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Thread: Orlock Gang

  1. #1
    Chapter Master TheDungen's Avatar
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    Orlock Gang

    Lo folks, would you look over my rooster before i start building the gang please, its an orlock gang (well atleast thats the rules i'll be using) and i prefer weapons with a muzzle flare.

    Ganger Cost base equipment
    leader 170 120 25 20 5
    Leader Chainsword shotgun manstopper
    heavy 195 60 120 15
    heavy heavy stubber laspistol
    heavy 195 60 120 15
    heavy Heavy stubber laspistol
    Ganger 75 50 20 5
    ganger shotgun manstoppers
    Ganger 75 50 20 5
    ganger shotgun manstoppers
    Ganger 70 50 20
    ganger shotgun
    Ganger 70 50 20
    ganger autogun
    Ganger 70 50 20
    ganger autogun
    juve 40 25 15
    juve autopistol
    juve 40 25 15
    juve autopistol

  2. #2

    Re: Orlock Gang

    Where are your lasguns ?

    I found that you cold have much more interesting games if you equip you second heavy with something different that second heavy stubber.
    I would get him plasmagun or flamer.

    Weapon use depends on your terrain, but on terrain intensive board I alvays get more from plasmagun than from heavy stuber, and flamer beats both of them.

  3. #3
    Chapter Master Catferret's Avatar
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    Re: Orlock Gang

    I would suggest dropping a Juve and use the credits to upgrade the laspistols on your heavies to be rifles of some kind. If they run out of ammo a pistol won't be anywhere close to being in range unless they run a lot. A laspistol's penalty to hit at long range won't help them much in that case either. Autoguns fit with your muzzle-flare theme and are reasonably costed.

    That leaves 30creds. Get the Leader either a backup autopistol or bolt shells for the shotgun. Autopistol is for when you're up nice and close and can happily blaze away. Also gives you a second weapon so you can keep using that BS4 longer. Alternatively, the bolt shells would give you a range 24" shot for those times you need it. Think of it as a boltgun with the shotgun's knockback perk. If you take the bolt rounds, you could swap the manstoppers on to they shotgun ganger who doesn't have them yet.

    That leaves 15 creds. Ratskin! Always a sound choice early on for the bullet-catching duties, scenrio modifying and chance of finding a territory. Dropping the Juve puts you in the 7-9 member income bracket as hired guns don't count towards gang size. You do have to pay 15creds after each game of course. Depends on your income which leaves you with more cash.

    Normally I'd run gangs as AWu suggested, one heavy stubber and one special weapon. Only time I've seen dual stubbers as necessary was as support for Goliath gangs who need the lockdown that two of those guns can provide. Flamers are handy, unless you have hand flamer access. Plasmaguns are mean if you like mobile hard hitting weapons. Give them a backup for when it's recharging.

    p.s. My advice has assumed you are using the standard rules from GW, and not Community Edition or other House Rules. If you are using a different ruleset I'd likely give other advice.
    Last edited by Catferret; 18-08-2012 at 13:50.

  4. #4
    Chapter Master TheDungen's Avatar
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    Re: Orlock Gang

    flamer feels more like me, so you reccomend both dropping a juve and changing one stubber for a flamer?

  5. #5
    Chapter Master Catferret's Avatar
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    Re: Orlock Gang

    The flamer is a handy tool for ignoring cover but it does rely on getting close to use it. He'll need a team to keep him company as he closes, or you could have him shoot with a rifle until you need to counterattack a closing enemy, then he can break out the flamer.

    If you want him to move forward, spend spare creds on more Juves. You'll need the numbers to minimise you bottling as your assault team will take casualties on the way in unless you have lots of cover to hide behind.

    If I've worked it out correctly you could have:

    Leader: Shotgun, manstoppers, chainsword - 170
    Heavy1: Heavy stubber - 180
    Heavy2: Flamer, autopistol - 115
    Ganger1: Autogun - 70
    Ganger2: Autogun - 70
    Ganger3: Autogun - 70 (I straight swapped a shotgun for an autogun as he had no manstoppers anyway. Leader and 2 other will be enough shotties)
    Ganger4: Shotgun, manstoppers - 75
    Ganger5: Shotgun, manstoppers - 75
    Juve1: Autopistol - 40
    Juve2: Autopistol - 40
    Juve3: Autopistol - 40
    Juve4: Autopistol - 40
    Ratskin: Your choice of weapon - 15

    13 models so 4 casualties before a bottle check. Counts as 12 models for income (but pay 15cr per game for the Rattie). Heavy stubber can wait a game before you get him a rifle.

    That is all just a suggestion of course. It really comes down to personal preference how you run your gang and different folk have different tactics. That gang will be wanting to close quickly and throw as many dice at targets as possible. maybe you prefer sitting back and shooting? In which case your initial gang roster should be fine.

    If you run the one I suggested, Ferocity skills will be helpful to keep you moving as they have better recovery from pinning and injury in there. Impetuous to get into cover after close combat is nice too. Of course, the long ranged team would be happy going Shooting skills.
    Last edited by Catferret; 18-08-2012 at 14:16.

  6. #6
    Chapter Master TheDungen's Avatar
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    Re: Orlock Gang

    nah in close and blast em with shotguns/flamer seems more like my kind of game, then in time giving the shotgun guys a pistol and a club as backup and throw them into cc when they run out of ammo.

    thanks for the help folks.

