Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
my LGS has a running Necromundacampaign, free to join at any time, I started with them, first time necromundaplayer with the spyres.
This was a disaster, the 5 guys I had on the table struggled very hard, especcially versus the Van Saars in their all on overwatch strategy, after game 5 I had a dead Orrus, en my Yeld had an old battle wound, so I gave up, with still 5 games to do before ending and replacing, with no chance on recuperation and chance on having but 3 guys on the table, I stood no further chance.
Other players told me Spyre wasn't a good idea to start off, to few guys, hard to replace and to much special rules I lost track off (like bio-booster and such), so my Kabal of the Torn Heart would be remade in one of the ordinary House Gangs, and Delaque seemed most fitting (wager a guess at which models I'm using :p)
I made a list, rolled for territories (with orthers watching, I rolled really well for the terrys)
Here we go
Flamer (this might not be ideal, but people might forget this in the heat of the battle, making for a very unpleasant surprise :p)
I know this list might not be optimal, but I think it's doable, and gonna be fun ^^
Territories I rolled
41 Tunnels (Delaque's style ^^)
53 Drinking Hole
66 choice-> 11 Chem Pit, low in money, but chance on Fearcausers ^^
(Chem Pit representing the ones who go collect taxes by the Haemonculi :p)
I wouldn’t worry about the game with spryers they are very powerful and only really meant to be used in special scenarios not as an everyday gang.
As for the list i think its a good basic list that can do well.
Im guessing its goliaths?
actually it's Delaue, sio it's workable ^^
Delaque just be careful with your close quarter’s gangers. Delaque are majority a stealth gang which can be good getting to combat but once you get there you might be found lacking. Nothing wrong with them just be careful who you run into.
I'd be interested to hear about your spyrers setup and how the game went down.. I love Spyrers and would be happy to offer any advice.
Spyrer gangs should be one of the best overwatch breaking gangs around. A Jakara can generally step into a stream of expected fire and come out intact thanks to their invulnerable shield save and bio booster, and with some lucky advancement rolls, a malcadon or an orrus can become a walking set of frag grenades. While they're a hard gang to pick up, I wouldn't give up on them because of some rough games.
You're also missing a very important rule for the new spyrers which kicks in if they're not doing as well as their opponents. You can start calling in your noble mummies and daddies when things get rough. They're very scary.
first game against Van Saar, with 2 heavy stubbers on overwatch and a lot of other stuff combined wioth him having 2 tunnels and a leader with 2 plasma pistols, first game ever, and worked wrongly with cover, however though I lost I had no lasting damage (voluntary bottle with 2 guys down), at that time I didn't even know about biobooster and like stuff, funny though, Orrus Helen got downed and rolled as advancement improved armor, Malcadon fell of and rolled Catfall, rest received stat boni
second game against the same Van Saar again, now having learned a bit more about cover and learned to appreciate my own shooting things went a bit better, I managed to take a juve and a ganger down and outed another juve, bringing him to bottle rolls (you gotta love the Malcadons web spinner), but then mister I have plasma pistols muhahaha charged out, pity of the succeeded Ldtest (forgot to put the Jakara in front :s) and once more Phil (Malcadon) and Helen went down, and pity Jelle (other Orrus) his very first shot failed ammo, results, Helen got an armwound, then proceeds to roll the +1S advancement, Jelle gets sustained fire, cause plasmapistol guy made all other guys run in terror
third game Esher, here some flaws happened, a couple of situations which later stated should have been done in my advantage were ingame to my disadvantage ruled :s, it ended with a first old battle wound for my poor Yeld
Van Saar again, this actually went very good, he managed only to down one, which afterwards rolled bitter enemity on woundstable, unfortunatly I failed my Bottle roll and the one down rolled true grit
Arbites sigh, I had a very good play actually, it went all according to plan, untill my orrus in heavy cover was shot by a shotgun arbites, 6 6 and 2 saves which I failed both (had to roll one 6, rolled 2 5's), out of action (I never ever got to use my biobooster, I got over 5 games 6 like 4 times and never 2 or 3 )
anyways with 5 games to go, one dead and one Old Battle wound, it was lost mom and dad would not have saved me from the cops since their rating was still lower then mine, and no one had over 1000 pts more :s
so I decided to play a vanilla gang untill we start over after which I'll try the Spyres again
Your setup is interesting.. Personally, I think the Orrus is the odd man out in the Spyrer gang, and by far the hardest to use effectively. I'd recommend a Jakara or Malcadon as your 'double', probably Malcadon as he really sums up the whole spirit of the gang and his silly fast movement is scary.
Even if an opponents gang rating is only 1 point higher than yours, you only need to roll a 4+ to bring on one of the 'rents. It's very, very powerful now.
Unfortunately, Spyrers are one of those gangs you have to play ultra-conservatively, which is hammered home by your lack of support once you're below the wall and the fact you can't play rescue missions. Remember, your objectives aren't the same as the other players.. you can afford patience and you'll never have to rush in and achieve anything. Use cover, hiding (especially with Yelds, who are amazing at it) and your ludicrously high movement speeds to try and pick off targets without kicking the hornets nest too badly. Losing games isn't great from a development standpoint but is better than losing people, and will seldom impact on your vow terribly much.
All in all, it's a different style of play. You aren't scrabbling over underhive scraps, you're just there to hunt the other guys.