N18 Starting gangs for ZM

HudsonD

Juve
Nov 29, 2018
20
10
3
Réunion Island
Hi, we're a couple players that have started dabbling into Newcromunda, we used to play in the late 90s, so it's quite the nostalgia trip now.

After some some skirmish games to get a feel for the rules, I came up with some starting gang compositions. We're playing on Zone Mortalis tiles, with a reasonnable competitiveness level, coolness matters.
I'm most likely to play Orlock, and least likely to play Escher, I just can't keep my interest focused on a single House yet.

Orlock
Leader​
Bolter, Power knife​
Inspirational​
Champion​
Plasmagun​
Munitioneer​
Champion​
Grenade launcher​
Fixer​
Ganger​
Combat Shotgun​
Ganger​
Combat Shotgun​
Ganger​
Autogun​
Ganger​
Autogun​
Juve​
Stub Gun, Flail​
Total is 970, leaving some creds "just in case".
The leader is more in a support role, with some decent firepower, and a moderate ability to stab something if required.

Goliath

Leader​
Combi Plasma/Stub, Power Axe​
Nerves of Steel​
Champion​
Renderizer​
Nerves of Steel​
Champion​
Grenade Launcher, Stub Gun​
True Grit ? Unstoppable ?​
Ganger​
Bolter​
Ganger​
Stub Cannon​
Ganger​
Stub Cannon​
Ganger​
Combat Shotgun​
Juve​
Spud-Jack, Stub gun​
Total is 990.
That gang likes it up-close and personal.

Van Saar

Leader​
Combi-plasma, Energy Shield​
Iron Will​
Champion​
Plasmagun​
Munitioneer ? Fast Shot ?​
Champion​
Twin Plasma pistols​
Gunfighter​
Ganger​
Lasgun​
Ganger​
Lasgun​
Ganger​
Lascarbine​
Total is exactly 1000.
"Peace through superior firepower"

Escher

Leader​
Plasma Pistol, Stilleto Sword​
Inspirational​
Champion​
Plasma Gun​
Dodge​
Champion​
Lasgun, Power Sword​
Spring Up​
Ganger​
Lasgun​
Ganger​
Lasgun​
Ganger​
Autogun​
Ganger​
Shotgun​
Ganger​
Laspistol, Chainsword​
Juve​
Stubgun, Stiletto Knife​
Juve​
Stiletto Knife, Stiletto Knife​
Total is 985.
The leader is once again more of a support character, with a long-range theme for the gang. The juves are there as runners.
 
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I try step by step.
Orlock

Orlock is a short/mid range shooting gang.
So weapons look good and not to boring (personal taste!).

The leader with 3w is prob the only cc capable model. I would try the claw here. Gives a good counter charge model. Perhaps switch weapons a bit. GL is of similar value on ganger.

Goliath:
Looks solid. A bit similar to my own list. For Juve maybe only an axe to save some creds? I am not a huge fan of the stub canon, but struggle myself since alternatives are expensive or cc. On a ganger i can imagine chainsword and stub pistol cause of strenght already 4 and +1to hit(but again cc)

Van Saar
Problem is not to be to boring. Combi Plas is a stupid good weapon.
Looks like u tryd to avoid this too. Possible ways are the plasma pistol champ, Combi Melter or some rad weapons with Hip shooting are cool. In your list I would ditch the shield to get room for a juve. Maybe 2nd plasma pistol in champ can start as sublas pistol or laspistol (u will need a backupweapon anyway)

Escher:
I main escher, so a bit more detail here.
Escher is quite versatile. Strong in pinning (cheap lasguns with good upgrade path/hotshot). Easy access to toxin and with this a good juve. Good skill combinations for cc champs. All in all midrange shooting and melee.

The cc ganger is only really rule of cool.
Juves do cc better (Movement, creds)
Plasmagunchamp needs a lasgun sooner or later.
Cc champ I would go for plasmapistol and toxinsword or chainsword. Needle pistol is also a good option.
I always want a needle rifle. Good option for a ganger or champ. Escher obviously likes overseer, but no brainer option...
Leader is good in cc, but I prefer the bolter combi to keep him out of harm in a campagne
 
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Thanks for the reply !
For all the gangs, I've been following the restriction of only using available miniatures/weapons. It does limit things a fair bit, but eh, that's Necromunda, rule of cool matters.

