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![[Post New]](/s/i/i.gif) 2019/06/20 12:36:28
Subject: Orlocks tips please!
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Crushing Black Templar Crusader Pilot
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Hi all! Finally gonna try necromunda seriously (-ish. About as serious as a McBogus gets, at least...)
With regards to load out, does anyone have any tips? Pretty new to a fair few of the weapons, totally new to the mechanics. What, my veteran Orlocks, do you never leave your squalid underhive lairs without? What has performed well, and most importantly, what is just good fun!?
Cheers very much for looking, and all your help!
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![[Post New]](/s/i/i.gif) 2019/06/20 18:49:58
Subject: Orlocks tips please!
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Longtime Dakkanaut
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posermcbogus wrote:Hi all! Finally gonna try necromunda seriously (-ish. About as serious as a McBogus gets, at least...)
With regards to load out, does anyone have any tips? Pretty new to a fair few of the weapons, totally new to the mechanics. What, my veteran Orlocks, do you never leave your squalid underhive lairs without? What has performed well, and most importantly, what is just good fun!?
Cheers very much for looking, and all your help!
Escher & Chaos Cult player here.
If you have any questions about Necromunda head over to the yaktribe forum. You ´ll get tons of advice there. Well, and now back to your question. Use the following formula to have a long lasting fun experience in the hive:
Do not arm a lot of your models in the same way. Redundancy is a hallmark of 40K with all the faceless cannon fodder but in the hive each and every ganger has a name which shows his/her individuality. So honour this in the way by having a varied loadout and incorporate House specific equipment in your gang to show that they fully embrace their heritage and don´t rely on cheap and boring spamming of lasguns which are perfect for pinning opposing gangers but very tedious to play against.
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![[Post New]](/s/i/i.gif) 2019/06/21 00:11:32
Subject: Orlocks tips please!
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Crushing Black Templar Crusader Pilot
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Strg Alt wrote: don´t rely on cheap and boring spamming of lasguns which are perfect for pinning opposing gangers but very tedious to play against.
Thanks for the advice! I'll definately give Yaktribe a look if I have a minute! If ya see a PoserMcBogus asking daft questions around there, that'll be me!
I'm curious about the spamming lasguns comment, however. It almost sounds like it works...? Out of curiosity's sake, how many repeated weapons do you have in your gangs? I also collect cawdor (I mainly use them as inquisition goons) and there's a ton of variety there, but I've also got some chaos boyos and some genestealer boyos, though because they're predominantly 40k-oriented, there isn't a wild lot of variety...
Is it really not viable to have a lot of chumps with the same gun? Automatically Appended Next Post: P.S. Don't worry, planning on getting pretty creative with my Orlocks!
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This message was edited 1 time. Last update was at 2019/06/21 00:12:23
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![[Post New]](/s/i/i.gif) 2019/06/21 10:21:09
Subject: Orlocks tips please!
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Fixture of Dakka
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It's probably viable, but it's not very interesting, which is Strg Alt's point, I think.  You're making a gang, not an Astra Militarum infantry squad.
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![[Post New]](/s/i/i.gif) 2019/06/21 11:54:14
Subject: Orlocks tips please!
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Leader of the Sept
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I run a Van Saar gang so have lots of laser weapons, but tried to limit actual lasguns just to 2 or 3. Orlocks are quite handy up close and personal so I think more autopistols and sawn off shotguns go well there.
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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 |
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![[Post New]](/s/i/i.gif) 2019/06/21 12:53:02
Subject: Orlocks tips please!
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Shrieking Traitor Sentinel Pilot
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A lot of viable builds actually do have at least 3 gangers with the same gun. Usually a basic weapon, and usually a cheap one. This saves points to give some of your higher tier models like your leader and champion more expensive gear. Juves can also be a good way to save points, giving them a cheap pistol and close combat weapon or a couple of cheap pistols. The points you save on either option can give you enough for a mean heavy or special weapon and/or some mean close combat loadouts.
I play Van Saar and Escher, so my cheap loadouts are a single lasgun. Orlock players don't have that option, so you'll have to figure out what looks effective while still being fairly cheap.
I will tell you, having played against them, Orlock shotguns are NASTY. The combat shotguns in particular can really wreck someone's day, so I think they're a good investment. They're pretty short range though, so be sure to invest in a bit of longer range support for them.
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This message was edited 1 time. Last update was at 2019/06/21 12:54:07
40k is 111% science.
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![[Post New]](/s/i/i.gif) 2019/06/21 14:35:21
Subject: Orlocks tips please!
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Longtime Dakkanaut
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AndrewGPaul wrote:It's probably viable, but it's not very interesting, which is Strg Alt's point, I think.  You're making a gang, not an Astra Militarum infantry squad. 
Correct. Automatically Appended Next Post: posermcbogus wrote: Strg Alt wrote: don´t rely on cheap and boring spamming of lasguns which are perfect for pinning opposing gangers but very tedious to play against.
Thanks for the advice! I'll definately give Yaktribe a look if I have a minute! If ya see a PoserMcBogus asking daft questions around there, that'll be me!
I'm curious about the spamming lasguns comment, however. It almost sounds like it works...? Out of curiosity's sake, how many repeated weapons do you have in your gangs? I also collect cawdor (I mainly use them as inquisition goons) and there's a ton of variety there, but I've also got some chaos boyos and some genestealer boyos, though because they're predominantly 40k-oriented, there isn't a wild lot of variety...
Is it really not viable to have a lot of chumps with the same gun?
Automatically Appended Next Post:
P.S. Don't worry, planning on getting pretty creative with my Orlocks!
Escher gang
I played Necromunda in the 90s and have access to vintage one part Escher models. As I loath "clones", models which look the same and as a consequence are armed in the same way, EVERY ganger has unique equipment.
Nurgle Chaos Cult
I was hyped when the rules for these dudes/dudesttes were published in WD but despite having approx. 30 chaos cultists only one of them was painted at the time. Gaming with a grey plastic horde is sinful behaviour to me so I had to come up with a creative way of portraying a suitable crazed cult gang using proxies that wouldn´t be too far fetched. Therefore I opted to use some models from the IG Steel Legion regiment which were painted in nurgly colours by the way as they usually behaved as traitors on a 40k battlefield. They looked appropriately foul because the gas mask is a favourite wargear asset of Nurgle units.
Using some of the faceless mooks from 40K armed with lasguns violated one of my rules of fair-play and therefore I made sure that each of the four dudes also came along with equipment which was shown on the model to make the mini not cheap as hell and as a result less suitable for abusive spamming. The same train of thought had been applied to my female close-combat gangers. The following link leads to yaktribe and one of my older posts there:
https://yaktribe.games/community/threads/nurgle-chaos-cult-with-a-fetish.7104/
My old post on yaktribe also includes a link to one of my albums which has pics of my Nurgle gang at the start of our campaign. Also keep in mind that the creation of the gang involved the pdf from Gangs of Legends and house rules (costs & rules) to limit the atrocities that a grenade launcher can create in the hive.
This leads to one of the issues of N17. It is a truly great game but it has a LOT of minor issues that quickly adds up and can be detrimental to the overall enjoyment of the game when you don´t critically question some of the rules. I will mention here just one example: Most of the premade ganger from House Goliath that come with the base game (fighter cards) have a wrong cost attributed to them and in most cases they are too cheap when my memory serves me right.  I never checked, if the Eschers from the box were correct because I used the vintage models but I guess you would be in for quite a surprise when you checked their price tag.
But don´t be afraid, yaktribe has a rich house rule segment which addresses these problems. Just head over there and dive right in.
Ah, and a final advice for campaign play: Don´t you use up all your credits during gang creation as you might need to visit the doc even after your very first game...
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This message was edited 1 time. Last update was at 2019/06/21 15:28:17
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![[Post New]](/s/i/i.gif) 2019/06/29 20:26:59
Subject: Orlocks tips please!
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Growlin' Guntrukk Driver with Killacannon
Scotland, but nowhere near my rulebook
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Orlock player here:
I like having a couple of Lasguns, though you can't get them at creation. This is partly a hangover from previous versions, as I had two lasgunners. They're solid, and provide a firebase along with your....
Heavy Stubber (or Bolter). This is to cover fire lanes as much as anything else, but I'd advise the skill which allows cool tests to avoid being pinned
I like having a crash team - champion, gangers with shotguns, assault Shotguns, a guy with a chain sword. This advances under your base of fire to Get Stuff Done. Twin autopistols are great. Sawn off shotguns are fearsome but I prefer them as a backup for range fighters.
