N18 Van Saar starting roster experiment

The other idea

Archeotek:
2H hammer (hammer game 2, maybe 10 credits with Savvy Trader)
Shock stave (Game 2, if allowed)
Mesh
Lasgun
Torsonic Omega (75 credits)
=250 credits
This looks fun, lol.
Doesn't a 2h hammer come with a -1 to hit penalty? Maybe not a strong choice for Van Saar?
 
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Doesn't a 2h hammer come with a -1 to hit penalty? Maybe not a strong choice for Van Saar?
It does. But if you're in base to base contact starting out, isn't that short range? The 2H Hammer isn't a "Versatile" weapon hitting at range. I would thinking you roll for the hammer hits 2x then push the enemy back 1" whete you then hit 2x with the shock stave.
 
It does. But if you're in base to base contact starting out, isn't that short range? The 2H Hammer isn't a "Versatile" weapon hitting at range. I would thinking you roll for the hammer hits 2x then push the enemy back 1" whete you then hit 2x with the shock stave.
With this E is the long range of the weapon so all hits will be at -1 with the thh, also if you knocked back from the cc it would count as your fight basic, so you could shoot them at that point but not then use the shock stave as well as it would be a 2nd repeat basic action.

If you are aiming to do knock backs then the shield is much better as it's not got a penalty to hit and boosts your save, you can then take a ranged weapon to shoot them with 2nd action and use in the combat too. (Yet again this is if your arbitrator allows archeotek to buy after game 1.)
You may find it will work best if you have a buddy for your cc hitter who is a shield knock-backer, who tanks whilst your arch counter changes with the (eg)power knife combo.
I'm going to be running a champ with shield, knife, supp laser and an arch with blaze Las-sub and knife as buddies in next gang.
I would also say that if you really want cc out put from an Archeotek the best weapon is the spider rig, but that is also the most costly...

Have you started using the gang creator on here, as once you have played about you can link the rest of the team as helps build a better framework for advice?
 
Nope. There are solid reasons that the most common loadouts are the most common. This isn't a well-balanced game.
Also, hence Goliaths have a couple of hammers with their stronger WS. Ive got an idea to bolster the Archoeteks with Bionics.
 
With this E is the long range of the weapon so all hits will be at -1 with the thh, also if you knocked back from the cc it would count as your fight basic, so you could shoot them at that point but not then use the shock stave as well as it would be a 2nd repeat basic action.

If you are aiming to do knock backs then the shield is much better as it's not got a penalty to hit and boosts your save, you can then take a ranged weapon to shoot them with 2nd action and use in the combat too. (Yet again this is if your arbitrator allows archeotek to buy after game 1.)
You may find it will work best if you have a buddy for your cc hitter who is a shield knock-backer, who tanks whilst your arch counter changes with the (eg)power knife combo.
I'm going to be running a champ with shield, knife, supp laser and an arch with blaze Las-sub and knife as buddies in next gang.
I would also say that if you really want cc out put from an Archeotek the best weapon is the spider rig, but that is also the most costly...

Have you started using the gang creator on here, as once you have played about you can link the rest of the team as helps build a better framework for advice?
I get how you're using the shield to draw priority and tank shots.

Im practiced with the Gang Creator.

As it stands:

My final Gang List

Prime:
Plasmagun
Lasgun
Mesh
Savvy Trader
=255cr

Archeotek #1 "tekno monk"
Lasgun
Mesh
Torsonic Gamma
Savvy Trader
=165

Archetek #2 "tekno monk"
Same load out
But torsonic alpha
Savvy Trader
=150

Tek (Specialist):
Plasma gun
Mesh
=180 cr

Neotek:
Lasgun
=70cr

Tek Merchant:
55 cr

3x Subteks:
Lasguns
135 cr

Gang Total= 1000 credits

Stategy notes:
Pin with Lasguns,
Use a plasma gun on either side to try and shoot down Stimmers and Death Maidens.
Counter charge with Archeoteks.

