Doesn't a 2h hammer come with a -1 to hit penalty? Maybe not a strong choice for Van Saar?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.
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.Doesn't a 2h hammer come with a -1 to hit penalty? Maybe not a strong choice for Van Saar?
Not a good choice for anyone, but worse for a fighter who starts with WS4.Doesn't a 2h hammer come with a -1 to hit penalty? Maybe not a strong choice for Van Saar?
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.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.
Darn. I thought the 2H Hammer might save on shield cost for a similar effect.Not a good choice for anyone, but worse for a fighter who starts with WS4.
Also, hence Goliaths have a couple of hammers with their stronger WS. Ive got an idea to bolster the Archoeteks with Bionics.Nope. There are solid reasons that the most common loadouts are the most common. This isn't a well-balanced game.
I get how you're using the shield to draw priority and tank shots.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.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'd hire him before game 2 if not allowed, would give me 1 more Subtek and a back up lasgun, no biggy.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.
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.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.
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