N18 Squats: 1000 credit starting list, feedback appreciated đź‘Ť

RygaUK

New Member
Aug 1, 2022
5
3
3
Leader: 210 creds
Ironhead autopistol
Power fist
Mesh armour
Skill: Overseer

Champion 1: 275 creds
Ironhead heavy stubber
Photo-goggles
Mesh armour
Skill: bulging biceps

Champion 2: 135 creds
Ironhead autopistol
Smoke grenade
Mesh armour
Skill: Dependable like kin

Specialist: 100 creds
Ironhead autopistol
Smoke grenade
Mesh armour

Ganger 1: 90 creds
Ironhead autogun
Mesh armour

Ganger 2: 90 creds
Ironhead autogun
Mesh armour

Ganger 3: 90 creds
Ironhead autogun
Mesh armour


Grand total: 990 credits
 
What's up with your second Champion and Specialist only having pistols? Can you move anything around to get them something with a bit more range?
 
What's up with your second Champion and Specialist only having pistols? Can you move anything around to get them something with a bit more range?
They would be the 1st guys to get upgrades but Ironhead special and heavy weapons are quite pricey so had to leave out of starting list
 
I'd lose the three gangers and get some juves instead. Ok, so they got BS5+ but the extra Rapid Fire dice on IH Autoguns means that when they hit, they make it count. And that clears up creds for your champ. And maybe the juves don't need armour in the first couple of games.

Overseer skill seems overkill on your leader at 210, your champ should be able to hold his own and let your leader do something useful.
 
Also, consider the "There's always another secret" skill on your Champ. Combined with the "Scrapper's Delight" Tactic, it earns you 50 creds extra per game, on average, on top of whatever else you make. It can make a difference over the course of the campaign.
 
Overseer is just wasted on 210pts leader, actually I found that bullcharge pairs really well with powerfist, as it gets you on S6 on charge, I rather put this combo on champ despite the worse WS, because they don't have access to shooting.
Bulging biceps don(t help you with heavy weapons, you absolutely need suspensor and give him dependable like kin, because with RF 3 you will need to re-roll often, otherwise gangers with autogun and mesh are fine, but I would lose one of them for 2 diggers with stubguns and no armour, they have extra movement, and +2 BS on short range, so if you get them close, they are good.
 
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Long go are the days of bulging biceps being useful. Unless you really want a fighter duel wielding two handed hammers. That still needs a suspensor belt as well. Book of peril maybe.
 
Thanks for the suggestions I've rejigged the list

Leader: 210 creds
Ironhead autopistol
Power fist
Mesh armour
Skill: Bullcharge

Champion 1: 300 creds
Ironhead heavy stubber
Suspensor
Mesh armour
Skill: dependable like kin

Champion 2: 125 creds
Ironhead autogun
Mesh armour
Skill: there's always another secret

Specialist: 90 creds
Ironhead autogun
Mesh armour

Ganger 1: 90 creds
Ironhead autogun
Mesh armour

Ganger 2: 90 creds
Ironhead autogun
Mesh armour

Ganger 3: 90 creds
Ironhead autogun
Mesh armour

Total 995 credits
 
Yes I also thing it is much better rounded, you have solid firebase in form of the heavy stubber and gangers with autoguns, which shouldn't go out of ammo easily, but beware of hitting your guys with stray shots, with this much RF they could be used to great advantage, so mind your positioning. Than you've got excellent brawler who packs a punch and it is almost guaranteed to kill anything he charges, with pulverize you have high chance to get serious injury and than coup the grace. Also you can activate everyone in 3 activations, so you can do powerful alfastrike, but it can cut both ways. As I said I personally prefere to have more bodies in form of trading one ganger for two juves, but that is just a matter of taste, and it might be worth considering a stubgun with dum-dums on the leader for S4, but I'm not sure which choice is better.
 
