoot off a one shot krak grenade. I have had success with this with some gangs, just using the krak rounds to slowly take down enemies. Which is why I will go with one for the specialist, put a bolter on my captain.

I do get some of the advice, but having seen out a number of campaigns with other gangs, you need some dakka, early on a suspensor isn't so important if you can set up in a good position to mow down some opposition fighters or just deny some good approaches to objectives. Again, "inferior Boltgun" - sure... but the template is auto-hits and there are times when auto-hits are more important than rapid fire S4 shots. Those pesky corpse grinders, for example, or shooting into smoke laid down by Goliaths etc. Massively undervalued by folks, which I see all too often. All of the ammo available to the combat shotgun is superior bar the extra 4" of range. Firestorm ammo essentially makes it into a heavy flamer with suspensor... Additionally Boltguns and Combat shotguns are the same price for Orlocks.

Anyway, the revisions:
Road Captain: Boltgun, mesh armour
Road Sgt: Heavy Bolter, mesh armour
Arms Master: Arc Hammer, Mesh armour, armoured undersuit
Gunner Specialist: Mesh armour, grenade launcher
Gunner: Autogun
Gunner: combat shotgun
Wrecker: stub gun, fighting knife
Total: 990

I could switch the Arms Master back to a combat shotgun saving 10credits. Switching to a normal shotgun would save 35 credits. Realistically if I dropped to a standard shotgun for him I would have 45 credits which could give me a green horn with a stub gun. That'd push me to 8 fighters, albeit one a bit light. And still leave 5 creds. I could switch the knife from the wrecker to the greenhorn and keep the wrecker at a distance to favour their BS.

Then spends wise after the first game: Suspensor for H.Bolter, better armour for road captain, close combat weapon for the green horn.
Well reasoned. I agree. Gang creation and downtime are the best times to get a heavy weapon and they are worth it.

I like a Combat Shotgun too and you'll often find me extolling their virtues.

Personally I'd go with the shotgun on the Arms Master. The guy gives out Nerves of Steel for fun and stops your gang from bottling. I generally prefer to see at least 1 arms master hanging back, being solid and just smoking stuff with executioner rounds or setting stuff on fire with the other ammo, who's name I forget.

It makes your little gang tough as boots & hard to get rid of, whilst still contributing to the fight.

Arms Masters are pretty cheap, so no reason you can't get a Firestorm combat shotgun Arms Master, or Arc Hammer AM later on, after a big score or downtime.
 
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The heavy bolter runs out of ammo entirely too easily. If it was an autocannon, perhaps. There's big anti-synergy between rapidfire 2 and that 6+ to reload. Roughly 3 shots in 10 will require an ammo check; and only a sixth of those will succeed; it is not exxaterating to say that one time in four you fire that thing, you run out of ammo.

Realistically, once you empty it, you're not getting it reloaded again except by grace.

I've seen it several times in our games, someone brings a heavy bolter on a mesh-armoured or better champion, and sure enough after one or two shots they find themselves sitting on a 6+ to reload gun representing better a fourth of their gang rating in a single model.

A champion in mesh and a heavy boltgun is 255credits; a pair of champions with mesh and regular boltguns come in at 300 credits... I cannot much credit the heavy bolter under the circumstances.

Although it is altogether a different story if mounted on a vehicle. that gives it mobility and if it is custom, you may also add the Weapons Stash upgrade, which combined makes any heavy weapon a much more likely prospect.

Edit: I'll acknowledge this may be overly quarrelsome when you are already set on your course. If you find success with it, then by all means.
 
The Heavy Bolter generally only needs 1 or two shots to earn its place and turn the tide of a battle.

The ammo roll is where the big name "Lucky" really earns its place too. Or you can take quick hands for his skill and save your lucky for that time when you REALLY need to hit.
 
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Those abilities, plus Munitioneer are good for mitigating the Heavy Bolter's awful ammo roll... still, calling RF2 and a 6+ ammo roll "anti-synergy" is an accurate description.
How does everyone feel about the Auto Cannon as a replacement? RF1 and ammo 4+ makes it reliable and the high S will generally allow the weapon to wound frequently.
 
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The heavy bolter runs out of ammo entirely too easily. If it was an autocannon, perhaps. There's big anti-synergy between rapidfire 2 and that 6+ to reload. Roughly 3 shots in 10 will require an ammo check; and only a sixth of those will succeed; it is not exxaterating to say that one time in four you fire that thing, you run out of ammo.

Realistically, once you empty it, you're not getting it reloaded again except by grace.

I've seen it several times in our games, someone brings a heavy bolter on a mesh-armoured or better champion, and sure enough after one or two shots they find themselves sitting on a 6+ to reload gun representing better a fourth of their gang rating in a single model.

A champion in mesh and a heavy boltgun is 255credits; a pair of champions with mesh and regular boltguns come in at 300 credits... I cannot much credit the heavy bolter under the circumstances.

Although it is altogether a different story if mounted on a vehicle. that gives it mobility and if it is custom, you may also add the Weapons Stash upgrade, which combined makes any heavy weapon a much more likely prospect.

