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Thread: Noob Delaque Gang

  1. #1

    Noob Delaque Gang

    Hi there,
    some friends and me are just starting our own Necromunda Campaign and I´m still not sure about my exact ganglist. I´ve played 40k 2nd Ed and other GW-Stuff, so I´m not totally unfamiliar with the basic rules, but I still havent fought my first gang fight.
    What I´m quite sure is that I want to play Delaque - the Matrix-like Minis are just impossible to not fall in love with, and I really like the skill tables. I guess I should mention, that we´re going to use the Community Rules.
    So here´s the list I came up with until now:

    leader 215
    (Grenade Launcher, Frags, Stubgun)

    heavy 200
    (Heavy Stubber + Autogun)

    heavy 140
    (Plasma Gun)

    5 gangers 360
    (2 Lasguns, 3 Autoguns)

    juve 35
    (Stubgun)

    sum: 950
    When I read through the respective threads I picked up some hints, that I tried to include into my ganglist:
    - exactly 9 fighters
    - 2 heavies
    - 5 gangers
    --> so only one juve possible
    for the weapons I liked the idea of using the leaders high BS for a Special Weapon. As I only can get the grenade launcher so easy in the first game, I thought to give it to him.

    The Heavy Stubber seemed an appropiate first Heavy weapon and looking at the Plasma Gun and the idea of 3 special/heavy weapons from the beginning, I could not resist.

    I thought about giving one ganger a Shotgut, but then refrained from it, for the higher range of the autogun.
    The juve got a stubgun to give him an additional close combat weapon which can be upgraded next game with Dum-Dum bullets.

    The Autogun for the h\stubber heavy and the stubgun for the leader are thought to be backup weapons, if an ammo roll fails.

    As this list is very shooty the "tactic" is simply to keep distance and shoot the enemy to shreds. The heavies and the leader would stay back, with the juve as a meet shield before them.
    After the first game I would use the creds to buy more backup weapons and maybe a scummer or better a ratskin to get the chance for a new territory.
    And I would definately swap the special weapons between leader and heavy to get the higher BS to the plasma gun, whereas the grenade launcher may still scatter to hit a target if it fails its to-hit roll due to the lower BS of the heavy.

    As I have no experience with Necromunda, i fear a friend of mine playing Escher could easily stuff the table with cover and get into close range - where I have few to resist.

    I could omit the plasmagun or grenade launcher (in the end, i can easily buy it using one "point" on the D3 roll for a common weapon not on my house list) and use the saved money for a flamer and / or some more CC power (a sword?) for my leader.

    Whats your oppinion about these thoughts? I hope you can give me some feedback about it.

    edit: I just noticed I made a mistake calculating the value of the gangers, so I have 50 creds left - what shall I do with them?
    My first Idea would be:
    - upgrade a ganger autogun to a lasgun,
    - give the juve Dum-Dum Bullets,
    - hire a ratskin scout (for chance of another territory) or a scummer (for better CC abilities),
    - upgrade the leader stubgun to a boltpistol or autopistol
    - and save the remaining 10 or 20 creds for offers on the traders outpost - and to have a lesser gangrating than my opponent

    So this would be:
    leader 230
    (Grenade Launcher, Frags, Boltpistol)

    heavy 200
    (Heavy Stubber + Autogun)

    heavy 140
    (Plasma Gun)

    5 gangers 365
    (3 Lasguns, 2 Autoguns)

    juve 40
    (Stubgun + Dum-Dum bullets)

    ratskin scout
    or scummer 15
    (...)


    sum: 990
    On second though a handflamer seems very attractive as a backup if CC Escher come to close to my "gathering" of the two heavies and the leader...

    Best regards
    Lukas
    Last edited by hpb; 05-07-2012 at 14:52.

  2. #2

    Re: Noob Delaque Gang

    Looks good to me, Delaque have a really nice skills set. Personally I like at least 2 models in my gang to be close combat specialists.... laspistol plus sword or something similar. Not for any tactical reason, I just like a couple of nutters charging round trying to stab people
    Andy

  3. #3
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    Re: Noob Delaque Gang

    I'd spend those 50 creds on a sword for your leader, and replace the stubgun with an autogun so he has a long range weapon for when the launcher jams. Still gives you spare creds.

    Get a shotgun in there on a ganger. The flexibility makes up for the shorter range. Be sure to give it manstopper rounds. Accurate, high strength and reliable.

    Ratskins are awesome. 15 creds for scenario roll modding, plus a chance of free territory if you win a game.

    Backup rifle or pistol for the plasmagunner wouldn't go amiss either.