Long term, grow Neotek into Archeotek #3 w/Spider Rig, focus on acquiring "Spring Up", WS, Movement

Early Economy Campaign plan:
Use 3x Savvy Trader (-20 cr) and Tech Merch discount
(-D3×10) to get
______before Game 2:
Hystrar Shield @30 cr
Shock Stave @5cr
Power Knife @5cr
Power Knife @15cr-5cr @D3
=55cr-45cr expense +10cr lasgun on Tek (specialist)

Note: put weapons on Archeoteks, 2x Power Knives on Archeotek w/ Torsonic Gamma

_____Before Game 3:
-Bionic Leg +1M@5cr
-2x Bionic Arm @+1WS@25cr
-Consider d3 tech merchant discount on another Bionic Leg?
= 55cr-70cr
Note: tech merchant (+2), 3x Savvy Trader(+3), 1 leader, 2 champions visit(+4) will make all Bionics "common" or 7+ rarity.

Torsonic Gamma for Archeotek #2
@15 cr (wait to install with bionics if Archeotek has any injuries acquired)
Note: Consider installing Sindesxtrous Alpha 1x for each Archeotek if faxing House Goliath Chain axes.

_______Before Game 4
Use 3x Savvy Trader, d3 tech discount to equip 4x hotshot packs or 4x mesh or stock 3x more bionics.

Note: If income is growing, put credits into Arachni Rig, then phase out Tech Merchant for Brute Handler.
 
Last edited:
Ok, so I've spent some time thinking about your unusual build and have put together a prospective starting roster:

Prime w/ Plasma Pistol, Las Pistol, Shock Staff & Mesh Armor. Gunfighter.
Archaeotek w/ Las Pistol, Spider Rig, Mesh Armor & Torsonic Gamma. Fixer
Archaeotek w/ Plasma Pistol, Power Knife, Mesh Armor & Torsonic Gamma. Weaponsmith.
Tek Specialist w/ Lasgun, Las Pistol, Shock Staff & Mesh Armor.
Subtek w/ Lasgun, Las Pistol & Shock Staff.
Subtek w/ Lasgun & x2 Las Pistols.

6 models, 1000 pts.

It's far from optimized, but hits the wickets you've mentioned. The idea is that all of the Shock Staff fighters are able to provide assists to the two "melee" Archaeoteks by simply getting within 2" of the prospective targets, thus somewhat mitigating the less than stellar WS of the Archaeoteks.

If you started with this list and wanted to continue it in theme, I'd suggest first increasing your number of fighters and then adding a Hand Flamer, some shields and maybe a Meltagun. Hotshots for your las-weapons would be a good buy, too.

 
With this E is the long range of the weapon so all hits will be at -1 with the thh, also if you knocked back from the cc it would count as your fight basic, so you could shoot them at that point but not then use the shock stave as well as it would be a 2nd repeat basic action.

If you are aiming to do knock backs then the shield is much better as it's not got a penalty to hit and boosts your save, you can then take a ranged weapon to shoot them with 2nd action and use in the combat too. (Yet again this is if your arbitrator allows archeotek to buy after game 1.)
You may find it will work best if you have a buddy for your cc hitter who is a shield knock-backer, who tanks whilst your arch counter changes with the (eg)power knife combo.
I'm going to be running a champ with shield, knife, supp laser and an arch with blaze Las-sub and knife as buddies in next gang.
I would also say that if you really want cc out put from an Archeotek the best weapon is the spider rig, but that is also the most costly...

Have you started using the gang creator on here, as once you have played about you can link the rest of the team as helps build a better framework for advice?
I get how you're using the shield to draw priority and tank shots.

Im practiced with the Gang Creator.

As it stands:

My final Gang List

Prime:
Plasmagun
Lasgun
Mesh
Savvy Trader
=255cr

Archeotek #1 "tekno monk"
Lasgun
Mesh
Torsonic Gamma
Savvy Trader
=165

Archetek #2 "tekno monk"
Same load out
But torsonic alpha
Savvy Trader
=150

Tek (Specialist):
Plasma gun
Mesh
=180 cr

Neotek:
Lasgun
=70cr

Tek Merchant:
55 cr

3x Subteks:
Lasguns
135 cr

Gang Total= 1000 credits

Stategy notes:
Pin with Lasguns,
Use a plasma gun on either side to try and shoot down Stimmers and Death Maidens.
Counter charge with Archeteks
Early Economy Campaign plan:
Use 3x Savvy Trader (-20 cr) and Tech Merch discount (-D3×10) to get
______before Game 2:
Hystrar Shield @30 cr
Shock Stave @5cr
Power Knife @5cr
Power Knife @15cr-5cr @D3
=55cr-45cr expense +10cr lasgun on Tek (specialist)

