NCE Wrecker gang advice

Twilite

Juve
Dec 18, 2021
36
11
8
Hey folks,

I’m just wanting advice for this gang of mine please, revolving around wreckers:

(185) Road Captain (Lucky, Rocksteady, or One Punch) (Munitioneer)
- Grenade Launcher, Mesh

(180) Arms Master (Blade Breaker) (Nerves of Steel)
- Arc Hammer, Mesh

(45) Specialist

(330) 6 Wreckers

(215) plasma pistol, demo charges, sawn-off, sawn-off, flail, hand flamer

(40) Grease Monkey

SOME NOTES:

a) The list of weapons will be assigned to the wreckers. Every comma is a different wrecker. I usually like to buy a big bunch of fighters in one go, and then sort out what to give them.

b) I don’t want to go the super fixer/too pretty thing. I don’t like getting too much credits more than others, although I will give the specialist too pretty later.

c) I am thinking of making the road captain a melee combatant (if so, I’ll need to change his skill), giving the launcher to the specialist, then getting 2 heavy weapon champions. After that I’ll likely get some dogs. I also want to give the arms master a full servo harness and carapace. Likely iron stare legendary name.

d) I know the specialist is unarmed right now. I only have one because I can only upgrade to a specialist by spending XP or at the start, I can’t upgrade on recruitment.

My idea is to have a gang that rarely bottles out, even if things go badly, and wins by attrition. So skills that boost endurance and bottle checks.

What are people’s thoughts? Thanks in advance!
 
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I think I understand your concept, but I honestly feel like the execution is a little lacking for a few reasons.

In a 1000cr gang, you should always have a leader and two champions; those fighters hold the rest of your gang together, do most of the killing and are a better value for the credits spent. You seem to be a Road Sergeant short in your list.

You're a bit light on firepower past 12". I realize this is a heavy Wrecker gang, but you're going to need some ranged firepower so that your opponents have to worry about getting shot while they're trying to shoot the approaching Wreckers. Grenade Launchers, Boltguns and Shotguns are your friends!

Your Wrecker loadouts aren't great. Plasma Pistols are back up/melee weapons for high power fancy fighters; they're probably a bit fancy for a Wrecker. Save it for your Captain after you get him a nice power weapon. Ideally, Wreckers get an Auto Pistol and either a Flail or a Chainsword. Demo Charges are an ok addition later on. The Hand Flamer is expensive, but possibly useful enough for taking one at the start.

So maybe do your gang like this:
Road Captain w/ Boltgun and Mesh Armor.
Arms Master w/ Shotgun, Executioner Ammo and Mesh Armor.
Road Sergeant w/ Grenade Launcher and Mesh Armor.
Specialist w/ Grenade Launcher.
Wrecker w/ Chain Sword and Auto Pistol.
X2 Wreckers w/ Flail and Auto Pistol.
Wrecker w/ Hand Flamer and Auto Pistol.

That's 1000cr. One fewer fighter than your list, but the same number of wounds, fewer/better Wreckers and some decent ranged threats.

For growth, you'd want some Gunners w/ Combat Shotguns soon and to equip your Arms Master and probably your Captain for melee, + armor for everyone.

Here's the list on Munda Manager.
 
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I think I understand your concept, but I honestly feel like the execution is a little lacking for a few reasons.

In a 1000cr gang, you should always have a leader and two champions; those fighters hold the rest of your gang together, do most of the killing and are a better value for the credits spent. You seem to be a Road Sergeant short in your list.

You're a bit light on firepower past 12". I realize this is a heavy Wrecker gang, but you're going to need some ranged firepower so that your opponents have to worry about getting shot while they're trying to shoot the approaching Wreckers. Grenade Launchers, Boltguns and Shotguns are your friends!

Your Wrecker loadouts aren't great. Plasma Pistols are back up/melee weapons for high power fancy fighters; they're probably a bit fancy for a Wrecker. Save it for your Captain after you get him a nice power weapon. Ideally, Wreckers get an Auto Pistol and either a Flail or a Chainsword. Demo Charges are an ok addition later on. The Hand Flamer is expensive, but possibly useful enough for taking one at the start.

So maybe do your gang like this:
Road Captain w/ Boltgun and Mesh Armor.
Arms Master w/ Shotgun, Executioner Ammo and Mesh Armor.
Road Sergeant w/ Grenade Launcher and Mesh Armor.
Specialist w/ Grenade Launcher.
Wrecker w/ Chain Sword and Auto Pistol.
X2 Wreckers w/ Flail and Auto Pistol.
Wrecker w/ Hand Flamer and Auto Pistol.

