So I'm now three games into our local campaign and getting a feel for what the Spyrers can do.
Out of the gate they feel strong but not in a busted way, at least to my mind.
They have a very scary threat range and thanks to the two activations per round they will not be hitting their targets head on. On the flip side they are T3 with a 5+ save for the most part and so they will fall over to weight of firepower from standard weapons just like any normal ganger in mesh will.
Orrus and Yelds can pick their firing lanes and defensible ground early and hold them well whilst and Naga Blade wielding Hunt Masters and Malcadons once they get the charge off should be able to put out enough Injury dice to OoA their target without needing a coup de grace meaning they will likely be consolidating back to cover after a charge and hiding. What Spyrers are certainly not reagrdless of their fluff are lone killers. This gang requires overlapping threats and coordinated attacks to shine
What I have enjoyed most is that because of their threat ranges the usual tactic of getting champions or gang leader to alpha-strike early does not work well against them and instead it becomes about careful activation planning and baiting with disposable models.
Assuming relatively balanced player skill this means that the gangs they can really screw over most at the start of a campaign are the tooled up leader and champs with minimum ganger/juves lists from the top tier house gangs prefer (Van Saar and Goliath I'm looking at you) and the ones they will really struggled to handle are the normally weaker gangs that pack in more bodies with normal guns (Chaos, Orlock and Scum etc).
All in all they are probably at the bottom end of the the games strongest gangs but in a good way.
Out of the gate they feel strong but not in a busted way, at least to my mind.
They have a very scary threat range and thanks to the two activations per round they will not be hitting their targets head on. On the flip side they are T3 with a 5+ save for the most part and so they will fall over to weight of firepower from standard weapons just like any normal ganger in mesh will.
Orrus and Yelds can pick their firing lanes and defensible ground early and hold them well whilst and Naga Blade wielding Hunt Masters and Malcadons once they get the charge off should be able to put out enough Injury dice to OoA their target without needing a coup de grace meaning they will likely be consolidating back to cover after a charge and hiding. What Spyrers are certainly not reagrdless of their fluff are lone killers. This gang requires overlapping threats and coordinated attacks to shine
What I have enjoyed most is that because of their threat ranges the usual tactic of getting champions or gang leader to alpha-strike early does not work well against them and instead it becomes about careful activation planning and baiting with disposable models.
Assuming relatively balanced player skill this means that the gangs they can really screw over most at the start of a campaign are the tooled up leader and champs with minimum ganger/juves lists from the top tier house gangs prefer (Van Saar and Goliath I'm looking at you) and the ones they will really struggled to handle are the normally weaker gangs that pack in more bodies with normal guns (Chaos, Orlock and Scum etc).
All in all they are probably at the bottom end of the the games strongest gangs but in a good way.