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Thread: Newbie does scavvies; advice welcome

  1. #1
    Chapter Master G.Hawke's Avatar
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    Newbie does scavvies; advice welcome

    Hi guys hawke here.

    I'm building a scavvy gang because i fancy a modelling challange, but i also plan to use it for some friendly games in my local club. I'm trying to design a good solid list, and wouldn't mind peoples advice of my list, as well as my plans for models.

    So step 1; the list.

    Scavvy boss
    autopistol, pocket full of nails, massive axe
    161pts

    1 Scalies
    spear gun
    175pts

    1 Scalies
    scattergun
    200pts

    Scavvies
    Stubgun, flail
    38pts

    Scavvies
    Stubgun, flail
    38pts

    Scavvies
    Autopistol, maul
    37pts

    Scavvies
    Autogun, knife
    46pts

    Scavvies
    Autogun, knife
    46pts

    Scavvies
    Autopistol, knife, tox bomb
    62pts

    Scavvies
    Autopistol, knife, frag grenade
    72pts

    Scavvies
    scattergun, knife
    42pts

    Scavvies
    scattergun, knife
    42pts

    Scavvies
    Autopistol, club
    47pts

    Scavvies
    Stubgun, maul
    38pts


    Now i know there's alot of men there, but that's just how the scavvy list allows me to be armed. i'd welcomed advice though, as i'm not exactly sure what i'm doing

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  2. #2
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    Re: Newbie does scavvies; advice welcome

    Ditch the Pocket of Nails for the Boss, he's only got an Autopistol so gains no benefit from it. I think your Boss would also benefit from better initial equipment. Apart from that, no glaring errors that I could pick up on from a first glance through.

    Edit: It's Credits in Necromunda, not Points.

    OK Had a bit more of a look through it in the cold light of day. Remember that for Scavvies going by their rules everyone gets a free Club/Maul/Bludgeon, however my reading of this is that this is instead of not in addition to the free Knife that gang members get in every other gang. Scavvies have to pay for their knives. This, I think, throws many of your costings out.

    For instance, Scavvy w/Auto pistol and Club (2nd from the bottom on your list) should cost 37 Credits not 47 since the first Club is free and it's only if you want to give him a second one for some reason that it'll cost you 10 Credits. Similarly the guy at the bottom, Scavvy w/Stub Gun and Maul should be 33 Credits (Base 25 + 8 for the Stub Gun and the Maul is Free) not 38. I don't have time to go through it all myself now but I think you need to double check your current costings. If the two I checked on are anything to go by, it looks like you've significantly overcosted your Scavvies.

    I would rework your list to bear in mind the free Club/Maul/Bludgeon that all fighters get, knives especially are a bit redundant on a fighter who's already carrying a firearm and a free Club/Maul/Bludgeon, unless you really want to give them a second HtH combat weapon in case of a failed ammo roll on a pistol. They are however completely redundant on a fighter with a basic weapon.
    Last edited by simonr1978; 15-04-2012 at 11:56.
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  3. #3
    Chapter Master gitburna's Avatar
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    Re: Newbie does scavvies; advice welcome

    I'd go for a small sword on the scavvy boss. Lets him roll more attacks and parry if he's losing,
    Were you thinking zombies, dogs or ghouls for your boss?
    If it were my own list, i'd be keeping some creds "in the bank" so to speak, because i couldn't be sure when my next big payday was going to come - so for myself i'd be ditching lots of those extra close combat weapons. I'd probably have one or two without a gun too, the type who can soak up some shots, get injuries and then be first into the cooking pot when i want to save some creds...
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    Re: Newbie does scavvies; advice welcome

    Why no mutations on your guys? I thought you could buy those at gang creation?

    Why play scavies if your not going to play a gang of hidiously mutated monsters?
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  5. #5

    Re: Newbie does scavvies; advice welcome

    Quote Originally Posted by Demoulius View Post
    Why no mutations on your guys? I thought you could buy those at gang creation?

