So after getting my copy of Book of Desolation I've started trying to work out how to make the Spyrers function in campaigns and so far the answer is I don't think I can. I think were heading for another Enforcers in a campaign kind of problem again.
At a base 1k game they have a bit of an uphill struggle but with a canny pilot I think they can at least win games but when advances and gang expansions etc happen they no longer have much of a chance.
After a few games in a campaign it's common for House gangs to start rocking things like Sv 3+ plasmagun champs with falshoods or Sv 3+ melee monsters with falsehoods or brutes. Then as the campain progesses further those things crop up more and more and thanks to the very limited weapon options often underwhelming upgrades that the Spyrers get they become a gang with an absolute cap on numbers with weapons that are at best on par with the toys the "normal" gangs bring (I dread the day I have to face a tooled up nact-ghul or similar).
Throw on top of that the utterly devestating problem that the spyrers just can recover from a model being killed because the only time you will get new members is at the two break points on the Terror Level and amazingly loosing 25% to 40% of your starting gang value really makes achieving that close to impossible (even the Enforcers got something thrown in to give them a break when their overcosted baseline models died).
At a base 1k game they have a bit of an uphill struggle but with a canny pilot I think they can at least win games but when advances and gang expansions etc happen they no longer have much of a chance.
After a few games in a campaign it's common for House gangs to start rocking things like Sv 3+ plasmagun champs with falshoods or Sv 3+ melee monsters with falsehoods or brutes. Then as the campain progesses further those things crop up more and more and thanks to the very limited weapon options often underwhelming upgrades that the Spyrers get they become a gang with an absolute cap on numbers with weapons that are at best on par with the toys the "normal" gangs bring (I dread the day I have to face a tooled up nact-ghul or similar).
Throw on top of that the utterly devestating problem that the spyrers just can recover from a model being killed because the only time you will get new members is at the two break points on the Terror Level and amazingly loosing 25% to 40% of your starting gang value really makes achieving that close to impossible (even the Enforcers got something thrown in to give them a break when their overcosted baseline models died).