That's 1000cr. One fewer fighter than your list, but the same number of wounds, fewer/better Wreckers and some decent ranged threats.

For growth, you'd want some Gunners w/ Combat Shotguns soon and to equip your Arms Master and probably your Captain for melee, + armor for everyone.

Here's the list on Munda Manager.
Thanks for that! What sort of skills/legendary names do you suggest? My only concern with the list you provided (and the later progress) is it seems a lot slower than I would have liked. I definitely agree with having good heavies hanging back though.
 
For skills, Nerves of Steel will always be king. Shotgun Savant and Unstoppable are ok if you want to avoid duplication.
Regarding names, I'm partial to Iron Stare, Too Pretty For Primus and Lucky.

The list will be a little slower, but a lot more effective... and there's nothing stopping you from recruiting even Wreckers later on.
 
@Twilite Welcome to the forum!

Just to say, you've got the wrong tag on the thread; NCE is for Community Edition (derived from the older '95 rules), when you probably need N2#, where # completes the year of the rules version you're dealing with (i.e. N20-N25). This is probably tied to the year the book you're using was published.

You might want to edit your tag for clarity; I don't really know the newer version rulesets, so I can't really comment on the list building - I looked in because of the NCE tag - but my only comment would be that if you're rarely bottling out and winning by attrition, you'll probably end up with a lot of injuries that keep people out of fights, and you might end up in a weird "half in, half out" gang where you end up with pretty much half your gang alternating out with the other half every game due to injuries.

I say that as this was my experience when trying to play the newer ruleset many, many years ago, with me eventually going back to the older version for its simplicity; the rules may have changed during this time, and your mileage may vary.

I would presume that more people with a better grasp of the ruleset will give their insight over time, so hopefully you'll get a good list along the theme you want!
 
@Twilite Welcome to the forum!

Just to say, you've got the wrong tag on the thread; NCE is for Community Edition (derived from the older '95 rules), when you probably need N2#, where # completes the year of the rules version you're dealing with (i.e. N20-N25). This is probably tied to the year the book you're using was published.

You might want to edit your tag for clarity; I don't really know the newer version rulesets, so I can't really comment on the list building - I looked in because of the NCE tag - but my only comment would be that if you're rarely bottling out and winning by attrition, you'll probably end up with a lot of injuries that keep people out of fights, and you might end up in a weird "half in, half out" gang where you end up with pretty much half your gang alternating out with the other half every game due to injuries.

I say that as this was my experience when trying to play the newer ruleset many, many years ago, with me eventually going back to the older version for its simplicity; the rules may have changed during this time, and your mileage may vary.

I would presume that more people with a better grasp of the ruleset will give their insight over time, so hopefully you'll get a good list along the theme you want!
Oh, awesome! Thanks for that. That could be partly why I haven’t had many responses. The only tag options I could find were NCE, N18, ORB, and LRB. None really seemed to fit. Which one should I choose?

Do you think it’s worth editing my post to change it, or should I just re-post to bump it back up the list?
 
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Oh, awesome! Thanks for that. That could be partly why I haven’t had many responses. The only tag options I could find were NCE, N18, ORB, and LRB. None really seemed to fit. Which one should I choose?

Do you think it’s worth editing my post to change it, or should I just re-post to bump it back up the list?
The closest out of the given options would be N18 (when the Necromunda rules were first rehashed into the "modern" form), although it's possible that forum admins might contemplate adding more? It's the "awkwardness" that comes from GW re-issuing the rules repeatedly with various little changes, versus making erratas to a single edition of the game, that makes it perhaps difficult to easily assign a tag correctly.

ORB is the "Original RuleBook" from the 1990's; LRB is the "Living RuleBook" that came out in the early 2000's, just before GW closed their Specialist Games division and "mothballed" their skirmish-level games (stopped support and sales of those systems, and melted down the models and sold off the metal). NCE, as I mentioned, is the "Necromunda Community Edition", where fans combined aspects of the ORB and LRB versions and added additional tweaks and modifications.

You might be able to edit the thread title and change it; reposting the same thing would either dilute your responses (across two threads) or a moderator might just merge the two threads together anyway.
 
Ah, thanks a lot for that! I played back in the 90s, then started getting back into it around ‘22 (never played a game though of the new version!), so I’m very unfamiliar with all the different iterations! 🤣🤣

Maybe I’ll just do some more pondering on it, contemplate the two list ideas others have given me, and then post later when I have better thoughts.

Thanks for your help!
 
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