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Thread: My Escher starting gang w/ORB rules...

  1. #1
    Veteran Sergeant Whitesilk's Avatar
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    My Escher starting gang w/ORB rules...

    Hey all! So here is my fledgling gang of Eschers. Let me know your thoughts on em and any tweaks I can make::

    Leader: Boltgun/Laspistol/knife

    Heavy: Hvy Stubber/knife
    Heavy: Autogun/knife

    Ganger: Shotgun/knife/sword
    Ganger: Autogun/knife
    Ganger: Lasgun/knife
    Ganger: Autopistol/knife/club
    Ganger: Autopistol/knife/club
    Ganger: Autopistol/knife/club

    Juve: Autopistol/knife
    Juve: Autopistol/knife
    Juve: Autopistol/Knife

    995credits 2 Heavies, 6 Gangers, and 3 Juves. The reason I listed the free knives was for bookkeeping.

    I will be attempting to outfit the 2nd Heavy first followed by any surviving Gangers. The Gangers will get weapons suited for their individual advancement/skill attained. The juves...well we'll have to wait and see if they make it out of Redshirt status first
    Last edited by Whitesilk; 15-03-2012 at 14:00.

  2. #2
    Chapter Master
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    Re: My Escher starting gang w/ORB rules...

    I think your Heavy Stubber could do with a backup basic weapon for taking single shots or if your Stubber goes out of ammo and the Shotgunner would probably benefit from some of the better ammunition types. I would probably sacrifice a Juve at this stage to free up the credits and if you can, maybe hire a Scummer or Ratskin scout to make up the numbers in the short term.
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  3. #3
    Chapter Master Catferret's Avatar
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    Re: My Escher starting gang w/ORB rules...

    I would certainly spend the leftover 5 creds on some manstoppers for the shotgun. It's sound advice in general but House Escher hate men so it must be their favourite ammo type.

    While I normally like a backup rifle on my heavies (for the reasons suggested by simonr), I don't know what I'd drop to get the creds for it. I think you may be able to cope until after the first game. I certainly start close combat focussed gangs (Escher and Goliath) with as many models as possible to increase the odds of making it across the field with at least a few survivors.

    Shame you can't free up some creds from equipment to get a Ratskin in there to take your bottle check level up to 4 (13 members).

  4. #4
    Veteran Sergeant Whitesilk's Avatar
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    Re: My Escher starting gang w/ORB rules...

    Manstoppers are a good idea.

    I went the route I did for the numbers. I agree I want the numbers to swarm into CC, also I've never ran so many Juves out the gate; so will be interesting to see how they fare.

    After the 1st game I am seriously hoping to equip the members a lot better, mainly the heavies 1st and then the rest. The next on the priority list is to get a Ratskin. So I am hoping for great territory rolls and a win out the 1st game.

  5. #5

    Re: My Escher starting gang w/ORB rules...

    I much prefer swords to clubs. +1S is of no use if you lose the combat, whereas a parry can really change things. Both 10 creds too, so could do a straight switch.

    I'll also recommend manstopper shells. They're a must-have for anyone in my gang with a shotgun.

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