Note: put weapons on Archeoteks, 2x Power Knives on Archeotek w/ Torsonic Gamma

_____Before Game 3:
-Bionic Leg +1M@5cr
-2x Bionic Arm @+1WS@25cr
-Consider d3 tech merchant discount on another Bionic Leg?
= 55cr-70cr
Note: tech merchant (+2), 3x Savvy Trader(+3), 1 leader, 2 champions visit(+4) will make all Bionics "common" or 7+ rarity.

Torsonic Gamma for Archeotek #2
@15 cr (wait to install with bionics if Archeotek has any injuries acquired)

_______Before Game 4
Use 3x Savvy Trader, d3 tech discount to equip 4x hotshot packs or 4x mesh or stock 3x more bionics.

Note: If income is growing, put credits into Arachni Rig, then phase out Tech Merchant for Brute Handler.
 
You're probably already aware, but the Tech Merchant is a hanger on so you'll need Arbitrator agreement to take it in your first game.
 
You're probably already aware, but the Tech Merchant is a hanger on so you'll need Arbitrator agreement to take it in your first game.
I'd hire him before game 2 if not allowed, would give me 1 more Subtek and a back up lasgun, no biggy.
 
Ok, so I've spent some time thinking about your unusual build and have put together a prospective starting roster:

Prime w/ Plasma Pistol, Las Pistol, Shock Staff & Mesh Armor. Gunfighter.
Archaeotek w/ Las Pistol, Spider Rig, Mesh Armor & Torsonic Gamma. Fixer
Archaeotek w/ Plasma Pistol, Power Knife, Mesh Armor & Torsonic Gamma. Weaponsmith.
Tek Specialist w/ Lasgun, Las Pistol, Shock Staff & Mesh Armor.
Subtek w/ Lasgun, Las Pistol & Shock Staff.
Subtek w/ Lasgun & x2 Las Pistols.

6 models, 1000 pts.

It's far from optimized, but hits the wickets you've mentioned. The idea is that all of the Shock Staff fighters are able to provide assists to the two "melee" Archaeoteks by simply getting within 2" of the prospective targets, thus somewhat mitigating the less than stellar WS of the Archaeoteks.

If you started with this list and wanted to continue it in theme, I'd suggest first increasing your number of fighters and then adding a Hand Flamer, some shields and maybe a Meltagun. Hotshots for your las-weapons would be a good buy, too.

Neat ideas. Your assist theory was what I was wanting to do with my original CC list with mass Subteks. It would have allowed an Archeotek with a juve on each side if they aren't pinned. Typically outnumbering unpinned Goliaths by at least 2vs1.
 
Also, the other thing I just realized is Flails give +1WS & +1S, which might make them very good. Im going to have to adjust a loadout.
 
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Something to bear in mind is that Archeoteks can't do group activations, so with both your champs being Archeoteks your Prime is your only group activator - you may find yourself unable/struggling to pull off some of the tactical plays you need or want to. All that said, I'm always mulling over how to squeeze some cc capability in to a gang - Archeoteks can be perfectly serviceable, just not full on murder machines. I wish there was something passable to be done with gangers without needing a WS upgrade......best I've come to is shield, probably power knife and then maybe a frenzon collar and cross my fingers! But it's a lot of creds sunk in to a model that is only "ok"......I see that as the main issue, nothing wrong with being "ok" in cc, but not for a premium amount of creds.....
 
https://yaktribe.games/underhive/gang/assault_saars.367633/
If I was aiming to get more up close and personal. The arch and LD act as as centre table push with subteks as cover fire, while two neoteks flank and attempt to flyby hit or charging anyone by a ledge to knockback off with the shields.
Ps yet again archeoteks aren't allowed a lasgun, carbine or suppression las, their house's signature basic weapons at creation...
You can have a pistol or rad beamer, but that's it...