Another Orlock starting gang thread (sorry!). Looking for thoughts from you fine folk on my gang for an upcoming campaign (assume dominion). I present to you the Sawmill Sluggers (working title...): https://yaktribe.games/underhive/gang/sawmill_sluggers.34227/ In summary: 1 x Leader with grenade launcher and savvy trader 1 x Boltgun champ with munitioneer 1 x Heavy stubber champ with nerves of steel 3 x shotgun gangers, 2 x autogun gangers 1 x dual stub pistol juve with dum-dums It should all be pretty self-explanatory as tactics are pretty Orlock standard fare. Heavy stubber to provide a modicum of long range threat and plenty of shotguns for the mid-range sweetspot. I've also gone for a savvy trader leader to help in the long-term campaign by getting special ammo quicker / increase chance of an suspensor early doors for the stubber. Big weakness is close combat and not much crowd control like flamers / webbers / toxin (although the latter are not available on day 1 anyway). I did make an alternate list with a heavy bolter champ / naked overseer leader combo but I kind of felt like the leader should put a shift in himself. Plus it feels slightly fluffy to give him something savant based, whilst still being pretty useful. Anyway, thoughts very welcome form those much more experienced than me (which is pretty much everyone) - thanks in advance!