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Author Topic: New Escher, Delaque + Spyrers  (Read 8802 times)

Offline hendybadger

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New Escher, Delaque + Spyrers
« on: July 25, 2009, 07:17:19 PM »


After a break from Necro of over a decade ive remembered how good a game it is.
Started again with my 3 fav gangs. Escher, Delaque and Spyrers.
I have landed most of the models Im after. (still want some Delaque + Escher but that will be a different thread)
A WIP thread of these will be started soon after I have finalised the rosters.
So here goes. 1st 3 Gangs of the new millenium for me!

Eshcer
Leader- Plasma Pistol, Chainsword
Heavy- Heavy Stubber, Las Pistol
Heavy- Lasgun
Ganger- Shotgun, Man Stoppers
Ganger- Auto Pistol, Sword
Ganger- Auto Pistol, Sword
Ganger- Stubgun, Sword
Ganger- Autogun, Stubgun
Juve- Auto pistol, Sword
Juve- Stubgun, Sword
Juve- Stubgun, Dum dums
Total- 980 creds
Stash- 20 creds

Delaque
Leader- Bolter, Stubgun
Heavy- Heavy Stubber, Shotgun
Heavy- Flamer, Lasgun
Ganger- Autogun
Ganger- Autogun
Ganger- Lasgun
Ganger- Shotgun
Ganger- Shotgun, Man stoppers
Ganger- Lasgun
Juve- Stubgun
Juve- Auto pistol
Total- 1000 creds

Spyrers
Yeld- +5 Exp
Yeld- +5 Exp
Malcadon- +5 Exp
Orrus- +5 Exp
Jakara- +5 Exp
Total- 1000 creds

So there they are. Let me know what you think.
Comments, thoughts, opinions, ideas, advice ect are all welcome.
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Offline Ravendas

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Re: New Escher, Delaque + Spyrers
« Reply #1 on: July 25, 2009, 07:23:33 PM »
I'll choose this board, out of the 3 (i see) you've posted on, since this one needs traffic the most ;)

Looks great overall, I have prejudices vs stubguns for shooting, but it seems like in your Escher gang they are all set to get into hand to hand, which they are pretty good in.

One thing for the Escher. Heavy stubbers tend to sit far in the back, and when they run out of ammo, rarely are there enemies within 16". A good backup weapon would be an autogun or lasgun. For 5 more credits you could get an autogun, and 8" more range.

I honestly don't know anything about spyrers, so I can't comment really.

Offline hendybadger

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Re: New Escher, Delaque + Spyrers
« Reply #2 on: July 25, 2009, 08:02:06 PM »
I have posted on different forums because I dont like to put all my eggs in one basket. And Im sure that different people, with different ideas go to different places.
For the Escher heavy i was just going with how the model looks at the moment. So Lasgun, Auto or Shot for her?
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Offline Ravendas

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Re: New Escher, Delaque + Spyrers
« Reply #3 on: July 25, 2009, 08:33:59 PM »
I have posted on different forums because I dont like to put all my eggs in one basket. And Im sure that different people, with different ideas go to different places.
For the Escher heavy i was just going with how the model looks at the moment. So Lasgun, Auto or Shot for her?

I'd say you need range for a backup weapon on a heavy, so shotgun is out.

Then it's a matter of taste. Lasgun, +5 credits, better ammo check, vs Autogun, cheaper with worse ammo check. I frankly feel that by the time your heavy runs out of ammo, there isn't much left time in the game, so I doubt he will run out with another weapon. Plus, I just like autoguns more than lasguns, they are more fun to model.

If it were Van Saar, I'd say 100% autogun, since they are usually rolling in armorers, and would get great benefit from it. But, personal taste here really.

Offline hendybadger

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Re: New Escher, Delaque + Spyrers
« Reply #4 on: July 25, 2009, 08:42:48 PM »
Looks like I may have to dig an Autogun out of the bits box and find a way of adding it to my Escher heavy.