Orlocks
I like the idea of the leader staying back and keeping his crew in fighting shape. A bolter is a decent gun for shooting things here and there, the power-knife is there "just in case". Down the line, I could recruit an actual CC champion with servoclaw/pistol.

Goliath
The main reason for the stub canons is that they're cheap, and plentiful on the sprue. I guess GW wants to pretend they're the "basic" weapon for that House.

Van Saar
This is the gang where "rule of cool" was most pro-eminent. The main reason I have a leader with combi-plasma and a shield, is that the mini looks badass. I can't afford another juve, I'd need to take another ganger, and up the roster from 6 to 8. Losing the shield and a couple mesh armors would let me afford another ganger, which would probably provide more utility than just a shield on the leader, but I'll go with coolness.

Escher
This is the gang where I think I'm not completely there yet. Like the Orlock gang, the leader is there to keep the gang going, which is quite important with the Eschers' low cool, the stilleto sword is there mostly for insurance and counter-attacks. Same for the champion with a power-sword.
I've decided to put a chainsword on a regular ganger for the +1 to hit mostly.
 
I stay with the Escher part. Needle Rifle is a realy easy conversion. I made mine out of my Dark Eldar Splinter rifles and removed spikes etc. to make it more human tech like. Converting is one of the good parts in necromunda and there is not chainsword in the sprue if i remember correctly ;)

The escher List is missing some baaaaam factor. One Plasma gun, one plasma pistol, long nothing, a shotgun...

Your leader is quite cc (combi Bolter no option? you can't replace your leader), one champ is only cc (i dont count the Lasgun here, best give it the Plasma Champ). What is the powersword champ supposed to do, with only a powersword? Needle Pistol and toxinsword, plasmapistol and chain or powersword... so many options here. Even shotgun with a CC Weapon is a good option.
2nd cc weapon on juve looks cool, but is not really better than a auto gun with dumdum. Perhaps ditch 2nd juve to get creds for some stuff. Switch Cc Ganger to needle rifle. Cc is for Juves and champs (or leader, but quite risky)
 
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You raise some good points, the chainsword and laspistol are worth 35 credits, which is also the price of a needle rifle. Yeah, that's a switch right there.
I have the creds left to add a lasgun on the plasma carrier.
I thought a power sword would be a decent CC weapon on its own ?
Should I remove a juve to go with the full combi-bolter/shock-whip combo on the leader ?
 
++ Gang (Escher) [995 Credits, 14 Weapon slot] ++

+ Fighters +

Champion [200 Credits, 2 Weapon slot]

. Weapons: Lasgun, Plasma Gun

Champion [170 Credits, 2 Weapon slot]
. Weapons: Chainsword, Plasma Pistol

Ganger [55 Credits, 1 Weapon slot]
. Weapons: Lasgun

Ganger [55 Credits, 1 Weapon slot]
. Weapons: Lasgun

Ganger [80 Credits, 1 Weapon slot]
. Weapons: Shotgun

Ganger [65 Credits, 1 Weapon slot]
. Weapons: Autogun

Ganger [90 Credits, 2 Weapon slot]
. Weapons: Lasgun, Needle Rifle

Juve [50 Credits, 2 Weapon slot]
. Weapons: Autopistol, Stiletto Knife

Leader [230 Credits, 2 Weapon slot]
. Weapons: Bolter/needler combi-weapon, Stiletto Sword

+ Headquarters +

Gang Headquarters

++ Total: [995 Credits, 14 Weapon slot] ++


Created with BattleScribe

Perhaps like this (not finetuned)? Toxin sword (chem synth later)or whip and later perhaps even 2 whips (5 shock attacks on the charge out of 3")is personal taste.

Damn. Ofcourse stubgun on juve.
 
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I like it, that's pretty close to what I'd go for.
The second champion is the only one I'm not sure about. I'm not saying it's bad at all, I just feel it's a little too CC-focused. Not that a plasma pistol is a bad thing to blast people with, mind.
I'd probably go for the shock whip/combi bolter on the leader to stay with the base mini, and a double stiletto knife combo for the juve. It's not like she's going to shoot anyone with BS5+ anyway, so coolness will prevail against common sense there.

