Savage Khorne Berserker Biker
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Well, after three games, my gangers have advanced a bit, and are starting to show their personalities... even if it's in ways I don't want them to. You may notice the names are different than before. This is because I didn't have my planned roster the first game, and had to make up names off the top of my head.
The Reapers!
Gang Rating:1739
Stash: 1 cred ( I spend credits like a woman shoe shopping.)
Territories: Old Ruins, Water Still, Archeotech, Mineral Outcrop, Guilder Contact
The Reaper (Gang Leader)- Cost:194 EXP:84
-Power Sword, Autopistol, Stubgun with Dum Dum Bullets, +1 Initiative
Tiny (Heavy)- Cost:255 EXP: 95
-"Big Boy" (Heavy Bolter, Autopistol, +1 Attacks
Buckshot George(Ganger)-Cost:90 EXP:32
-Shotgun, Manstopper Bullets, Autopistol, Feint, Shell Shocked
Side Note: George got shell shocked after getting hit by a lasgun and plummeting 6 inches, looks like with -1 Initiative he'll be sticking to the ground floor from now on.
McAndrews(Ganger)-Cost:100 EXP: 41
-Shotgun, Manstopper Bullets, Autopistol, Sword, Counter Attack, +1 Strength
Smilin' Bob (Ganger)- Cost:75 EXP:49
-Lasgun, +1 BS, +1 LD
Jenny (Ganger)- Cost:75 EXP:34
-Lasgun, +1 LD
Side Note: Jenny has managed to break her lasgun EVERY game......
Bulldog(Ganger)-Cost:100 EXP:41
-Shotgun, Manstopper Bullets, Autopistol, Sword, +1 Str, +1 Attacks
Chains McGinney (Gamger)- Cost: 100 EXP:52
-Shotgun, Manstopper Bullets, Autopistol, Sword, +1 Str, +1 Wounds, Step Aside
AND HERE COMES MY DISAPPOINTMENT..... THE JUVES!
Jarhead (Juve)- Cost:65 EXP:19
-Chainsword, Autopistol, +1 BS, Disarm, Inventor
Stacy (Juve)- Cost: 65 EXP: 13
-Chainsword, Autopistol, +1 LD, +1 Iniative
Ripsaw (Juve)-Cost: 65 EXP: 16
-Chainsword, Autopistol, +1 BS, Disarm, Hurl Opponent
Busty Mcgee (Juve)- Cost: 65 EXP:14
-Chainsword, Laspistol, +1 Toughness, +1 Initiative
Well, my gangs been split into two factions..... gangers who are absolute monsters, and those whoare there to stand infront of the monsters and take a bullet. I swear, if I keep up my ability to roll 7's, I'm going to las vegas..... so far on the advancement table I've rolled a 7.... 6 times. It's starting to get annoying. Also, BS advances on the juves is just dissapointing..... everything about them screams close combat monstrosity.... and I get a BS advance instead of a WS advance.... oh well.
While I'm supposed to have atleast 3 opponents, Van Saar, Delaque, and Enforcers, so far only one has been able to make it to a game night, the Van Saar player. So far, his gang is essentially 3 armorers, 3 Juves with autopistols, 2 heavies with lasguns and heavy stubbers with a 1+ ammo roll, a leader with a plasma gun, and 6 gangers armed with lasguns. Hes beaten me 2 out of three times due to my bad bottle rolls, and his great ones. I normally make him start testing two to three turns before I have to, and then fail my first roll :-(.
So, knowing that I get around 80 credits a game, what would your next purchase be? Im reluctant to add any more members to the gang, due to the feeding rule, so the extra members would cost me 10 credits a game. Though I'm considering either adding 3 juves, and give them autopistols that are already in the gang, or adding a heavy and give him a shotgun from one of the gangers, then the next game give him the heavy stubber and buy my other heavy a meltagun, so he can be upclose with his 2 attacks.
Automatically Appended Next Post: Oh, and does anyone know any close combat tactics for this game? In the past three games, we haven't had a single close combat.... as we're shooting eachother full of holes before close combat ever happens. We did it in the practice games, although that was mainly due to us not having a whole lot of weapons, and guns breaking.
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