Another question- What should I aim to get next for the Delaque + Escher?
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Offline Hellspawn

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Re: New Escher, Delaque + Spyrers
« Reply #5 on: July 25, 2009, 09:47:58 PM »
The spyrer scheme you made is usually the common one for someone that don't want to be bothered with a kind of playstyle since you'll have one type of each of the spyrer with though a little more shooting available due to the presence of two Yeld.
What I would recommand though is to not give the +5xp to the jakara (this one is pretty lame, thinking of dropping it from my scheme cause he's only good at high lvl when his shield can reflect bombing shred and his blade starts to be more than a knife to bring either another malcadon or an orrus) but to one of the Yeld so that you can start to either specialize it with the shooting skills or make it your real leader OR another solution would be to give it to either the Orrus of the Malcadon which are gonna be your two close combat fighters, but I would really go for the first solution, think it'll give you a good advantage.

Offline hendybadger

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Re: New Escher, Delaque + Spyrers
« Reply #6 on: July 25, 2009, 10:11:30 PM »
So not give the Jakara any exp? Or drop her all together?
I went for one of each so I have an all round gang. And the 2 Yelds are for speed and because I like the models better than the rest
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Offline Hellspawn

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Re: New Escher, Delaque + Spyrers
« Reply #7 on: July 26, 2009, 12:33:52 PM »
So not give the Jakara any exp? Or drop her all together?
I went for one of each so I have an all round gang. And the 2 Yelds are for speed and because I like the models better than the rest

Well, there are two solutions, drop or not give the xp. The fact of having the Jakara in the scheme gives you an ok guy for close combat (with a possible range weapon if someone shoots him) but will only be a REAL advantage at high lvl when the guy will have lots of xp since his sword and more especially the shield will be powerful. Not giving him xp can sounds weird when you read that but the goal of giving the other +5 to one of the Yeld (or any other than the jakara) is to have a real leader and avoid the problem of "leader fighting" which isn't happening that often in the Spyrers and having one figures that will be a little more powerful and who will give you a potential advantage in some scenarios.

Dropping the Jakara is only a thing you want to do if you want to have a specific type of gang, like good ranged one or more oriented to close combat with powerful guys like the Malcadon or the Orrus.

Offline hendybadger

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Re: New Escher, Delaque + Spyrers
« Reply #8 on: July 26, 2009, 03:54:07 PM »
Think i will go for drop the exp and adding to a yeld.
Got first game coming up this week.
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Offline Ant

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Re: New Escher, Delaque + Spyrers
« Reply #9 on: July 26, 2009, 04:15:24 PM »
Personally I'd plump for giving all that extra xp to your malcadon since they are the weakest of the spyrers at the start due to only rolling one Attack die in hth, but can become the most effective later in the campaign due to their potential whopping charge ranges if you roll lucky advances. He would also be picking up the leader xp bonuses so in terms of power level should develop at the same rate as the other spyrers instead of lagging behind.

Offline hendybadger

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Re: New Escher, Delaque + Spyrers
« Reply #10 on: July 27, 2009, 02:45:54 PM »
That sounds like a good plan. I didnt think about looking too much at the malcadon because I prefer the yelds. Got 1st game tomorrow now so ill try that out and see how it goes.
BTW I have stumbled across your Necro page and there are some amazing things on there. Congrats
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Offline Hellspawn

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Re: New Escher, Delaque + Spyrers
« Reply #11 on: August 01, 2009, 10:59:13 AM »
I think you must have already find it, but I've uploaded a homebuilt roster there: Roster

You'll find it at the end of my post.

Hope you'll find it nice and don't hesitate to comment/give ideas on how you would improve it :)

Offline hendybadger

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Re: New Escher, Delaque + Spyrers
« Reply #12 on: August 01, 2009, 02:30:21 PM »
Looks good to me. Ill try using it and see how it works
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Offline Hellspawn

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Re: New Escher, Delaque + Spyrers
« Reply #13 on: August 01, 2009, 05:25:24 PM »
Looks good to me. Ill try using it and see how it works

Cool, just repart any thing that you may find bugged or that could be improved :)