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[ARMYLIST] Necromunda gang Escher 995 credits: first draft  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in fr
Inquisitorial Keeper of the Xenobanks





France

Hi there,
So this is my first Necro list, if I missed anything let me know it !

Leader - powersword/plasma pistol(gives more XP to nearby friends) 215

Champion - combi bolter-needle-rifle/stiletto knife (can make a double move/sprint) 195
Champion - stubgun/stiletto sword/chem-synth (can fight twice) 155

Ganger - chem thrower/chem-synth 200
Ganger - lasgun 55
Ganger - lasgun 55
Ganger - autogun 65

Juve - laspistol/stiletto knife 50


I went for stiletto knife for my juves because she can't shoot with BS5+ and the Toxin rule helps her bypass herS2, so I guess it is the best and cheapest way to play juves ? My gangers have long range guns to use their better BS4+.

(on the Escher New weapons list, some weapons aren't given rules, like the hand flamer, are they in GW2 ?)

This message was edited 2 times. Last update was at 2018/03/22 23:05:07


   
Made in gb
Leader of the Sept







I'd swap the autogun onto your leader. Make better use of the higher rate of fire. Also unless i missed something, toxin only affects the injury roll. You still have to wound as normal. As you might see in some of tge ogher threads on thus board, noone is quite sure why juves are worthwhike yet. Also you actually need to have at least as many gangers as leader juves and champions, so i dont think uour list is legal under the base fang war rules.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

 Flinty wrote:
I'd swap the autogun onto your leader. Make better use of the higher rate of fire. Also unless i missed something, toxin only affects the injury roll. You still have to wound as normal. As you might see in some of tge ogher threads on thus board, noone is quite sure why juves are worthwhike yet. Also you actually need to have at least as many gangers as leader juves and champions, so i dont think uour list is legal under the base fang war rules.

Hi, I juste edited the list, thank you for your reactivity You were quicker than me !
Oh, that's a bad piece of news about toxin !

This message was edited 1 time. Last update was at 2018/03/22 23:01:56


   
Made in au
Wicked Ghast





Australia

 Flinty wrote:
Also unless i missed something, toxin only affects the injury roll. You still have to wound as normal. As you might see in some of tge ogher threads on thus board, noone is quite sure why juves are worthwhike yet.

GW released a FAQ with the correction:
"Page 79 – Toxin
The first line should read:
“Instead of making a Wound roll for a toxin attack,”"

This makes toxin a lot better and makes Juves giant killers

Nothing to see here, move along mortal.  
   
Made in gb
Leader of the Sept







Excellent. I did indeed miss something

Thanks for updating me.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in gb
Cackling Chaos Conscript





Oxfordshire

Unless you expect to be playing principally on the ZM tiles, I’d lose the Chem-Thrower to save credits for some Plasma Guns.
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

 Lord Fishface wrote:
Unless you expect to be playing principally on the ZM tiles, I’d lose the Chem-Thrower to save credits for some Plasma Guns.


I had totally forgotten about the new weapons ! Thanks !

So, I made a new, better and more varied gang, 1000 credits:


1000 crédits

Leader boltgun/needle rifle autospistol power sword chem synth 265
Skill: Overseer

champ styletto sword stubgun chem synth 145
Skill: rains of blows

champ chainsword plasma pistol 170
Skill: parry

juve 45
styletto knive stubgun

ganger stiletto sword stubgun lasgun 90

ganger shotgun acid amo 95

ganger photon flash flares, lazpistol styletto knive 95

ganger needle rifle lasgun 90



What do you think about it ? I am sad I couldn't give my leade or champ' a respirator or photo googles, they look so cool !

This message was edited 2 times. Last update was at 2018/03/31 07:57:26


   
Made in gb
Cackling Chaos Conscript





Oxfordshire

I’m building some of mine with respirators just for the hell of it; I’ll just buy them after the first game.

I think yours is a fun list, and full of characteristically Escher-y choices. If we were talking in terms of optimisation, then I think you’d be advised either to ditch some of your more expensive equipment (and buy it at the trading post after the first game) in order to get one or two more gangers at the campaign’s opening, or to be ready to buy those extra bodies in the first post-game.
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

I have been told that chem synths are, in fact, rarely used: needing an action to be activated.
My ganger wouldn't be able to move, use it and fight or move, use it and shoot, etc.
What are you experience with chem synth ?


Automatically Appended Next Post:
 Lord Fishface wrote:
I’m building some of mine with respirators just for the hell of it; I’ll just buy them after the first game.

I think yours is a fun list, and full of characteristically Escher-y choices. If we were talking in terms of optimisation, then I think you’d be advised either to ditch some of your more expensive equipment (and buy it at the trading post after the first game) in order to get one or two more gangers at the campaign’s opening, or to be ready to buy those extra bodies in the first post-game.


I think I'll do the same !

This message was edited 1 time. Last update was at 2018/04/01 10:35:51


   
Made in gb
Fresh-Faced New User




Yes chem synths require an action to use, which means there use in combat is limited as they can't be used when charging or for a reaction attack. However they may be of use for a defensively equipped character (i.e. 2x swords +step aside), who may be able to survive long enough to use the chem synth in their next turn.

They're more useful when combined with needle weapons, although you won't be able to aim or move while using it. However for that crucial shot it can make a difference.

Chem synths will also be more useful in the latter stages of a campaign when there are more high toughness characters against which Toxin will be less effective.

In short chem synths are a nice thing to have in certain circumstances but are far from a priority purchase.

   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Trafalgar Law wrote:
Yes chem synths require an action to use, which means there use in combat is limited as they can't be used when charging or for a reaction attack. However they may be of use for a defensively equipped character (i.e. 2x swords +step aside), who may be able to survive long enough to use the chem synth in their next turn.

They're more useful when combined with needle weapons, although you won't be able to aim or move while using it. However for that crucial shot it can make a difference.

Chem synths will also be more useful in the latter stages of a campaign when there are more high toughness characters against which Toxin will be less effective.

In short chem synths are a nice thing to have in certain circumstances but are far from a priority purchase.



Ok thanks, I guess I can remove them from the list for the moment, and put a las projector and the shotgun, that would be brutal

   
 
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