Switch Theme:

New player looking for advice on my Delaque Gang load out.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fresh-Faced New User





Hi, i am new to Necro and am setting up for my first gang. I am planning to start a project blog on here as i create my counts as delaques out of a mix of cadian/catachan and other random bits.

My current gang plan is.

leader
grenade launcher + frags
autogun

Heavy
Heavy stubber autopistol

Heavy
Hunting rifle auto pistol

Ganger
autogun

Ganger
autogun

Ganger
shotgun + manstoppers

Ganger
shotgun + manstoppers

Ganger
Lasgun

Juve
autopistol

Juve
Autopistol

Juve
Autopistol

If i am correct that is a total of 1000 credits.

I plan to run the juves as a wall for the two shotgun gangers if the enemy get to close and give range cover fire from high ground with the rest of the gang.

having never played a game of necro can anyone offer any advice if this is a sound strategy?

Thanks
   
Made in us
Virulent Space Marine dedicated to Nurgle





Florence SC

It's a sound strategy if there are no mission objectives. But you usually have loot counters or otherwise need to move around the board. I like to spilt my gang into two squads. And pincer the opposing gang. One squad being all my assault guys and the other being my riflemen. Then I set up my heavies in as high of cover I can do they can provide long range support.
   
Made in gb
Wrathful Warlord Titan Commander





Ramsden Heath, Essex

I've just started a Delaque gang in a campaign (6-7 games in) and found Lasgunners super effective.

My lone shotgunner was included to cover a Flamer heavy but I didn't find him super effective.

I've not used a Hunting Rifle yet (we're using the LRB so its not included) so can say about that. The threads on Yakromunda.com would indicate its a rather powerful weapon, so there could be balance issues there?

Grenade Launcher leader could be a mixed bag, blasts up to 40" away is nice but the Automatic ammo roll (or is it auto fail?) makes it a more tricky decision. I gave mine a Bolter, las pistol and a chainsword so that he was an all rounder.

There is also a distinct lack of back up weapons in your list, by having 3 special/heavy weapons your gangers lack pistols. This might be okay but an extended fire fight will soon see you fail a few 4+ ammo rolls for Autoguns.

Further you appear to be planning to mostly stand off and shoot which is fine but if you are playing with plenty of cover (you should be in Necro) then you will be looking to roll 6s to hit anyway again this will mean you failing more ammo checks. This is where lasguns and their 2+ ammo roll come into their own.

Just in case you are tempted stubguns are a last resort as you will generally on hit anything within 6".


How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " 
   
Made in gb
Fresh-Faced New User





Thanks guys. I will be roaming the board with this gang but i understood delaques to be best at shooting and lack cc skills next to other gangs?

I only have two specials as the hunting rifle is a common but is it necessary to have backups on all gangers? I only added backups for the guns most likely to fail, such as the heavy stubber and the grenade launcher.

I get that lasguns have better ammo rolls but i prefer the look and feel of having solid slug bullets, i added the lasgun so i have a variety of guns to give my members abit more individuality. Same reason behind the hunting rifle. I also thought shotguns are good for clearing/removing cover, opening up for a hail of bullets from the rest of the gang.

As for the grenade launcher, i love the idea of a badass leader blasting any enemys that group abit close off the face of necromunda. I agree that it will fail its ammo roll alot but in the games that it works i bet it will be devastating. Hes also got a backup autogun for when the grenade launcher DOES fail haha
   
Made in us
Virulent Space Marine dedicated to Nurgle





Florence SC

Then I'd say go for it and have fun.
   
Made in us
Battle Tested Karist Trooper





Central Coast, California

I play Escher mostly, but my strategy may apply to you as well...basically, I shift gear around on my gangers based on how each one advances skill/stat-wise. So, if I end up getting a WS boost on someone, I'll generally throw some CC weapons on them. If they get a BS bonus I'll give them a lasgun...generally the lasgun is the better option, it is more reliable than the autogun due to its lower ammo-roll stat. I cant remember, it may have a range advantage as well.

I know that Escher tend to have more CC skills available than the Delaque, but I think the strategy I explained above is still valid with any gang...you are going to get into CC sooner or later, and you should have it be on your terms (ie send a ganger armed and 'trained' for it.

You mentioned you are going to scratch build your models, but I just got my order of trenchcoat gangers from Heresy Miniatures in the UK ( I see that you are form there as well, so shipping and price may be better for you than it was for me.) If you haven't seen the models, definitely check them out! http://heresyminiatures.com/shop/index.php?main_page=index&cPath=2_15

   
 
Forum Index » Other 40K/30K Universe Games
Go to: