N18 Starting Slave Ogryn

Goldstriker

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Dec 26, 2020
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So I'm new to Necromunda and got a slave ogryn kit for christmas. Real stoked to build them. But they're unbuilt currently. Anyway. Got a handful of questions and a list to critique. First, list.

Overboss - 220 Commanding Presence
Paired Augmetic Fists, Furnace Plates

Underboss - 220 Iron Man
Axe, Lascutter, Furnace Plates, Blasting Charges

Underboss - 205 Naaargah!!!
Arc Welder, Incendiary Charges, Furnace Plates

Ogryn - 160
Axe, Brute Cleaver, Blasting Charges, Furnace Plates

Lobo-Slave - 95
Hazard Suit, Spudjacker

Lobo-Slave - 100
Hazard Suit, 2x Axe

1000 even, 6 bodies

Questions
Do I need a second weapon on my Arc Welder boss?
What do you speculate the chances are of FW releasing a kit of weapons for these guys? Ought I wait a bit before I build them?
Is a Storm Welder really that bad? I love the look of the sort of arm-mounted cannon, but all I've read is that it's 100% ass.
Since I don't have much of a weapons choice, would anyone be weird about me counting any sort of bladed weapon as an axe?
Is the general consensus that you ought to mix the IG Bullgryn with the Slaves? At the very least they have some neat weapons and the bodies would do well for the bosses moreso than the slaves, right?
 

BranBuccarcher

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You may find ork weapons fit pretty well if you can find some, some of the IG stuff carries over, but you'll need to do a lot of chopping around shoulders.
Unfortunately the ogryn gang box gives you only just enough to make the models in the instruction book and that's it....
 

almic85

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I would strongly recommend not giving your slave ogryn a second hand weapon. The reason being that you need to split your attacks evenly between the two close combat weapons and you will end up missing out on attacking with your augmetic weapons because you have to use your axe. So your underboss with a lascutter and axe on the charge is going to attack with 2 lascutter attacks and 2 axe attacks rather than 3 las cutter attacks.

Also it would be worthwhile switching the skills on the two under bosses as the fighter with Naaargah can’t actually attack with his arc welder as his final single action while the las cutter can because its versatile. Naaargah let’s you make a double action then a single action so you can only charge on the first double action.

Also Commanding presence is a very ordinary skill and is even worse with a low model count. You will be better off with Iron Will if you are worried about low model count or any of the muscle skills that will keep your leader on the table (Walk it Off, Iron Man, etc).

Edit: I also second the Ork Nob sprue for extra weapon options and arms. The hands look a bit too big and the arms a little bit out of proportion but they work.

The bullgryns look good for armoured up ogryns, so anyone that takes carapace armour or an armoured under suit would look good with their bodies.

Some of the AoS Ogors (mostly man eaters) look like they could also make some colourful conversion pieces as if they don’t take augmetic weapons they are really just fighting with clubs and axes.
 
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Goldstriker

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Dec 26, 2020
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I would strongly recommend not giving your slave ogryn a second hand weapon. The reason being that you need to split your attacks evenly between the two close combat weapons and you will end up missing out on attacking with your augmetic weapons because you have to use your axe. So your underboss with a lascutter and axe on the charge is going to attack with 2 lascutter attacks and 2 axe attacks rather than 3 las cutter attacks.

Also it would be worthwhile switching the skills on the two under bosses as the fighter with Naaargah can’t actually attack with his arc welder as his final single action while the las cutter can because its versatile. Naaargah let’s you make a double action then a single action so you can only charge on the first double action.

Also Commanding presence is a very ordinary skill and is even worse with a low model count. You will be better off with Iron Will if you are worried about low model count or any of the muscle skills that will keep your leader on the table (Walk it Off, Iron Man, etc).

Edit: I also second the Ork Nob sprue for extra weapon options and arms. The hands look a bit too big and the arms a little bit out of proportion but they work.

The bullgryns look good for armoured up ogryns, so anyone that takes carapace armour or an armoured under suit would look good with their bodies.

Some of the AoS Ogors (mostly man eaters) look like they could also make some colourful conversion pieces as if they don’t take augmetic weapons they are really just fighting with clubs and axes.

Some really good advice here. I've also heard somethings about having to roll firepower with the lascutter while in melee. Wouldn't that just make it a much worse weapon? I will retool the list a little bit. I didn't give the slave ogryn any augmetics, so it feels a bit of a waste. I can swap his gear out and get him something fancy.

I was mainly unsure on skills on all three, because I'm only vaguely aware of how the game is run. I've seen some people recommend putting Naaargah on every boss just so you have the option. It might be something I have to play around with.