Secondary fire team - autoguns, shotguns. Moves about the place to get flanking fire
Leader - I've tooled mine up to a comical degree, with a plasma gun, chainsword and bolt pistol. He therefore fits anywhere. With 3 wounds he's harder to kill than pretty much anyone else, so the investment is as safe as anything is likely to be downhive. Don't be a lurking overseer, get stuff done yourself - it's the orlock way.
You have house weapon access to demolition and blasting charges. These are hilarious, and you want to be close-but-not-in-cc anyway
When it comes down to it, you are a shooting gang
Orlock specialisation is in "not running away" - you have great cool, decent numbers, durable armour, skills that let you keep coming and a bunch of house specific strategy cards (see the Yaktribe vault) that emphasise this. Never assume that just because you bottled you're on your way home, often you can keep in the game very well.
Also - juves. Equip 'em light, send 'em out front to take the hits. Either they learn, or you get new juves...
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![[Post New]](/s/i/i.gif) 2019/07/08 14:54:56
Subject: Orlocks tips please!
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Longtime Dakkanaut
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Check out orlock discounted combat shotgun with hell blaze ammo. Basically a heavy flamer, but at half price, low rarity, basic weapon with move & shoot!
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![[Post New]](/s/i/i.gif) 2019/07/08 22:11:33
Subject: Orlocks tips please!
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Growlin' Guntrukk Driver with Killacannon
Scotland, but nowhere near my rulebook
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Minor issue is that it can use up ammo, but yes, it's good value.
Or all the flame weapons are hideously overpriced.
One of those.
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![[Post New]](/s/i/i.gif) 2019/07/09 02:25:28
Subject: Orlocks tips please!
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Crushing Black Templar Crusader Pilot
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Great! So as it stands, I've got 20 boyos, unbuilt.
For my leader, I was gonna initially go plasma pistol and power knife.
Champ with a HB
I want to use the 2 FW chains, because they're cool, and also everyone on Yaktribe likes shotguns, so I'm chucking a few of those in, too.
Correct me if I'm mistaken, but I'd have to convert bolters myself, right?
In terms of special weapons, and additional heavy weapons, what do we all like? I'm fairly certain now that rank-and-file are gonna be tooled up with some kind of shotgun or an autogun/bolter.
Any wisdom about pistols?
Cheers fellas, some great discussion going on here! Automatically Appended Next Post: And if you've got any more tasty little fighter loadouts, I'd love to hear 'em! I'm dead keen on giving my champ a servo-harness
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This message was edited 1 time. Last update was at 2019/07/09 02:32:05
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![[Post New]](/s/i/i.gif) 2019/07/09 06:16:34
Subject: Orlocks tips please!
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Growlin' Guntrukk Driver with Killacannon
Scotland, but nowhere near my rulebook
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Dual Autopistols are always nice.
Sawn off shotguns are a good backup.
For special weapons grenade launchers are really good value, and I like Plasma guns.
I'd avoid flamers.
I'd take a heavy Stubber if you're going for a second heavy weapon. If you've bought the new box you'll have harpoons. I've not used one. On paper it looks... Ok? You can move and shoot.
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![[Post New]](/s/i/i.gif) 2019/07/09 06:27:36
Subject: Orlocks tips please!
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Crushing Black Templar Crusader Pilot
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Interesting stuff, I had a hunch grenade launchers might be decent...
...unfortunately saving all of mine for genestealer cultists, but there ya go! Helps to keep things varied I guess.
Over on Yaktribe, a user suggested I outright ignore autoguns, and never use them, because they're bad. What are folks' thoughts on this? I quite like the look of them, and honestly wasn't planning on including many, anyway, but if anything other than flamers (even handflamers? b-b-but I love handflamers) is just a point sink and not worth it, I'd love to know!
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![[Post New]](/s/i/i.gif) 2019/07/09 15:14:19
Subject: Orlocks tips please!
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Growlin' Guntrukk Driver with Killacannon
Scotland, but nowhere near my rulebook
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There's nothing wrong with autoguns, other than the fact that mine never hit. Lasguns have a (much) better short range, but no rapid fire.
Hand flamers you might get away with, at 75 creds. Can't remember if they're Sidearms.
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![[Post New]](/s/i/i.gif) 2019/07/11 17:41:27
Subject: Orlocks tips please!
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Longtime Dakkanaut
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It is impossiboe to use flamer weapons (these days) in close combat, so no.
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