N18 Van Saar for new campaign - thoughts appreciated!

Multi melta is absolutely king of the pile in my book, followed by Heavy Bolter, Autocannon and then Missile Launcher.
 
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On mass Van Saar have a great deal of firepower to hurl around. I won a gunk war battle from the new succession book. Drenching the ring of fire with radcannon, plasma cannon, hot shot las fire and at one point a rapid fire three plasma gun, via a hyper loader tactic card, was more than enough to beat lady Credo and her outcasts tooled up to the nines.

A Van Saar gang by the time it has enough credits to splurge on more varied heavy weapons can afford to pick odd ones such as the seismic cannon the rest of the gang will lay down enough firepower to cover less optimal weapons that are still fun. No one likes being on the bad end of a trio of melta or las cannons.
 
Also read the archoteks weapon options via trading posts carefully. Combining weapon Smith and gageteer with the ocular cybernetics they come with (why choose any other?) And all but the plasma melta cannons and harpoon launcher all become super awesome even if a usually poor choice.
 
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Seems too expensive for what it does and looks like candidate no 1 for one dice syndrome.

I generally like my heavy weapons to be of the multi shot or template variety.
 
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I prefer the cheaper mining laser unless insanely rich over the lascannon. Is cheap still hits hard I don't depend on knock back and I can get two suits of mesh for the discount

While in theory it suffers at range you are rarely in need of ranges of over 18" especially in zone mortalis and terrain chocker other boards
 
I prefer the cheaper mining laser unless insanely rich over the lascannon. Is cheap still hits hard I don't depend on knock back and I can get two suits of mesh for the discount

While in theory it suffers at range you are rarely in need of ranges of over 18" especially in zone mortalis and terrain chocker other boards
I'm a few games away from heavy weapon purchases, but do fancy heavy bolter on an Archeotek........in the mean time I have a few creds to spend. Currently have two plas guns and a handflamer as the main "threat" (also have leader, two champs, one ganger, a neotek and 4 subteks, so body count is ok).......I can go for a grenade launcher, a bolter or something like a long rifle plus infra sight. I could also spend more on some grenades or incendiary charges, but I'm tempted to use remaining creds to get uphive rainments early for long term income (rolled max on my TP rarity and used meader and champ + modifiers, got 110 creds total)
 
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Everyone should get uphive rainments as soon as possible although I assume the cawdor one is only a hat or helmet they bothered to wash.

You look like you have a good range of special weapons already an in your plan. Personally not a fan of any flamers but I can never seem to set people on fire the dice gods appear to abandon me on the Blaze trait. Two plasma guns will always do great work.

If you are willing to go trade post projectile weapon I would definitely go for grenade launcher and make sure to get additional smoke grenades for it. RAW are a bit broken but they allow you to go out of ammo on the 6+ Krak grenade then rereoll the whole thing with the 4+ smoke grenade.

Personally I shy away from heavy weapons on mass unless I have huge income to afford suspensors on every heavy weapon. Most of the special weapon versions hit hard enough to do thier job and give you the opportunity to advance, or being Van Saar dash for cover. Also if you want to play ash wastes campaigns or the new succession campaign where your fighter can gain a dirt bike or funky equivalent, (I kitbashed green goblin like hover gliders) you can take your plasma gun or what ever with you and zoom around the board while you have to leave the lascannon at home
 
Very tempted by the GL.....but can't deny the potential number of D2 hits from the bolter..... we're playing lasting injury rolls = number of OOO rolls, so bolter helps keep up in that regard
 
IMO, the Boltgun is the best gun for the Archeotek because they have the skill access to make it Plentiful, adressing the weapon's only real weakness.
I like a Grenade Launcher best on a Prime. It's a nice way of preventing Plasma Gun spam, which is effective, but rather boring.
 
Very tempted by the GL.....but can't deny the potential number of D2 hits from the bolter..... we're playing lasting injury rolls = number of OOO rolls, so bolter helps keep up in that regard
You'll probably change your tune as soon as someone fields a sever weapon on a combat specialist, even moreso if its a paired heavy cleaver CGC fighter (this specific combo is conducive to getting 4+ ooa rolls as its D2 auto ooa from sever on a 6A charge 2+ws)
 
My compatriots only do one lasting injury per fighter per our of action result. Less clunky, it keeps gangs active without penalising them for unlucky rolls and damage 2+ weapons are strong enough without making all your opponents brand new models worthless upon touching a corpse grinder.

Less realistic but more fun for everyone. The game could easily be ruined for new players with multiple lasting injury results on thier gang members on thier first try.