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Delaques, 1k starting Creds
185 - Leader
200 - Heavy
115 - Heavy
375 - 5x Gangers with Shotguns and Knives
80 - 2x Juves with Knives and Stubguns
45 in the Stash, just in case.
I'm more than half-tempted to sacrifice numbers and buy one of the heavies a Plasma Cannon, but I figured that would probably end in tears when it blows up the first game, or something. What do you guys think?
I wouildn't give the Juves Stubguns. Juves have a hard enough time hitting things. Give 'em Laspistols or Autopistols.
The Plasma Cannon is REALLY tempting, and the one gang I've played who went that round did quite well until we just stayed away from that Heavy. But then he put his Heavy in Hiding in Overwatch and shot away at us as soon as he could see us.
It's a nasty thing because of its blast effect. I haven't tried it myself, but the one gang did pretty well. You might have to sacrifice the Juves though to afford it.
Your gang seems too close range to me. In necromunda it's very easy to get sniped, and running a bunch of guys close under the cover of a single ranged model is often suicidal.
Drop the flamers, they're too expensive for what they do IMO. Dropping them should give you 125pts in the stash.
Give your ranged heavy an autogun rather than the shotgun, the secondary weapon is in case the main gun runs out of ammo, and he will probobly be staying farther back than the rest of your gang, leaving the shotgun out of range.
Give your juves autopistols, they are more accurate than laspistols and are generally considered better. Sure the laspistols have a better ammo roll but autopistols are less likely to need a second shot, and juves can use all the help they can get hitting their target.
Your gangers are too forward oriented, you will want a few to stay back and help lay down fire support, you could end up with your heavy being downed or pinned and be screwed as you try to advance. Give three gangers autoguns, (its cheaper than the lasgun) rather than shotguns and grab another two juves with pistols and knives.
The extra juves will help you later in the campaign, when they are promoted to full gangers and are cheap in the beginning of the campaign, and will give you the edge as they start to get experiences. Also you will want more than the 5 gangers you have just in case some of those you have get injured, if they do they cant get you income in the following battle.
My proposed changes would also leave you with 35 credits, and give you a nice starting gang with your leader, 5 gangers, 2 heavies and 4 juves! This should give you a pretty good numbers advantages which is especially good for new players who will be more likely to get their guys injured. While i'm on the topic, the main cause of this is failure to admitr defeat. It is far better to lose a game than have half of your gang roll on the injury table; if things are looking bad, better yet if you can see that they are about to turn against you bottle.
Good luck, and welcome th the underhive!
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Personally, I would give the leader a Plasma Gun, a snip at 70 creds. ST5 basic at BS4 and move and fire. Dont need a heavy then. As most combat falls within the range of basic weapons, it would back a serious punch. I have ran Eschers and Goliaths with a plasma leader and its been very effective.
Flamers are not bad, it's just that hand flamers do the same job better unless you have a load of skills to mitigate the problems with flamers. With two hand flamers you can reliably get two shots, wheas a flamer will only reliably get one and then has a 50/50 chance of being able to fire a second one. In short, flamers are advanced weapons for when your gang can use them effectively.. they aren't great as a starter choice. Stick with hand flamers for now if you want to use flamers at all.
I always give the leader frag grenades. They're decently reliable in the hands of a BS4 leader and they are great short range weapons of mass destruction in the same way as flamers but without many of the limitations (for one, they will get more shots before running out of ammo). I would avoid the heavy plasma.. while it's very powerful, a novice heavy won't be able to use it to anything like full effect due to his poor ballistic skill. A heavy stubber is reliable and more than powerful enough for 90% of the situations you'll encounter in necromunda. The alternative, which you see a lot among more experimental players, is to take two plasma gun heavies.. In total they have about the same ammount of firepower at a shorter range with more mobility.
Since you've taken a heavy weapon, I would drop the second heavy unless you just want one for experience purposes (in which case give them basic weapons and get something bigger later on). Use the money to load up on juves and manstopper shells.. as you've rightly spotted with the leader, manstopper shells are what turns shotguns from a mediocre weapon to, in my opinion, the best basic weapon in the game. As long as you're playing Necromunda with the requisite ammount of cover on the board, you don't necessarily need a great number of long range weapons as you should be able to sneak through cover for much of the game. It is an urban setting.
I actually wouldn't give juves any ranged weapons and just use them purely as replacable cannon fodder, but that's a bit mean. As others have suggested if you're going to give them a pistol an autopistol is probably the way to go. At point blank range they'll be pretty reliable, and at longer range they at least have a chance (wheras if you gave them a laspistol they wouldn't).