And bits wise, I've looked at the AoS ogors but I'm not a sculpting wizard. I don't think I can make them look techy enough to fit into the 40k universe. The IG Ogryns i was considering using as the basis for my bosses since they're larger and have the option of carapace armor. But they do look very different next to the Slave Ogryns. I've yet to decide lol
 

BranBuccarcher

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The shoulder pads from the gaurd set can do wonders for hiding messy shoulder joints, I'm just working out how to "Enforcer" one of my ogryns up at the moment, he has one of the bullgryn clubs and an Aug fist with a pair of bullgryn shoulder pads so far.
 
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Aulenback

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The shoulder pads from the gaurd set can do wonders for hiding messy shoulder joints, I'm just working out how to "Enforcer" one of my ogryns up at the moment, he has one of the bullgryn clubs and an Aug fist with a pair of bullgryn shoulder pads so far.
Ork shoulder pads too seem likely to be good for that sort of thing, and have that "escaped pit slaves cobbled together gear" look to boot.
 
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almic85

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@Goldstriker people seem to think Naaargah is the best skill in the muscle tree because it gives you an extra action (and guarantees pinning which can be good for cover) but I’m not convinced that it is that great unless it comes with a versatile weapon to allow the double move and fight.

I do think that Iron Man and Walk It Off are the two best ones you can get as they will keep your fighters on the table for longer.

If it’s for a campaign I would recommend going lighter on some of the equipment of it means getting a better augmetic weapon to start, but it also helps having a few grenades in there as your guys don’t shoot otherwise.

I’ve built two lists for them myself to try in an upcoming campaign.

This one was built for a “standard” dominion campaign (https://yaktribe.games/underhive/gang/abhuman_liberation_front.141164/) where you are unlikely to get additional fighters easily from territories or boons.

This one was built specifically for a Dark Uprising campaign (https://yaktribe.games/underhive/gang/copy_of_abhuman_liberation_front.149835/) where you are significantly more likely to get free fighters and juves at the start of the campaign.

Here’s a couple of photos of my ogryns as well which have been converted using Ork Nob arms.

 
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Goldstriker

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@Goldstriker people seem to think Naaargah is the best skill in the muscle tree because it gives you an extra action (and guarantees pinning which can be good for cover) but I’m not convinced that it is that great unless it comes with a versatile weapon to allow the double move and fight.

I do think that Iron Man and Walk It Off are the two best ones you can get as they will keep your fighters on the table for longer.

If it’s for a campaign I would recommend going lighter on some of the equipment of it means getting a better augmetic weapon to start, but it also helps having a few grenades in there as your guys don’t shoot otherwise.

I’ve built two lists for them myself to try in an upcoming campaign.

This one was built for a “standard” dominion campaign (https://yaktribe.games/underhive/gang/abhuman_liberation_front.141164/) where you are unlikely to get additional fighters easily from territories or boons.

This one was built specifically for a Dark Uprising campaign (https://yaktribe.games/underhive/gang/copy_of_abhuman_liberation_front.149835/) where you are significantly more likely to get free fighters and juves at the start of the campaign.

Here’s a couple of photos of my ogryns as well which have been converted using Ork Nob arms.


Good shout on the skills. I liked the look of those too. Naaargah seems to be good on the onset with a lascutter, I just wish the lascutter wasn't so janky to use, with the three firepower dice every time I swing it. I'm hesitant to take it, but we'll see.

Here's the revised list.

Overboss - 245 Walk It Off
Paired Augmetic Fists, Furnace Plates, Armored Undersuit

Underboss - 220 Naaargah!!!
Axe, Lascutter, Furnace Plates, Blasting Charges

Underboss - 205 Iron Man
Arc Welder, Incendiary Charges, Furnace Plates

Ogryn - 160
Augmetic Fist, Furnace Plates

Lobo-Slave - 95
Hazard Suit, Spudjacker

Lobo-Slave - 100
Hazard Suit, 2x Axe

Not too different but it mainly relies on if I want the lascutter or not. If not, it's not an hard swap to give him an Arc Welder or something like that instead. I think I have a solid base to build from.
 

BranBuccarcher

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You don't always have to roll all the firepower dice if don't want to, it's up to 3 dice so you can just roll 1 or 2 if you want to play safer.
 

Goldstriker

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You don't always have to roll all the firepower dice if don't want to, it's up to 3 dice so you can just roll 1 or 2 if you want to play safer.

From another thread
"Re: the Las Cutter/Melee weapons with ammo check numbers situation, a Yaktribes member asked GW for clarification and they said that an ammo die needs to be rolled for each attack, so a charging Champ with 3 attacks, using a Las Cutter, would need to roll 3 ammo dice at the same time. No clarification on whether all those Attacks are rolled simultaneously tho, or one at a time..."

So I think you have to roll all three. But I guess if I have alternative weapons, I don't always have to use the lascutter. It's more of a 'mega intense overkill' kind of weapon.
 
