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Thread: Playing a Cawdor gang

  1. #1
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    Playing a Cawdor gang

    My club has decided to play a Necromunda campain (about 6 of us). as none of us have played it before, has anyone got any tips?

    This is the Cawdor list i will be running. I will be facing at least 2 Van Saar lists, and probably Orlock and Escher for the others.

    The Chosen of the Carrion Lord Children of the Red Redemption

    Macbeth (Leader) – Knife, Auto Pistol, Chainsword – 160
    Heavy – Knife, Lasgun, Heavy Stubber – 205
    McGregor (Heavy) – Knife, Auto Pistol, Flamer – 115
    Cal (Ganger) – Knife, Lasgun – 75
    Ganger – Knife, Lasgun – 75
    Creeping Mouse (Ganger) – Knife, Lasgun – 75
    Mick (Ganger) – Knife, Auto Pistol – 65
    Mack (Ganger) – Knife, Auto Pistol – 65
    Finch (Juve) – Knife, Auto Pistol, Hand Flamer – 60
    Jacobs (Juve) – Knife, Auto Pistol, Hand Flamer – 60
    Brent (Juve) – Knife, Auto Pistol – 40


    Stash: 10
    Gang Rating: 1275+7D6

    The main plan is to run the gang in 3 parts:
    Heavy w/HStubber and Lasgun Gangers
    Heavy w/Flamer and 2 Juves
    Leader, Autopistol gangers and the last Juve

    The main question is, should i swap any lasguns for shotguns?
    Should I be keeping more cash in reserve for rares etc

    Thank you
    Blacky
    Last edited by Black Antelope; 16-07-2009 at 18:50. Reason: updating list
    Armies- Hive Fleet Leach 1500p, Cerbera Loyalist PDF 1500p, Clan Xia 1000p
    They're giant hulking self-repairing robots running on subspace zeropoint superstring subatomic technorape energy. Somehow I reckon that would make you a little harder than a marine with crabs.

  2. #2

    Re: Playing a Cawdor gang

    Watch out, for Cawdor are not so strictly tied with the red redemption. Redemptionists are.

    McGregor might need a better backup than an autopistol, lasgun maybe, you'll be losing the +2 at (very) short range, but you'll gain a longer range chance (for when it's really needed) and you'll still have a +1 up to 12".

    When possible try to keep your gang in multiple of 3s, like 9 or 12 members, to min-max the money gained.

    As much as it pains me, and as much as I love shotguns, the lasguns are a better choice here, you'll be needing ranged support for your (many) meleers/short range people.

    3 Hand Flamers is not overkill, it's just fine, Hand Flamers are excessively good, and the more you have the more you'll achieve.

    If you decide to scale back to 9 members you might spend some of the money to give your leader a bolt pistol (for the sake of status) and some of the melee gangers a chainsword.

  3. #3
    Chapter Master Catferret's Avatar
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    Re: Playing a Cawdor gang

    The cost in the Cawdor weapon list for handflamers is wrong. It was erratad back to it's proper cost of 20creds.

  4. #4
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    Re: Playing a Cawdor gang

    where can i find the errata - I found an FAQ, but it doesnt have the Hand Flamer in it

    Chainsword is leader only
    Last edited by Black Antelope; 16-07-2009 at 10:15.
    Armies- Hive Fleet Leach 1500p, Cerbera Loyalist PDF 1500p, Clan Xia 1000p
    They're giant hulking self-repairing robots running on subspace zeropoint superstring subatomic technorape energy. Somehow I reckon that would make you a little harder than a marine with crabs.

  5. #5
    Chapter Master Catferret's Avatar
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    Re: Playing a Cawdor gang

    Quote Originally Posted by Black Antelope View Post
    where can i find the errata - I found an FAQ, but it doesnt have the Hand Flamer in it
    Here. Page 4 is the start of the erratas for the Online Rulebook, and covers the handflamer cost I mentioned.

  6. #6

    Re: Playing a Cawdor gang

    You can always pass it after the first game in that case.

  7. #7
    Chapter Master Lord Humongous's Avatar
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    Re: Playing a Cawdor gang

    I'd give the handflamers to the juves, not the gangers. They need to get inside 8" to hit with thier autopistols anyhow, while a ganger is more prone to (successfully) hang back at 12+ inches and take pot shots, even with a pistol.

  8. #8

    Re: Playing a Cawdor gang

    Yeah, hand flamers are more useful in the hands of someone that can't hit anyway. Give them to juves, the gangers have a pretty decent chance on their own to do damage.

    Also, handflamers on juves will make them level faster. One wound = 1 level!

  9. #9
    Chapter Master Lord Humongous's Avatar
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    Re: Playing a Cawdor gang

    Ah, looks like you changed those now. Looks solid. You could probably even live without the autopistols on the juves.

    Tactics wise, I'd split up you long range shooters into two groups; its to easy to avoid fire if its all coming from one direction. I'd also put one juve and one ganger each with the flamer heavy / leader, so that the two groups are more balanced. 4 units, all of them with at least 2 "ganger level" fighters, makes for good flanking fire, even if its short range shooting, and gives you a better chance in HtH.

    Post game, I'd suggest picking up swords for those pistol gangers ASAP, especially if they get sprint / leap / ws / attack advances. Of course, hand flamers for fast moving guys are also good.

  10. #10

    Re: Playing a Cawdor gang

    The autopistol is still an additional attack and much more versatility, careful with the min maxing.

    And don't ever forget about the shoot outs.

  11. #11
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    Re: Playing a Cawdor gang

    Quote Originally Posted by Lord Humongous View Post
    Ah, looks like you changed those now. Looks solid. You could probably even live without the autopistols on the juves.

    Tactics wise, I'd split up you long range shooters into two groups; its to easy to avoid fire if its all coming from one direction. I'd also put one juve and one ganger each with the flamer heavy / leader, so that the two groups are more balanced. 4 units, all of them with at least 2 "ganger level" fighters, makes for good flanking fire, even if its short range shooting, and gives you a better chance in HtH.

    Post game, I'd suggest picking up swords for those pistol gangers ASAP, especially if they get sprint / leap / ws / attack advances. Of course, hand flamers for fast moving guys are also good.
    The Autopistol gangers are going to get swords straight away
    next buy will probably be more hand flamers, for the last juve and the leader
    autopistol for a weapon once they use the hand flamer and for CC attacks
    Armies- Hive Fleet Leach 1500p, Cerbera Loyalist PDF 1500p, Clan Xia 1000p
    They're giant hulking self-repairing robots running on subspace zeropoint superstring subatomic technorape energy. Somehow I reckon that would make you a little harder than a marine with crabs.

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