N18 Van Saar Starting List - New to the game, and looking for opinions :)

Vurrunna

New Member
Aug 22, 2017
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Hello there!

I'm starting a Necromunda campaign for the first time alongside my brother, and wanted some advice on my Van Saar loadout (which I'm building as an Adeptus Mechanicus squad, just using the Van Saat stats as proxies):



Adeptus Mechanicus Gang [1,000 cr]

Varya Lizkov - Admech Leader [130 cr]
*SKILL: Mentor
- Mastercrafted Lasgun [15 cr]
- Hotshot Laspack [20 cr]
- Laspistol [5 cr]
- Mesh Armour [15 cr]


Karlisle Schteinmetz - Admech Augmek Champion [110 cr]
*SKILL: Marksman
- Lasgun [10 cr]
- Hotshot Laspack [20 cr]
- Mesh Armour [15 cr]


Piotr Kolenski - Admech Augmek Champion [110 cr]
*SKILL: Fixer
- Lasgun [10 cr]
- Mesh Armour [15 cr]


Maria Skłodowska - Admech Augmek Champion [110 cr]
*SKILL: Fast Shot
- Mastercrafted Lascarbine [25 cr]
- Mesh Armor [15 cr]


Klaus-XIXg - Admech Ganger [65 cr]
- Lascarbine [20 cr]
- Flak Armor [10 cr]


Alb-44.43 - Admech Ganger [65 cr]
- Lascarbine [20 cr]
- Flak Armor [10 cr]


Rex-0.008/Q - Admech Ganger [65 cr]
- Lascarbine [20 cr]
- Flak Armor [10 cr]


Alleczi Vinogradov - Admech Subtek [35 cr]
- Lasgun [10 cr]

Rho-3 - Admech Subtek [35 cr]
- Lasgun [10 cr]



My brother and I plan on playing pretty casually (stuff like discussing how we plan to play our forces, so that the other can be ready to deal with it and not be surprised by what we can do and all that), but I just wanted to make sure the list I was building wasn't utterly terrible or somesuch. While looking around, I noticed a lot of people were focusing on Special/Heavy Weapons, which worried me since I really liked the look of the basic Lasgun/Lascarbine, as well as the Longlas/Longrifle (I figure if I'm already playing the Ranged gang, I may as well push the point and go real long range).

An earlier version of my list had one less Champion so I could give one of them a Lascannon, but I worried that I'd be putting too many of my eggs in one basket--that one guy would be able to do some serious damage, but 1) he'd have to be able to see his target (and having a Doom Laser on the field is a great incentive for enemy models to hide), and 2) if he went down, that'd be a good 1/4th of my points. I figured the greater reliability of more numbers would be safer, and probably more fun for me in the long run (I just like having a lot of pew-pew in my force, hence my gang choice).

Beyond weapons, I was also wondering if my Skills were looking alright, or if there are certain Skills I should focus on. Originally my Leader was gonna take Overseer to help double-up the Lascannon, but since I dropped that I figured giving a boost to EXP would be nice (that way I could stack her with my Juves and try to level them up quick). I also took Fixer to give me some more Credits to throw around, though I'm not sure how useful those two Skills are in the long run.

Any advice on my list is well appreciated; thanks in advance!
-- Vurrunna
 
Jan 12, 2021
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Hi there!

While looking around, I noticed a lot of people were focusing on Special/Heavy Weapons, which worried me since I really liked the look of the basic Lasgun/Lascarbine, as well as the Longlas/Longrifle (I figure if I'm already playing the Ranged gang, I may as well push the point and go real long range).
I'm not entirely sure how to approach this. Van Saar really benefit from having at least two plasma weapons from the outset, with the main limitations being that they're your cheapest special weapon at 100 credits, and you must have at least half of your gang members comprised of gangers, juves, and prospects.

As cool as lascarbines are, you're really better off getting autoguns from the trading post to save on 5 credits each and gain future expansion into special ammo beyond focusing crystals. Same with the long las - you're better off going to the trading post and paying the additional 10 credits on a Seek Rare Item roll for the superior long rifle. 10-credit lasguns on the other hand are really good at what they do, and can be equipped with hotshot laspacks for that +1 S and -1 AP.