  7. #7
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    Re: Orlock Gang

    The second CCW will be redundant on a basic weapon armed ganger as they will gain no benefit from it. If your Shotgunners fail their ammo roll, they can go to the pistol. If they fail the ammo roll on that, they've still got a knife for getting up close and personal. A Club, whilst giving you a S benefit in HtH will be better used on a dedicated Close Combat Ganger without a basic weapon.
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  8. #8
    Chapter Master TheDungen's Avatar
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    Re: Orlock Gang

    really? they cant just sling the shotgun on their backs and attack with the pistol and ccw?

    then i might change the autogun armed ones to

    ganger stubgun club dumdum
    ganger stubgun knife dumdum
    ganger stubgun knife dumdum

    still viable or do i suffer to much agaisnt the dedicated close combat warbands that will out perform me up close?

  9. #9

    Re: Orlock Gang

    My favorite Esher gang build have 3 flamers!

    Its not optimal (it not putting BS4 of leader into sniping use) but how cool!

    Best remedies for range problems are hip shooting skill (quite easy for Orlock gang) and infiltration -little harder. Best combo = Infiltration and then Sprint+ hip shooting...

  10. #10
    Chapter Master Catferret's Avatar
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    Re: Orlock Gang

    Always have a mix of weapons. Some ranged, some close combat. Some scenarios will really mess you up otherwise. The 3 autogunners and heavy stubber will keep a few heads down while your combat troops close in.

  11. #11
    Chapter Master TheDungen's Avatar
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    Re: Orlock Gang

    so i should try to add dedicated cc gangers as my warband grown instead trying to keep them in three piles, long range (autogun) short range (shotgun) and cc (pistol and ccw)?

  12. #12
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    Re: Orlock Gang

    1st off are you using ORB rules or NCE rules?

    The ORB (that off the GW site) does not allow for slinging weapons. So those with basic/heavy weapons can only fight with 1 HtH weapon.
    In NCE (that off the Yakromunda site) allows you to sling or even drop your weapon so you can draw 2 cc weapons.

    You can try to add a dedicated CC ganger, but it depends on what you roll for their leveling. Some times you'll find that 1 ganger has back to back HtH skills/stat increase and then the next 4 levels their all Leadership and BS. Hence trying to spread around the weaponry.

    As you gain credits and levels try to make the gang yours. You seem to like the close and dirty. So go that route. Get the shotguns. Go for the stub gun w/DumDums and a club/sword. Give your Juves grenades!! Try to get one of your gangers the Specialist skill/talent; that way they can either get a flamer or a grenade launcher. Have 1 heavy w/a stubber to provide cover fire and the other heavy with a grenade launcher or missile launcher!!!! That'll really make things close and personal

  13. #13
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    Re: Orlock Gang

    Quote Originally Posted by TheDungen View Post
    really? they cant just sling the shotgun on their backs and attack with the pistol and ccw?

    then i might change the autogun armed ones to

    ganger stubgun club dumdum
    ganger stubgun knife dumdum
    ganger stubgun knife dumdum

    still viable or do i suffer to much agaisnt the dedicated close combat warbands that will out perform me up close?
    I use Stubguns myself because I like the look of them and I like the variety, but...

    In Necromunda thanks to the rules on Pinning you're almost always better off hitting even if you don't manage to wound so with that regard an Autopistol is a better buy for the same credits rather than a Stub Gun with Dum-Dums. A Stub Gun with Dum-dums has a place as an S4 CCW where you don't run the risk of it exploding but which can be used at range if needed, that aside all other factors being equal the odds are more in favour of a fighter with an Autopistol than a Stub Gun.

    I didn't realise the NCE allowed gangers to drop/sling weapons now, I know it was something I've mentioned that my old group used to do back in the 1990s as a houserule but I missed it when I read through the NCE itself.

    As has been said, a mix of weapons types usually does quite well..
    Quote Originally Posted by brightblade View Post
    If Marmite is Satan's toe jam (which it is) then Vegemite is certainly at least his gritty bellybutton goo.

  14. #14
    Chapter Master Catferret's Avatar
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    Re: Orlock Gang

    The thing to remember with the NCE "slinging" rule is that although it allows you to wield 2 weapons in combat, it specifically says you do not get the bonus attack. It basically allows you to use something like a flail or sword for parry/parry denial while using something hard hitting for the damage (I'm thinking bolt pistol with hellfire shells here).

    The slinging thing does factor in elsewhere like with Gunfighter skill now allowing you to use a pair of pistols even if armed with a rifle of some kind. Same with a massive weapon that also couldn't be used with a rifle in the older rules.

  15. #15

    Re: Orlock Gang

    Quote Originally Posted by TheDungen View Post
    three piles, long range (autogun) short range (shotgun) and cc (pistol and ccw)?
    My orlocks I ran somewhat like this. I actually ended up with 4 groups - the 4th being the heavy with the stubber. Orlocks especially can become close combat monsters, if you want to go for more shooty goodness then maybe look at another gang? Delaque for creeping about and shooting, and Van Saar for standing firm.

    From memory my most successful Orlock gang ended up with a heavy with a h.stubber, 1 ganger with the long range shooting skill and a lasgun, 2 shotgun gangers, and nearly everyone else with autopistols (you know their UZI's really) and swords.

  16. #16
    Chapter Master TheDungen's Avatar
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    Re: Orlock Gang

    nah in close and break skulls seems nice to me.

  17. #17
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    Re: Orlock Gang

    In my opinion the Orlocks are the most well rounded gang (at least when starting out...) Can shoot and fight in equal measure. Not such a good acces to techno, agi or stealth skills (only on a 2 and 12 result) but thats alright, makes for characterfull characters with differing skillsets

    Whats the nicest about it though is that your not forced to play in any particular way by the available skills! If you like a focus on shooting take mostly shooting skills with 1 or 2 combat specialists. If you want mostly combat thats possible as well (harder though) but your men providing covering fire can have shooting skills

    Theyre kinda the space marines of Necromunda. Well all rounders. Jack of all traders, masters of non
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