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Old June 12th, 2008, 10:57   #1 (permalink)
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Default Delaque Gang list

I am pretty new to Necromunda, but my friends and I are starting up a campaign. Delaque appealed to me with their stealth and shooting skills. Shotguns and frag grenades seem too good to be true. I am not sure if my list is too small to do enough shooting to take things out or if I have too few juves to take hits for me.

Leader - 205
Plasma Gun, Laspistol

Heavy - 195
Heavy Stubber, Laspistol

Heavy - 115
Flamer, Laspistol

Ganger - 105
Shotgun, Manstopper rounds, frag grenades

Ganger - 105
Shotgun, Manstopper rounds, frag grenades

Ganger - 90
Shotgun, Manstopper rounds, laspistol

Ganger - 90
Shotgun, Manstopper rounds, laspistol

Juve - 40
Autopistol

Juve - 40
Autopistol

985 points.
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Old June 12th, 2008, 13:24   #2 (permalink)
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Not too bad.. You've done a lot of the things I would do.

However, you badly need more gangers.. The two heavies are all well and good, but without gangers you won't be able to work all your territories, which means not much income, which means in the long term you'll find yourself lagging behind everyone. At the very least, take 5, but one or two more is advisable as it means even if you suffer a few injuries, you can still work all your territories for max monetary goodness.

I think the reason for the low numbers is that you've somewhat overdone the heavies. The Heavy Stubber is a possibility, as your gang is pretty short ranged otherwise, but I don't think it will fit in with the rest of your strategy as it's too static. The flamer is a decent option, but can be tricky to use.. I'd pick one or the other, rather than trying to go for both. Your leader is already filling the role of a heavy, so you don't quite need that many big guns.

Otherwise its all fairly standard.. I like the fact you've got frag grenades. Possibly consider moving one set to the leader as gangers have pretty poor BS and grenades never give you range bonuses.

The all-shotgun route is great, and it's the way I tend to go, but bear in mind that sometimes it can be a bit of liability at certain range increments. A big part of Necromunda is the ability to pin people and deprive them of actions, and in many ways that makes hitting more important than wounding. Unless your board is going to be terrain-heavy enough that you can sneak to within that tiny window of blasting, you might do yourself a favour to take one or two slightly longer range weapons too (autoguns, lasguns) just to pin people.

Last edited by The_Giant_Mantis; June 12th, 2008 at 13:29..
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Old June 13th, 2008, 05:49   #3 (permalink)
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Alright so I played my first game today against scavvies. He bottled after the first real turn I had of shooting. The flame template was amazing, the manstoppers paid off like I thought they would, and I was surprised at how destructive the frag grenade was. I ended up using this list.

Leader - 205
Plasma Gun, Laspistol

Heavy - 115
Flamer, Laspistol

Heavy - 115
Flamer, Laspistol

Ganger - 105
Shotgun, Manstopper rounds, frag grenades

Ganger - 105
Shotgun, Manstopper rounds, frag grenades

Ganger - 90
Shotgun, Manstopper rounds, laspistol

Ganger - 90
Shotgun, Manstopper rounds, laspistol

Ganger - 90
Shotgun, Manstopper rounds, laspistol

Juve - 40
Autopistol

Juve - 40
Autopistol

I know the frag grenades would be better on my leader, but I don't want to make him too expensive in case he goes down. I managed to hit with them this time, but is the scatter all that bad? It is a large template and only half an artillery die so it seems like it should be ok most of the time. My other opponents are much more shooty, both fielding many lasguns and probably heavy stubbers. We have a pretty terrain heavy board, will my lower range be that big of a difference? I am hoping the fact that I ignore cover with the flamers and the versatility of the shotguns will help me. Also, everyone but me has only 4 gangers, so I shouldn't drop too far behind in the money aspect.

On a similar note. What do you do about modeling your gangers? It seems like you would have to be constantly converting your models over and over after each battle.
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Old June 14th, 2008, 01:10   #4 (permalink)
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two flamers is an interesting choice.

I started off a similar list using 2 Heavy Stubbers, and got told I was a bad, bad, man for doing that. In heavy cover (which was the other guys way to counter the stubbers) the shotguns with manstoppers are great.