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Yes I also thing it is much better rounded, you have solid firebase in form of the heavy stubber and gangers with autoguns, which shouldn't go out of ammo easily, but beware of hitting your guys with stray shots, with this much RF they could be used to great advantage, so mind your positioning. Than you've got excellent brawler who packs a punch and it is almost guaranteed to kill anything he charges, with pulverize you have high chance to get serious injury and than coup the grace. Also you can activate everyone in 3 activations, so you can do powerful alfastrike, but it can cut both ways. As I said I personally prefere to have more bodies in form of trading one ganger for two juves, but that is just a matter of taste, and it might be worth considering a stubgun with dum-dums on the leader for S4, but I'm not sure which choice is better.
That is certainly food for thought just ran the numbers and seems like if I drops a ganger for 2 juves with no armour and a stub gun with Dum sums and swap the leaders auto pistol with a stub gun with Dum dums it comes in at 1000 credits on the dot
 
So you're going from 7 to 8 fighters and trading 1W with a 5+ save and 2d3 S3 shots at 24" hitting on 4+ for 2W w/ no save and 4d3 S3 shots at 12" hitting on 5+.

For me, that's a tough call.
 
So you're going from 7 to 8 fighters and trading 1W with a 5+ save and 2d3 S3 shots at 24" hitting on 4+ for 2W w/ no save and 4d3 S3 shots at 12" hitting on 5+.

For me, that's a tough call.
Well wounds don't really matter that much, what matters is T4 on those bodies, which is good protection by itself, S3 wound on 5+, and the 5+ save by itself isn't that awesome. The thought is that, when you start buying carapace armor for you champs and leader, you pass their mesh to your juves. Juves also have better movement, initiative and can be trained more easily than gangers. Also don't forget that stubgun is +2 to hit at close range which is 6, that gives them good threat range of 11", usually more than enough in necromunda, where they hit on 3+ with rapidfire stubgun. Because of the BS I would argue against giving them dum-dums, but maybe give one of them smoke grenades. Also they are perfect to accompany the leader, who wants to get close. More bodies means more actions when accomplishing objectives. I also like to give blasting charges via the tactic card, which is very nasty.
 
How's your experience of the campaign been? Any wisdom to pass on to us beardlings?

---

For my part, I've had a good time with everyone having mesh
CM - PF, Bolt Pistol, Bull Charge
DM - Mining Laser, Headbutt (fun more than serious skill, Dependable Like Kin makes more sense)
DM - PF, Bolt Pistol, Nobody Pushes Kin (thinking him & a Digger go after awkward objectives: up high, on bridges, etc)
Kin Specialist - Autogun
Digger - autopistol (& Power Fist modelled, say he's "uncertified" to use it though!)
Digger - autopistol & empty hand
Digger - stub & "Power Fist" (as above)
Digger - stub & empty hand.

I've also found the Blasting Charges tactic appealing, but usually favoured Veteran of the Wastes & the one that gives a re-roll to hit.

Not hugely successful, as I'm still new to the actual game, but it's been doing what I wanted.

That is:
- not being a total walkover to outflank due to few bodies (8 to start campaign, got a free Digger with the settlement, and just captured Fighting Pits, so I can add an extra autogun and lasgun scum for "generic" fire support, or shotguns etc as needed)

- gives me options for running about the board

- as early as I could realistically, get Suspensors for the ML. (Could've bought at start. Maybe should have. Without Suspensors, it's really tough to actually do anything if you're not starting already exposed, any pinning scuppers him etc. In hindsight, one less juve and Suspensors is better than eight and an trivially easy to avoid big hitter.)

- isn't totally boring for my opponents dealing with a sheer gun line. (I'm not sure dealing with a shield-gun wall of pistols is *much* better, but if feels like a more hopeful puzzle, and means I have to have an eye on getting a bit closer than I might otherwise.)

I've found it nice and fun so far. And my opponents don't seem to mind it either - the T4 has been a pleasing puzzle too, a few less serious injuries suffered even though they've spent a good long time pinned or pummeled with radphage (in skirmish-practice games, at least!) etc.

But I'm still a bit puzzled for gang tactics, and how to best apply things.

