NCE Scavvies Gang: Sneaky Toxbombers?

Graushwein

Ganger
Aug 16, 2015
175
187
43
Vista, CA, USA
Since N17 doesn't have Scavvies or Spyrers, I'm still playing community edition.

Looking at the rules, a few things jumped out at me.
  1. Only 2 credits to feed (1.5 cred average profit per guy)
  2. No shooting skill for basic units
  3. Tox bombs for anyone, that are persistent (one-use per game)
#1 makes it obvious that more members means more income. So after 3 games I already have 15 members, including 2 Scalies.

My plan is for everyone to roll to get Infiltration. Once they get infiltration I'll give them tox bombs. Infiltration will allow them to swarm loot counters and such for additional income. It will also allow them to be deployed so that the large amount of tox bombs can be used early to box the enemy in and eliminate their good firing positions.

Thoughts?
 
More Scavvies = harder Scavvy loyalty tests; not necessarily relevant to the tactic, but something to bear in mind.

Rolling for Infiltration is getting a skill advance, then rolling infiltration from the Stealth skill list - doing that for all gangers may take a while, and you may not need everyone to get Infiltration.

Depending on how many gangers you can get Infiltrating, you could end up with single Scavvies spread out across the map, alone, which may not be a good idea in terms of tests to escape pinning etc.

Your tactic will work if your opponent isn't a long-range gang that has already ensured a tall "snipers nest" piece of terrain is on their side of the table during setup (that their "sniper" gangers/heavies will almost immediately get deployed into, and be able to shoot up your Scavvies when they're trying to get close); I've seen Tox bombs used better for bottle-necking areas of the table for melee opponents, and for taking out groups of fighters before they get a chance to spread out.

It's certainly a tactic, but I'm not sure how good it would be; I'd think you'd be helped if you get a Vents or Tunnels territory for their deployment rules.

I'd use Tox bombs for when you have actual targets that could be caught directly in its initial blast radius, which would incapacitate them very well and allow for the shooting ability of Scavvies to be compensated for.
 
I don't see Loyalty tests in OCE. Where are you seeing loyalty stuff?

Yes it may take a while, but the gangers only have access to agility, ferocity, and stealth.

If not what i suggest, what else do the Scavvies have going for them?

WAIT A SECOND!!! Scrofulous wastes only generate D3 from scrounging? So on average Scavvies net ZERO credits... No way, that is wrong!
 
WAIT A SECOND!!! Scrofulous wastes only generate D3 from scrounging? So on average Scavvies net ZERO credits... No way, that is wrong!

^been whinging about that since first noticing it.

Others say it works, but imo it completely nerfs scavvies.

I was mucking about with Scavvies earning D5 creds (6=0/special), but got distracted.
 
I thought the loyalty rule from LRB had been ditched. Looks like I was right about that.

WAIT A SECOND!!! Scrofulous wastes only generate D3 from scrounging? So on average Scavvies net ZERO credits... No way, that is wrong!

Even worse as anyone injured can't forage, but still needs to eat, so you'll likely make a loss. You really need scenarios that give you a chance to grab extra money.