When your opponent dives a couple of guys behind cover, switching to scatter shot is great. at most you'll have a -1 to hit. (either from the long range from scatter shot, or from light cover) the Str tradeoff kinda hurts, but it does greatly frustrate your opponents when they learn cover doesn't do a lot for them.

One recommendation I might make though, is to use Autopistols, the -1 long range from the laspistols is something I found frustrating. Your tradeoff is the ammo roll. I'd rather hit people a little easier.

I like the grenade idea too. I'd keep the grenades on whoever gets a BS upgrade. A leader with a Plasma gun is a big enough target.
I actually rolled Plasma Grenades on an Inventor roll, and found out how much I like Grenades.


I model my Delaque gang using Steel legion IG models. I found a Heavy Stubber from the Necromunda range I adapted to fit in where I dremmeled off the rifle on a guy. To show Shotguns, I was going to snip off the lasgun barrel, and attach a larger, open barrel. I will probably use these same shotgunners as either a Vet squad, Or a Stormtrooper squad in 40k
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Old June 14th, 2008, 02:02   #5 (permalink)
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Interesting good, or interesting bad? With tons of terrain flamers seem like they might be a flavorful and powerful option. I do like to be different.

I chose the shotguns because of the awesome versatility, with the drawback of poor range.

I gave my Juves autopistols because of their poor BS. I think I will switch to autopistols on my heavies, as they will only use them for long range until they can use the flamers. The laspistols on the shotgun gangers are for backup guns only so I don't expect to use them often. It is nice to have an almost sure thing.

I don't really like the masks on the steel legion guys, otherwise I would try that.
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Old June 14th, 2008, 02:32   #6 (permalink)
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A tip for the heavies: Why not give them a lasgun rather than a pistol? This way they can keep firing on the move until they get close enough and have enough range to do a bit of damage on the way. The downside is the cost of this. Anyway your gang is pretty sweet as is. Best of luck taking down the other gangs and dominating your little section of the underhive.
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Old June 14th, 2008, 03:01   #7 (permalink)
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I don't have enough money quite yet (as I am at 995), but you can be sure once I do I'll take your advice and give them a lasgun.
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Old June 14th, 2008, 17:08   #8 (permalink)
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Having a spare lasgun has somehow come in handy on my stubber wielding heavy. It comes into its own during the first few turn while you move into position to use the bigger guns. Anyway, best of luck.
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Old June 15th, 2008, 02:32   #9 (permalink)
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Quote:
Originally Posted by Morkai View Post
Having a spare lasgun has somehow come in handy on my stubber wielding heavy. It comes into its own during the first few turn while you move into position to use the bigger guns. Anyway, best of luck.
I'd remove the laspistols from your gangers.. At any range its worth firing a laspistol, you're better off firing a shotgun, and ammo isn't so much of a problem.. You only have a 1 in 12 chance each shot, making a spare gun useful but not essential.. Use the money you get from that to upgrade to lasguns, as they'll really increase the usefulness of your heavies. I like the lasgun/flamer idea actually.. It sounds very flexible.

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Old June 15th, 2008, 03:45   #10 (permalink)
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Quote:
Originally Posted by The_Giant_Mantis View Post
I'd remove the laspistols from your gangers.. At any range its worth firing a laspistol, you're better off firing a shotgun, and ammo isn't so much of a problem.. You only have a 1 in 12 chance each shot, making a spare gun useful but not essential.. Use the money you get from that to upgrade to lasguns, as they'll really increase the usefulness of your heavies. I like the lasgun/flamer idea actually.. It sounds very flexible.
Will do. I am trying to go with the flexibility thing, so it definately works better with the lasguns. Thanks everybody!

As it stands the list looks like:

Leader - 205
Plasma Gun, Autopistol
Heavy - 125
Flamer, Lasgun

Heavy - 125
Flamer, Lasgun

Ganger - 105
Shotgun, Manstopper rounds, frag grenades

Ganger - 105
Shotgun, Manstopper rounds, frag grenades

Ganger - 75
Shotgun, Manstopper rounds

Ganger - 75
Shotgun, Manstopper rounds

Ganger - 75
Shotgun, Manstopper rounds

Juve - 40
Autopistol

Juve - 40
Autopistol

970 credits
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