Edit: I'll acknowledge this may be overly quarrelsome when you are already set on your course. If you find success with it, then by all means.

I'll be really honest here. I game from an very narrative perspective. This is way to meta for me to be comfortable with. I don't want a finely tuned math-hammered gang. I want a gang that takes the rough with the smooth. I'll take a gun with a 6+ ammo roll, I'll love it even more if it lays waste to a couple of fighters as it angrily spits out fire for two turns.

There is also something you are forgetting, you don't have to roll both rapid fire dice. I sometimes don't. Though this is mainly with three rapid fire dice etc. Essentially though, whether you are rolling one rapid fire dice or two, the odds are the same. 1 in 6 becomes 2 in 12. That's it. And you can give them a back up weapon eventually if so desired.

I'm certainly not going to get that hung up that early on in a campaign. That early on you are looking at taking 2-3 gangers down Max before forcing bottle checks. More than that and you are pushing that chance of failing a bottle roll higher. With an Arms master Orlocks should be on top in that particular competition. So then it becomes about taking down those 3-4 fighters as fast as possible.

Where the heavy bolter really comes into it's own is against Goliaths, Ogryns, Squats and anything T4 or better. Two of my friends have two of those gangs as their regular use gang. So for me, it makes sense to pack a bit of a punch. Boltguns are nice, but the rest of my gangers can take those. Seems a special waste of a heavy weapon/special weapon slot just to hand out another basic weapon.
 
There is also something you are forgetting, you don't have to roll both rapid fire dice. I sometimes don't. Though this is mainly with three rapid fire dice etc. Essentially though, whether you are rolling one rapid fire dice or two, the odds are the same. 1 in 6 becomes 2 in 12. That's it. And you can give them a back up weapon eventually if so desired.
You mean you don't always blast merrily away full auto cackling like a lunatic or is that just me mwahahaha!?
Seriously all your points I agree with although I try to make every fighter have a different weapon load out to add to the hardscrabble scavenger gang ethos of necromunda. It is not the Imperial Guard / Astra Militia after all.
Am a major fan of narrative gangs with little weapons outside the house list taking the rough with the smooth.
 
I'll be really honest here. I game from an very narrative perspective. This is way to meta for me to be comfortable with. I don't want a finely tuned math-hammered gang. I want a gang that takes the rough with the smooth. I'll take a gun with a 6+ ammo roll, I'll love it even more if it lays waste to a couple of fighters as it angrily spits out fire for two turns.
That's fine. Nothing at all wrong with this. And hey, from that perspective, the heavy bolter can make sense; the big gun running out of ammo is certainly dramatic, and so is reloading on a six. In our campaigns, usually when people have tried something and burned their fingers on it, like the heavy bolter, we tend to stay away from it. That has lead to pretty strong gangs where people bring concepts that synergise pretty strongly so we can all play with each other without someone being too trounced.
There is also something you are forgetting, you don't have to roll both rapid fire dice. I sometimes don't. Though this is mainly with three rapid fire dice etc. Essentially though, whether you are rolling one rapid fire dice or two, the odds are the same. 1 in 6 becomes 2 in 12. That's it. And you can give them a back up weapon eventually if so desired.
That's not how probability works though; you want the chance of rolling at least one ammo symbol on a roll of two six-sided dice with 1 symbol on each. That's 1-5/6*5/6, almost exactly 3 in 10. This should make sense intuitively, because the gut answer to "how likely are you to roll at least one 1 if you roll two dice instead of one die" is "well you roll two dice, so you're twice as likely". The math don't bear that out completely, but it's close enough.
That said, if we're only rolling one rapidfire die it seems like it'd make more sense to wait to be able to buy the autocanon instead.
I'm certainly not going to get that hung up that early on in a campaign. That early on you are looking at taking 2-3 gangers down Max before forcing bottle checks. More than that and you are pushing that chance of failing a bottle roll higher. With an Arms master Orlocks should be on top in that particular competition. So then it becomes about taking down those 3-4 fighters as fast as possible.
The bottling bit I agree with (unless you're facing Goliaths, they don't tend to run away after they've bottled) but I'm not sure why that implies you should spend so much on a single weapon. I feel like instead it means you should bring 4-5 things that each stand a decent chance of taking out an enemy ganger.
Where the heavy bolter really comes into it's own is against Goliaths, Ogryns, Squats and anything T4 or better. Two of my friends have two of those gangs as their regular use gang. So for me, it makes sense to pack a bit of a punch. Boltguns are nice, but the rest of my gangers can take those. Seems a special waste of a heavy weapon/special weapon slot just to hand out another basic weapon.
I dunno, shotguns and combat shotguns are basic too.
 
A Lucky, Heavy Bolter toting Road Sergeant was an absolute terror in our last campaign.

Losing one of your big hitters to 2-3 S5, D2, AP-2, hits early on in a game really puts you on the back foot. By that point it almost doesn't matter if he runs or of ammo, the job is done.

With +1 Acc at 18", the guy as good as starts at BS2 too.

With any other gang, a Heavy Bolter toting Champion may be something you need to think about and weigh the pros and cons but when you can put both Lucky and quick hands on the chap, it's really not that tough a decision IMO.
 
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