    Why play scavies if your not going to play a gang of hidiously mutated monsters?
    The man makes a good point!!
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  6. #6
    Chapter Master G.Hawke's Avatar
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    Re: Newbie does scavvies; advice welcome

    @sim; yeah i miscalcuated. i'm a bit of a fool, i read 'only the first free'


    Ok guys, your right in some major ways here... lets try again;


    Scavvy boss
    autopistol, claw, sword
    162creds

    1 Scalies
    Scattercannon
    200creds

    Scavvies
    Stubgun, maul
    33 creds

    Scavvies
    2x Stubgun, two heads, maul
    66 creds

    Scavvies
    Autopistol, maul
    27 creds

    Scavvies
    Autopistol, maul, tox bomb
    57 creds

    Scavvies
    Autopistol, club, frag grenade
    67 creds

    Scavvies
    Claw (double cost), massive axe, maul
    50creds

    Scavvies
    maul, tentacle
    45creds

    Scavvies
    Stubgun, maul
    38creds

    Scavvies
    Stubgun, maul
    42creds

    Total creds;787
    Total models; 11
    Total mutations; 3

    i'm thinking zombies due to the 3-5 and the ability to reproduce by infecting other gang members...

    thoughts? again, all this advice has been really useful, i think i'm getting my first game in next week, assuming i can build my army in time!

    -hawke
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  7. #7
    Chapter Master gitburna's Avatar
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    Re: Newbie does scavvies; advice welcome

    Think about swapping autopistols for stub guns on the gangers with grenades - because you will by preference want to throw those grenades. The stub pistol being your cheap back up, whereas the autopistol is main short range weapon.

    Also, consider Ghouls (or at least try them out) They are tougher, faster and cause fear, as well as carrying clubs. They make ideal fast flankers/bullet catchers/front runners which can help in early games before your (and your enemies!) basic gangers have gained skills and experience

    PS if it were me i'd also want an autopistol on that ganger with two heads - purely because its a better weapon. This even though i have a soft spot for stub guns!
    Last edited by gitburna; 20-04-2012 at 14:53.
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  8. #8
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    Re: Newbie does scavvies; advice welcome

    Ah thats more like it!

    Might I suggest you make a small tweak though, exchange the 2nd claw (which would be double cost) for an extra arm. And give him a ranged weapon. I think the massive axe and gun would look really cool together (dont think it gives any tabletop benefits though so its mostly just flavour...)

    And I second the sentiment that autopistols are better. Theyre way better actually for only a small price increase! If you can spare the points id make the change
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  9. #9

    Re: Newbie does scavvies; advice welcome

    Scavvies are one of my favorite gangs, they are a whole lot of fun to play as well as model (all those mutations and other cool stuff you could do!)! About your lists, although your second list looks better it's a little light on numbers. I'd drop the grenades/tox bomb, switch two heads for two scavvies, drop the massive weapon (str 6 is excessive for a new gang and you'll get str 5 with a club, which is free). Consider eyestalks + autogun and, as Demoulius suggests, extra arm and a basic weapon (I'd go with either a autogun or a shotgun).

    Just as a side note, these are the guidelines I use as I create a new scavvie gang:

    - Quantity over quality:
    * 14+ is a god number
    * Scavvies with a clubs and a stub guns are your best friends, dirt cheap and deadly in cc (an occasional autopistol is always nice in case you actually want to hit something at distance)
    * Never give them any extras, you''ll need those points for more bodies

    - Fresh scavvies can't shoot so don't spend to much on that long range fancy stuff (I never take more than three dudes with autoguns, shotguns are king though). As the gang evolves I usually incorporate more ranged options, but for a fresh gang you only need enough to not make your opponent feel all to comfortable out in the open.

    - The following mutations are awesome: eyestalks (give this guy an autogun, hope fore an BS increase and evade, hide him behind hard cover and calmly snipe away), extra arm (CC monster from day one or give him a basic weapon and still have those two CC dice), claw (str 4 in CC, 5 with a club, unless house rules forbids this, str 4 is still nice however), tentacle (will turn any scavvie into a slippery CC opponent, give him a sword when you can afford and it's hardly even fair).

    - The following mutations are quite underwhelming IMO: Spikes (expensive, will be less useful as other gangs evolve and gets better weapons), wings (cool but quite situational), two heads (it looks cool but costs just as much as two scavvies, I'd go for numbers).

    - Start with two scalies if you want to be hated.

    I usually kick ass when I follow these guidelines and I've played scavvies for quite a while. Sure scavvies often struggle a little in the beginning but once you got things rolling they are awesome! Just try to stay in cover as you advance, then swarm your unfortunate opponent with bucket-loads of cheap low-lifes People are usually quite afraid of your scalies, use that to your advantage!

    Hope it helps!
    Last edited by c0un7_z3r0; 06-05-2012 at 16:08.

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