I feel like I should stop fishing for lucky combos (Veteran of the Wastes has always given me the single not even vaguely useful skill of six each time I've tried it!), and instead get used to trying to use the Blasting Charges one, the Assault Tunnel, the one off 're-roll' one (for if I can do a wee alpha strike with the mining laser), and the "strike if someone's taken OOA" (there's two Nachtguls out there, and a few Overseer Catapults hurling *way* out of range templates into shockingly Close range, so taking at least a single loss is probably unavoidable, but accepting hat at least means I can put their sacrifice to some use!).

I've also glimpsed the mid-campaign opportunity of Juves with Grapnel Hooks to get some extra 12" moves into unanticipated positions, which is nice. Not as violent as Infiltrate or Needleways or whatnot, but feels like a useful avenue (rooftop?) to explore.
 
How's your experience of the campaign been? Any wisdom to pass on to us beardlings?

---

For my part, I've had a good time with everyone having mesh
CM - PF, Bolt Pistol, Bull Charge
DM - Mining Laser, Headbutt (fun more than serious skill, Dependable Like Kin makes more sense)
DM - PF, Bolt Pistol, Nobody Pushes Kin (thinking him & a Digger go after awkward objectives: up high, on bridges, etc)
Kin Specialist - Autogun
Digger - autopistol (& Power Fist modelled, say he's "uncertified" to use it though!)
Digger - autopistol & empty hand
Digger - stub & "Power Fist" (as above)
Digger - stub & empty hand.

I've also found the Blasting Charges tactic appealing, but usually favoured Veteran of the Wastes & the one that gives a re-roll to hit.

Not hugely successful, as I'm still new to the actual game, but it's been doing what I wanted.

That is:
- not being a total walkover to outflank due to few bodies (8 to start campaign, got a free Digger with the settlement, and just captured Fighting Pits, so I can add an extra autogun and lasgun scum for "generic" fire support, or shotguns etc as needed)

- gives me options for running about the board

- as early as I could realistically, get Suspensors for the ML. (Could've bought at start. Maybe should have. Without Suspensors, it's really tough to actually do anything if you're not starting already exposed, any pinning scuppers him etc. In hindsight, one less juve and Suspensors is better than eight and an trivially easy to avoid big hitter.)

- isn't totally boring for my opponents dealing with a sheer gun line. (I'm not sure dealing with a shield-gun wall of pistols is *much* better, but if feels like a more hopeful puzzle, and means I have to have an eye on getting a bit closer than I might otherwise.)

I've found it nice and fun so far. And my opponents don't seem to mind it either - the T4 has been a pleasing puzzle too, a few less serious injuries suffered even though they've spent a good long time pinned or pummeled with radphage (in skirmish-practice games, at least!) etc.

But I'm still a bit puzzled for gang tactics, and how to best apply things.

I feel like I should stop fishing for lucky combos (Veteran of the Wastes has always given me the single not even vaguely useful skill of six each time I've tried it!), and instead get used to trying to use the Blasting Charges one, the Assault Tunnel, the one off 're-roll' one (for if I can do a wee alpha strike with the mining laser), and the "strike if someone's taken OOA" (there's two Nachtguls out there, and a few Overseer Catapults hurling *way* out of range templates into shockingly Close range, so taking at least a single loss is probably unavoidable, but accepting hat at least means I can put their sacrifice to some use!).

I've also glimpsed the mid-campaign opportunity of Juves with Grapnel Hooks to get some extra 12" moves into unanticipated positions, which is nice. Not as violent as Infiltrate or Needleways or whatnot, but feels like a useful avenue (rooftop?) to explore.
I've only been playing one off games as of yet to learn the rules and practicing post game the campaign will start in February and we decided to run it for 6 weeks and start with 1250 as half the people are new or haven't played a campaign since the 90s so now I'm debating rewriting the whole list or just slapping a exo driller on for the extra 250 creds lol
 
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IMO stub guns with dumdum is actually very appealing when compared to autopistols at the same cost. Mixing some strength 4 in there is great, and they don't need nearly as much reloading. Admittedly you might have to buy maintenance ammo, but 5 credits here and there is doable.

RF1 s4 and RF2 s3 comes slightly in favour of RF1 s4, to me.
 
Yep yep, maneuvering up and "intentionally missing" a guy in the back of a lineup of duders and banking for sixes is very much a doable strategy.
 
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