First of all, Orlocks gets quite nasty (that's why i got both

) as they get experienced since they have access to all those nasty fighting skillz, plus being a House gang. I've sure had loosing streaks that ground my scavvies to a pulp and when that happens it can be hard to come back. Voluntary bottle is one way to conserve your gang when this happens but that could work against you as well. I'd say you seem to have gotten most of the stuff right, I never spammed stealth skills though, I believe I went for a mix of both ferocity and stealth (been a while now). In my experience scavvies gets quite nasty later in the campaign as long as you keep your numbers up. You might just have had a whole lot of bad luck.
This is my mantra when I make 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 quite a lot. Sure scavvies often struggle a little in the beginning but once you got things rolling they are usually 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!