An earlier version of my list had one less Champion so I could give one of them a Lascannon, but I worried that I'd be putting too many of my eggs in one basket--that one guy would be able to do some serious damage, but 1) he'd have to be able to see his target (and having a Doom Laser on the field is a great incentive for enemy models to hide), and 2) if he went down, that'd be a good 1/4th of my points. I figured the greater reliability of more numbers would be safer, and probably more fun for me in the long run (I just like having a lot of pew-pew in my force, hence my gang choice).

As you point out, taking heavy weapons in a starting gang is counterproductive, purely because of how expensive it gets to accommodate even one when you need all the bodies you can muster. Few gangs like Goliath can afford to do so, and unfortunately Van Saar really aren't one of them.

Originally my Leader was gonna take Overseer to help double-up the Lascannon, but since I dropped that I figured giving a boost to EXP would be nice (that way I could stack her with my Juves and try to level them up quick). I also took Fixer to give me some more Credits to throw around, though I'm not sure how useful those two Skills are in the long run.


Fixer isn't a particularly valuable Savant skill for Van Saar. It can help in a pinch for post-battle cash flow (unless that fighter is taken out of commission), but when you're starting off you really want your gang to be combat effective overall. Munitioneer is a much more valuable one to take as a first skill, especially when you start rocking the scarce weapons like plasma, melta or bolters.

I noticed the one Augmek with Marksman (I presume you intend on him being your sniper?). If this were a gang with mediocre Cool attributes across the board, Marksman would make sense. Unfortunately, Augmeks and Archeoteks have a 72% chance of passing their 6+ Cool checks to ignore the closest target, making the Marksman skill less useful overall. Fast Shot on the other hand is a definite keeper on any fighter you intend on equipping with basic or special weapons.

Another option to think of is Hip Shooting, which is especially useful on any fighter you intend on giving short range firepower to, be it a flamer, suppression laser/shotgun, or even melta. It can be a bit gimmicky, but the Run & Gun (Double) action is nothing to balk at, especially with an Augmek who can afford to eat a -1 penalty to hit (I wouldn't advise wasting their 2+ BS on a template weapon at all - leave that to a specialist or champion graduated from a Subtek or Neotek).

Overseer can still have its uses when paired with other fighters. It's especially dangerous when used in conjunction with a fighter with Hip Shooting or Fast Shot - the former for ridiculous mobility and firepower to bear, the latter for how many potential shots you can dump on your foes). Still, being able to level up your gangers and make them more useful to you is plenty useful.
 
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Heart of Storm

Gang Hero
Mar 8, 2019
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I like the gang, in that its a different way to play Van Saar, emphasising bodies over cool tools, most people try to spam as many combi las/plasma weapons as they can so its nice to see something different.

On las carbines, if you think they look cool thats as good a reason as any to take them, Necromunda isn't meant to be a win-at-all-costs hyper competitive game, the attitude you and your brother are taking to this, of playing casual and having a good time is the best way to approach this game.

My only thought for you to consider is the list IS a little samey, which may make it s bit boring for you to play, having a cool gun or two doesnt just make your gang stronger, it makes it more interesting to play with and against, suddenly you have a high threat model your opponent is trying to eliminate and stay out of range of, and you have someone your trying to protect whilst get the most damage out of.
 

mateyboy3000

Gang Champion
May 29, 2017
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As cool as lascarbines are, you're really better off getting autoguns from the trading post to save on 5 credits each and gain future expansion into special ammo beyond focusing crystals. Same with the long las - you're better off going to the trading post and paying the additional 10 credits on a Seek Rare Item roll for the superior long rifle. 10-credit lasguns on the other hand are really good at what they do, and can be equipped with hotshot laspacks for that +1 S and -1 AP.
I'm assuming you haven't read house of artifice or any of the house books in general here because this doesn't work. Gangers are locked to weapons on their house list so autoguns are off the table completely. (applies to all house gangs)

I also want to point out that you would be going to the trading post for a long Las as well so you would only be making a rarity roll for the long rifle which has over 50% chance of succeeding with no leader/champion help, its not exactly hard to get a rifle
 
Jan 12, 2021
83
117
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I'm assuming you haven't read house of artifice or any of the house books in general here because this doesn't work. Gangers are locked to weapons on their house list so autoguns are off the table completely. (applies to all house gangs)

I also want to point out that you would be going to the trading post for a long Las as well so you would only be making a rarity roll for the long rifle which has over 50% chance of succeeding with no leader/champion help, its not exactly hard to get a rifle
Thanks for the reminder. It had slipped my mind at the time of posting.
 
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