N18 Van Saar Gang List, Close-ish Combat & No Plasma

iamspamiam

New Member
Apr 11, 2017
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Ello Folks,

First post and I've been musing out a Van Saar gang that may not be optimal but I have a plan on how I want to model them. I want to model them without the techie lasguns and plasma everywhere and have more of a Orlock approach for weapon selection so I plan to model them with conventional pistols and rifles for the counts as Las equivalents.

In terms of play I don't want to just go for just a typical long range gun line, so the leader and champions have closer range weapons and I have plans equip them for some close combat. I don't imagine they will seek close combat at all costs more as an opportunity arises.
Prime (Leader) - Fast Shot 130​
2 x MC Las Pistol 20​
Mesh Armour 15​
165​
Augmek (Champion) – Run & Gun 110​
Flamer 140​
Mesh Armour 15​
265​
Archeotek (Champion) – Gadgeteer 125​
2x Las Sub Carbine 30​
Mesh Armour 15​
145​
Archeotek (Champion) – Gadgeteer 125​
Las Pistol 5​
Mesh Armour 15​
145​
Tek (Specialist) 65​
Las Pistol 5​
70​
3 x Subtek (Juve) 35​
Lasgun 10​
45​

Total 950

Some fighters on the are quite light on kit as I wish to use the trading post to equip them rather than the restrictive House list.

The leader will get equipped with a grenade launcher and hot shot upgrades for the las pistols and should be full supporting role along side the lasgun juves.​
The Flamer champion will get a shield and a pistol or melee option.​
The Archeotek with the las sub carbines with rapid fire 2 (from Gadgeteer) should be fairly effective at close range according to some MathHammer I've done but may get some extra melee options​
The Barebones Archeotek will get bought either a bolter or combat shotgun and eventually a spider rig.​
The Specialist will get a melee weapon to take care of melee against less hardcore targets.​
I welcome any feedback regarding this approach, hopefully it won't make peoples eyes roll too much as while there may be some cheese (Lasgun Juves, Run & Gun Flamer or Fast Shot Grenade Laucher) but I've tried for a different kind of Van Saar lineup. I'm not sure how it will work out campaign wise so if anyone has tried something similar let me know.

Also there is a lose 50 cr left over, so I've been mulling over starting with a rogue doc or the new tech merchant what are peoples thoughts on hold back on kit and buying a hanger on at the start.
 
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I really like it (new skills, different approach) but have lots of questions - what is the campaign type and the campaign rules & house rules? Is it Eternal, Dominion, Law&Misrule, Turf, Uprising, something custom, etc? What are the rules on tactics and underdog cards? What are you allowing from the Books of?

The main issue is the flamer at 140 (in our campaign it is 80 to make it actually decent 😂). In the base game it's a tough sell - could you swap for actual cc weapons. Shock is always surprisingly nasty, I find, and power knives are not bad for sure. Equally a melyagun or gravgun could be fun!
 
Original and cool list. But you will struggle to win anything with it.

I don't know if you are playing ZM of SM, but if it's the latter I really advise against running this gang. Any decent opposition will completely stomp you into the ground, and it's probably not going to be fun for you. Once you get your hands on the grenade launchers and boltguns you are talking about you will be able to actually do something, but for the first couple of games you will be a complete punching bag.
 
Ta for the feedback, pretty much confirms my thoughts.

As far as the campaign type no details have been sorted yet plus it will likely be a while before such a thing can begin. Board wise I know this wouldn't end so well on 3D terrain due to the lack of range. I quite like the 2D tiles (has a Hero Quest vibe) and this gang is probably more setup for that.

Flamers are rather pricey but I'm rather attached to the idea, but a hand flamer could be a more economical option.

If alliances are in play then I have thoughts about the Corpse Guild to mitigate severe injury rolls, although the "This one's still moving" rule of the harvesting party has the potential to be brutal to both sides. However the harvesting party doesn't really fill the long range gap that well. The Iron Guild seem another good choice to help to get equipped more quickly and extra bodies could help fill the gaps in longer ranged firepower.

Re-checking the order things happen it seems hangers are purchased after the first game so a the benefit of a rogue doc wouldn't be available for that game, perhaps the spare 50 cr should buy some more toys instead.
 
Ello Folks,

First post and I've been musing out a Van Saar gang that may not be optimal but I have a plan on how I want to model them. I want to model them without the techie lasguns and plasma everywhere and have more of a Orlock approach for weapon selection so I plan to model them with conventional pistols and rifles for the counts as Las equivalents.

In terms of play I don't want to just go for just a typical long range gun line, so the leader and champions have closer range weapons and I have plans equip them for some close combat. I don't imagine they will seek close combat at all costs more as an opportunity arises.
Prime (Leader) - Fast Shot 130​
2 x MC Las Pistol 20​
Mesh Armour 15​
165​
Augmek (Champion) – Run & Gun 110​
Flamer 140​
Mesh Armour 15​
265​
Archeotek (Champion) – Gadgeteer 125​
2x Las Sub Carbine 30​
Mesh Armour 15​
145​
Archeotek (Champion) – Gadgeteer 125​
Las Pistol 5​
Mesh Armour 15​
145​
Tek (Specialist) 65​
Las Pistol 5​
70​
3 x Subtek (Juve) 35​
Lasgun 10​
45​

Total 950

Some fighters on the are quite light on kit as I wish to use the trading post to equip them rather than the restrictive House list.

The leader will get equipped with a grenade launcher and hot shot upgrades for the las pistols and should be full supporting role along side the lasgun juves.​
The Flamer champion will get a shield and a pistol or melee option.​
The Archeotek with the las sub carbines with rapid fire 2 (from Gadgeteer) should be fairly effective at close range according to some MathHammer I've done but may get some extra melee options​
The Barebones Archeotek will get bought either a bolter or combat shotgun and eventually a spider rig.​
The Specialist will get a melee weapon to take care of melee against less hardcore targets.​
I welcome any feedback regarding this approach, hopefully it won't make peoples eyes roll too much as while there may be some cheese (Lasgun Juves, Run & Gun Flamer or Fast Shot Grenade Laucher) but I've tried for a different kind of Van Saar lineup. I'm not sure how it will work out campaign wise so if anyone has tried something similar let me know.

Also there is a lose 50 cr left over, so I've been mulling over starting with a rogue doc or the new tech merchant what are peoples thoughts on hold back on kit and buying a hanger on at the start.
I'm currently working on a leader with a full servo harness a power fist and a hystar shield for Cc. I'm not sure how it's really going to work out but it will be interesting.
 
Threadomancy!

Eric: Your Prime will probably struggle tp earn his points. A 4" move and a 4+ WS means he'll have difficulty getting to combat quickly and is going to miss a lot. Definitely add a nice gun on him ASAP.

Octopus: Technically, you could, but it would be difficult in a 1000cr starting gang. You have to have at least as many Gangers/Juves as you have Champions/Leader. With those 3 Champions + a Prime, you'd need at least 4 Gangers or Juves. Van Saar are expensive, so you'd probably have to conserve points on equipment. Try it in the list builder and see what you come up with.
 
He's also armed with a plasma /las pistol combi weapon . Im hoping he will be a decent counter charging deterant effectively being strength 8 damage d3 with the harness/power fist . The toughness 4 helps out a bit as well.
 
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Hi nice list but in my opinion and practice flamer on augmek is waste of his 2+ BS i would put it on specialist who has it also available
 
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