N18 The Squats: Shooting vs Melee Beginnings?

ThatGuyKit

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Nov 3, 2021
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Hello any and all fellow scummers: I have recently founded a squat gang as a boredom (and wallet) breaking adventure for a new campaign at my LGS. I played a demo game at 1k credits to discover that squat shooting is B R U T A L. This leads me to a few questions, but the one I would like to throw into the wilds of the forms feels unique to the squats, per fighter.

Considering the powerpack weapon options, would it be better to equip my basic (non-exo kyn) dudes with solid ranged options to add power pack weapons (PPWs) later, or vise versa?

It looks to me, that the basic squats would optimally start with decent ranged weapons and add PPWs as the campaign progresses (if not adding more gangers in the first place), while the exo suits get: bolt spitters. Makes sense, considering the exo suits fill the close combat option nicely.
 
The answer is pretty much 100% yes you're better equipping them with ranged weapons. They have crazy fire power. You could maybe make an argument for making your leader a CC build, just to switch things up a little and give you some answers at close range. But I think even there he's probably just as good with ranged weapons.

The only reason you'd prioritise PPWs is if you wanted to do it for flavour reasons. But it would be mechanically worse.
 
Given *how* effective Squat shooting is, I'd say there's a good compromise of going for two or three "more melee than optimal" choices of fighter is decent. So for an eight model gang, think maybe 3-4 melee-ish models.

But then "good shooting" for Squats does start with that damned autogun, so going relatively "optimal" for three bodies, like ×2 autogunners and ×1 boltgunner champion, and thrn given the remainder a bit of a hodge-podge of other equipment works well too.

For my part, I've never quite been able to stomach leaning "all guns, all the time!" on my Squats.

Maybe with more variety of weapon now with the Grenade Launchers and Exo-Master's shotgun... perhaps... 🤔
 
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Given *how* effective Squat shooting is, I'd say there's a good compromise of going for two or three "more melee than optimal" choices of fighter is decent. So for an eight model gang, think maybe 3-4 melee-ish models.

But then "good shooting" for Squats does start with that damned autogun, so going relatively "optimal" for three bodies, like ×2 autogunners and ×1 boltgunner champion, and thrn given the remainder a bit of a hodge-podge of other equipment works well too.

For my part, I've never quite been able to stomach leaning "all guns, all the time!" on my Squats.

Maybe with more variety of weapon now with the Grenade Launchers and Exo-Master's shotgun... perhaps... 🤔
Yeah it's a good point because their shooting is just so next level that you could even throw in a little bit of melee. The leader in particular could be a good pick with his high wounds and nasty CC options.
 
I generally recommend starting shooting heavy for any gang other than Corpse Grinders and Ogryns (because they can't).
There's always going to be a gunfight, there may or may not be a melee fight.
 
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I have a successful melee-plus-grenades GSC gang, but shooting is a simpler gang design in many ways. And grenades are effectively pistol-range shooting.
 
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The other side is pure practicality: getting into melee is a lot easier if you've a few folk providing cover fire.

Equally, it's easier to scare off chancers from your gunline if someone's there ready to crack heads.

Makes it a little less "all your eggs in one (type of) basket", you know?

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Unrelatedly, I got some Exo-kyn today, and it bugs me how ungodly expensive they become.

Not least, I fancy having one with two storm welders - Exo-Master? - and also one with two hydraulic drills. The latter, I expect, would do alright as a sort of "distraction" helper - for when a Nacht Ghul or Zerker or something is a bit too close for comfort, just Leeroy Jenkins the Hydraulic Drills in there and hope for some handy Entangling rolls.

Might not *win*, but enough to let someone else rock up and do some damage! 😅
 
Squat are a firepower gang primarily. By weight of firepower.
They lack the speed to charge headlong into combat and while they have solid options for melee they are best used as secondary weapons.
You can have melee specialist or two but treat them as defensive fighters to protect your Rapid Fire maniacs if the enemy manages to close.
 
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