What skills would you pick for the leader/champions ?
 
Less cc focus could be needler and toxinsword + chem synth asap (your champ was even more cc focused ;))
Your skill choice was good. Overseer and 2 times spring up is stronger... boring.
 
The second champion's loadout was based on the mini that carries a lasgun on a shoulder, and a knife, Reina in the booklet.
I thought it was a cool pose, and upgraded the knife to a power sword, for "close encounters".

So, what about this ?
It's down to 9 members, but probably more overall firepower.
Leader​
Combi Bolter, Shock Whip​
Inspirational​
Champion​
Plasma Gun, Lasgun​
Dodge​
Champion​
Plasma Pistol, Power Sword​
Spring Up​
Ganger​
Lasgun​
Ganger​
Lasgun​
Ganger​
Autogun​
Ganger​
Shotgun​
Ganger​
Needle rifle, Lasgun​
Juve​
Stubgun, Stiletto Knife​
 
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how does it fit? isnt this 1005. Sprint on Plasma Gunner is a good option 2 get in position.
 
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After getting HoI and much thinking, I have an Orlock gang I'm reasonnably happy with :

I have 30 creds left, what would you recommend ? I find 7 bodies a little on the low side, however I'm not sure what I should drop to afford another dude.
The respirator on the leader is there to account for the master-crafted bolter.
 
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Here's an Escher gang, optimized to only use components from the gang box, and the champion weapons set :
I really like that. A very potent gang that still has a lot of variation in it.
After getting HoI and much thinking, I have an Orlock gang I'm reasonnably happy with :

I have 30 creds left, what would you recommend ? I find 7 bodies a little on the low side, however I'm not sure what I should drop to afford another dude.
I would drop a combat shotgun or two. A regular shotgun is cheaper and almost as good.

And the power knife on the leader serves no purpose.

You could also exchange the plasma gun for a boltgun.
 
Personally I would try to make one of the Escher champions into a close combat fighter by switching a boltgun for a plasma pistol is also look at a different skill than spring up on the boltgun armed champion just for a bit of variety.

The Orlock gang could do with switching the combat shotgun gangers for something cheaper just to get your numbers up. Dropping the back up weapons (power knife on leader and stub gun on champion) to start will also help with that and you should be able to end up with one ganger with combat shotgun/boltgun and two gangers with autoguns or all three with shotguns.
 
Thanks for the comments !
I think the Escher gang is fine as is, with a focus on speed and long(ish) range fire. Getting a deathmaiden to murder things up close is a goal once things are running.
Edit : What would you suggest for alternative skills ?

By switching the powerknife for a stubber (bolters do go OOA often) on the leader, and the autopistols for stubbers on the wrecker, that's enough points saved to add another ganger with an autorifle. Since we're playing ZM, the combat shotguns stay, they're as good as it gets in that environment.
 
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Alrighty !
I have reworked the Golio gang, it might be a little brutal.
How nasty is it ?

The Tyrant is obviously buffed to the gills for defense, having Ferocity and Muscle as primary skills should unlock some interesting options. (Mandale is french slang for a hard slap, and unrelated to any recent TV series)
I like the fact the renderizer carrier is literaly too dumb to notice the danger.
Both the GL champion and specialist are unborn, to unlock shooting as a primary skill and get fast shot.
The stub cannon gangers (the BoZo brothers from now on) are there as literal meat shields.
The juve is there to open doors and walk in traps, he's pretty much expendable, but could still maul something here and there.
 
It's nasty for sure. But it can be improved.

Fast shot is good, but not nearly as good as trick shot. And I would have gone for shotguns all the way instead of stub cannons. Unless, possibly, there are more toughness 5 gangs in the campaign.
 
Ok, that's a bit of a surprise, why would trick shot be better than fast shot ?

Mr Anderson prefers using krak grenades over frag grenades so trick shot is better skill for actually hitting the target than fast shot.

If you intend to just be launching frags then fast shot may be situationally better when you can shoot two frag grenades, but trick shot will let you hit with krak grenades.