  4. #4

    Re: Noob Delaque Gang

    Quote Originally Posted by Andy_T View Post
    Personally I like at least 2 models in my gang to be close combat specialists.... laspistol plus sword or something similar. Not for any tactical reason, I just like a couple of nutters charging round trying to stab people
    sounds good, I´d like some too. I just dont know how to include them in my first list. I only can buy a sword for my leader cant I? Maybe I should at least buy a sword for him and give it to the CC-baldhead after my first fight
    Quote Originally Posted by Catferret View Post
    I'd spend those 50 creds on a sword for your leader, and replace the stubgun with an autogun so he has a long range weapon for when the launcher jams. Still gives you spare creds.
    Get a shotgun in there on a ganger. The flexibility makes up for the shorter range. Be sure to give it manstopper rounds. Accurate, high strength and reliable.
    Ratskins are awesome. 15 creds for scenario roll modding, plus a chance of free territory if you win a game.
    Backup rifle or pistol for the plasmagunner wouldn't go amiss either.
    that sounds good too. A more powerful leader, who doesnt nead to fear CC and stil can collect some frags if his launcher is empty. That would cost 25 creds.

    Plus the ratskin for the territory + scenario table or the scummer for even better CC abilities?

    Anyway, that would leave 10 creds either to save (even though my idea of having less gang value wont work for the hired guns value of 75 ... - guess I was biased by blood bowl here ) or to get s.th. out of the 3rd Lasgun, Dum-Dums and a backup weapon for the Plasma Gunner. Any advise here?


    I´ve heard that many take a Shotgunner in their lists, but I reall cannot understand the big advantage of that. Maybe it´s s.th. in the pre-Community Rules? But what flexibility do you have? If I see it correctly, Scatter Shots are no use at all, as the enemy gang will just avoid to put the gangers in base contact, 1/10th of an inch is enough. And Manstoppers are nothing else than normal Solid Slugs without the -1 for long range. Thats definately enough to be better than Solid Slugs, but the lasguns +4" short range, +6" long range, -1 Save Mod and 2+ Ammo Roll sound a lot better than the Shotguns +1 S. I thought hitting at all is definately more important than a slightly better to-wound-roll, as you can simply pin the enemy. Or am I wrong in that? As I said, I´m new to Necromunda and have no experience with the Necromunda rules that are more detailed than in 40k 2nd Ed...

  5. #5
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    Re: Noob Delaque Gang

    Scatter rounds are brilliant. Ignoring cover to-hit modifiers means they are often much more likely to hit than a las-gun. When you have the opportunity to shoot at a target in the open then S4 is much better than anything the lasgun has to offer. I like loads of shotguns.
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  6. #6

    Re: Noob Delaque Gang

    Quote Originally Posted by Dark Aly View Post
    Ignoring cover to-hit modifiers
    oh, I overread this part. Ok, sounds definately more interesting. But still:
    Code:
    Shotgun Scatter Shot:
      cover:    partial     full
    range:
    0"-4"       +1          +1
    4"-8"       -1          -1
    8"-18"      -1          -1
    18"-24"     n/a          n/a
     
    Lasgun:
      cover:    partial     full
    range:
    0"-4"       0           -1
    4"-8"       0           -1
    8"-18"      -1          -2
    18"-24"     -1          -2
    So in range 0"-4" the shotgun is clearly better - but I guess I wont see this situation often, as the fighters would be just about biting each others noses.
    In 4"-8" the lasgun is better for partial and equally good for full cover.
    In 8"-18" the lasgun is equally good for partial and worse for full cover.
    In 18"-24" the lasgun is clearly better, as the Shotgun isn´t able to shoot at all.

    Ammo Roll und Sav Mod are clearly better for the lasgun.

    Still the shotgun is a more interesting option than I thought for its excelling in very short range until 4" and the option of a S4 shot - but I doesn´t seem as great as I read very often.

  7. #7

    Re: Noob Delaque Gang

    It's also more versatile; bolt, manstopper and hotshot rounds might not be useful all the time, but you still have the option. In addition, you're forgetting the I modifier to falling off edges if you get hit by a shot from a shotgun, which canbe awfully useful.

    Most importantly, of course, having a few shotguns and autoguns in the gang makes it look like, well, a gang, not an Imperial Guard squad.

  8. #8

    Re: Noob Delaque Gang

    Quote Originally Posted by AndrewGPaul View Post
    It's also more versatile; bolt, manstopper and hotshot rounds might not be useful all the time, but you still have the option. In addition, you're forgetting the I modifier to falling off edges if you get hit by a shot from a shotgun, which canbe awfully useful.
    your right, alltogether it is an interesting option and I might include one just to try it out

    Quote Originally Posted by AndrewGPaul View Post
    Most importantly, of course, having a few shotguns and autoguns in the gang makes it look like, well, a gang, not an Imperial Guard squad.
    Thats definately right - and it matches these fellows, I´m longing to create my gang of:
    Click image for larger version. 

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  9. #9

    Re: Noob Delaque Gang

    Quote Originally Posted by hpb View Post
    So in range 0"-4" the shotgun is clearly better - but I guess I wont see this situation often, as the fighters would be just about biting each others noses.
    In 4"-8" the lasgun is better for partial and equally good for full cover.
    It's while since I played, but Necromunda does involve alot of close quarters shooting, doesn't it?
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  10. #10
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    Re: Noob Delaque Gang

    I like your revised list. The only alteration I would suggest is to give the juve an autopistol rather than a stub gun with dum-dums, the +2 to hit at close range is a real benefit to a BS2 Juve and as a broad general rule in Necromunda it's better to have a higher chance of hitting even if it means having a lower chance of wounding thanks to the rules on pinning.
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