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almic85

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I think BranBuccarcher may have thought that each attack had 3 ammo dice as opposed to each of the three attacks needing to roll its own ammo dice.

Also be careful about believing third party information. If there is a question on the rules you should be sending it through to the Necromunda FAQ email yourself NecromundaFAQ@gwplc.com

They usually answer directly but the more a question gets asked the more likely it is to appear in an actual FAQ.
 

Goldstriker

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Dec 26, 2020
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I think BranBuccarcher may have thought that each attack had 3 ammo dice as opposed to each of the three attacks needing to roll its own ammo dice.

Also be careful about believing third party information. If there is a question on the rules you should be sending it through to the Necromunda FAQ email yourself NecromundaFAQ@gwplc.com

They usually answer directly but the more a question gets asked the more likely it is to appear in an actual FAQ.

That's true. I hadn't considered that interpretation. Saying that, though, the statement that a lascutter is all but unnecessary vs 90% of opponents also stands true. You'll rarely need a Lascannon to melt a ganger, especially since you're S6 usually anyway. I'd like to have the option of another weapon but the rock saw/cutter is egregiously expensive. And there's no reason to not get an Augmetic weapon starting out. Even if it's just a fist.

It's mildly disappointing.
 

BranBuccarcher

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No I'm afraid your both to generous with your answers, I was actually caffeine deprived and completely misinterpreted the firepower dice thingy, partner has made me give up coffee and I have brain of Swiss cheese....

Like the models, really wishing I had an ork gubbinz bitz to raid now.

I really think that there needs to be a ripper gun weapon rule made or maybe add in can use any heavy weapon but always counts as scarce as they need a while to remember how to load it...
 

Vonvilkee

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No I'm afraid your both to generous with your answers, I was actually caffeine deprived and completely misinterpreted the firepower dice thingy, partner has made me give up coffee and I have brain of Swiss cheese....

Like the models, really wishing I had an ork gubbinz bitz to raid now.

I really think that there needs to be a ripper gun weapon rule made or maybe add in can use any heavy weapon but always counts as scarce as they need a while to remember how to load it...

I too wish there had been a black market entry allowing the purchase of a ripper gun! Combination range weapon and melee weapon as they are built to smack things based on their intended use case.
 
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Goldstriker

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After futzing a bit around with stuff, I've come to a couple conclusions. First here's my list and I'll go over it a little with what limited knowledge i have.


Here's the revised list.

Overboss - 220
Walk It Off
Paired Augmetic Fists, Furnace Plates

Underboss - 205
Iron Man
Arc Welder, Incendiary Charges, Furnace Plates

Underboss - 205
Naaargah!!!
Arc Welder, Furnace Plates, Blasting Charges

Ogryn - 170
Storm Welder, Furnace Plates

Lobo-Slave - 105
Hazard Suit, Axe, Spudjacker

Lobo-Slave - 100
Hazard Suit, 2x Axe

Boss with fists with a survivability skill is my first thing since I intend on making him a mammoth of defense with carapace and an undersuit, ideally. Both underbosses are equipped similarly, since arc welders are baller as hell. I included a Storm Welder lad mainly for fun, I don't intend to try and game the system. If I was going to do that, I'd play Corpse Grinders. Then there's the lobos who I kept cheap. I think this is pretty balanced, though a bit plain model wise. I was considering making a sort of Jet-Hammer to represent an Arc-Welder. It's an Arc-Hammer. I don't know. I'd rather there be variety amongst my lads as I want them to be like, guys who just beat up their construction site foreman and wandered out to fight *the man*. So you have the overboss, a heavy lifter. The first boss, the welder/fire safety. The second boss, the hammerer/debris cleanup. The fourth lad, the guy who gets dirty and mucks around with putting stuff together, and the two worker bees carrying whatever weapons they want. At least that's the way I see it.
 
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almic85

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I like the idea of a hammer representing an arc welder, but just in case you didn’t know the gloves without the cable are the augmetic fists and the gloves with the cable are the arc welders.

Someone with a bit more knowledge than me will have to tell you if it would actually be possible to arc weld with specialised gloves like that. I’m not sure that something as complicated as arc welding would actually suit an ogryn to be honest.
 

Goldstriker

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I like the idea of a hammer representing an arc welder, but just in case you didn’t know the gloves without the cable are the augmetic fists and the gloves with the cable are the arc welders.

Someone with a bit more knowledge than me will have to tell you if it would actually be possible to arc weld with specialised gloves like that. I’m not sure that something as complicated as arc welding would actually suit an ogryn to be honest.
My thinking is that they're basically short ranged Iron Man gloves. You know, shoot out a jet of superheated *something*. It explains the blaze part, at least.