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Necromunda : Gang Delaque

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Plasma Gun [Master of Shadow, Phantom, Specialist Ghost]: Plasma guns are pretty much never bad. They’re the go-to ranged damage weapon, and your Delaque gang will not do poorly with one in tow. Rating: A While having a Rogue Doc can be a good thing, they’re among the lower-tier hangers on. The critically injured result can be nasty, but it only happens less than 1/6th of the time when a fighter gets injured. Also, while free, this Rogue Doc will take up a spot in your allotted hangers on, and there are more useful members of that group. You can also grab the Charadon gaming boards on their own with the Battlezone: Mechanicus – Battlefield set. This gang assumes you’ve bought 1 Delaque box and want to get started playing. It’s not perfectly optimized, but it will get you well on your way to some good games. Fixer (Savant): Extra credits is never unappreciated. Fixer will give you 10-30 credits for every battle, just cuz. An excellent way to gain some campaign momentum.

As Psykers, the benefit of Psy-Gheists is their ability to take Psychoteric Wyrms, which are the best way to extend some very powerful Whisper effects to a usable range (if a power can cripple an enemy fighter, but has a 1” range, there’s a clear issue using it – how come the caster or the target isn’t down already?), but those do cost 70 credits a pop. The problem with Psy-Gheists as Psykers is their starting Willpower of 8+. So you can invest a lot of credits into the ability to attempt a Whisper where you want it, but the effect will not actually manifest reliably until you’ve gained a few Advances.Basic weapons: Lasguns and more Throwing knives (actually being thrown instead of just on the belt). Stub Gun [Master of Shadow, Phantom, Psy-Gheist, Ghost, Shadow]: We generally prefer the stub gun to the autopistol when the autopistol is twice as expensive, but when they cost the same, the autopistol edges the humble stubber out. Rating: C This list is all about getting up close and personal. Preferably with a sinister laugh and lots of hand rubbing. The trio of bosses appearing out of the shadows and munching on pretty much whatever you point at is particularly scary. While the Ghosts run from cover to cover, acting as a distraction and getting a couple of D2 shots off, the Shadows move up using smoke to make sure that web pistol gets close enough to make your opponent furiously flip through their rulebook(s) to reread the web special rule. This gets truly absurd if you draw any cards that allow you to infiltrate more of your crew!

Cacophony of Silence (Double), continuous effect: 5” range. All enemy fighters within range must re-roll successful ranged hit rolls. Can’t see this one getting a ton of return, especially with the double action. Avoid. The battle mat included in the set is poor. Featuring a different floorscape from the Underhive on each side, printed on gloss paper. It’s a similar sort of mat that was given in Mortal Realms and the Warhammer 40,000 Recruit and Elite starter sets.The Delaque can also take smoke grenades. They’re perfect for hiding your advance as you sneak up on enemy gangers and take them out with a choice of pistols selected from an impressive range of options. We got our hands on the new House of Shadow book for Necromunda. It’s the last of the “main” house books and it does cover a lot of the history and lore of House Delaque. But this mysterious house seems to have contrary and convoluted histories – and that’s how they like it. Phantom (Faceless): shotgun w/ solid & scatter, autopistol, web gauntlet, mesh armor, armored undersuit [195]

You get two of each, except you get 4 lasguns. I've marked in bold the weapons you'd seriously want to consider in a starting gang, though most of the rest of the weapons in that kit are decent as well; only really the flamer (which is overshadowed by the superior, and cheaper, webgun) and the heavy flamer (just always hot trash) are duds in that kit. Grapnel Launchers on any of your melee characters are hilarious, especially if they have versatile weapons. Grab a couple on key characters and enjoy your opponent’s horror as your melee killers bounce across the battlefield! I like the idea of signature weapon like flechette pistol on leader, like you said its more thematic ! The plasma pistol with gunshroud was a personnal choice with a kind of super firepower in case of something big, and still silent :s The members of the house are often seen as barbaric by everybody else in the Hive, the members of House Escher being the most vocal in this belief. Indeed, many of the Goliath’s traditions, like the fighting pits and the Feast of the Fallen do very little to disprove these beliefs, giving the impression of a violent and brutal people inimical to their neighbours and rivals alike.Whatever the truth, House Delaque was not the first House known as Shadow on Necromunda. The rulers of Necromunda have always had a need for spies and intelligence-gatherers, and have designated the House of Shadow to those who best provide this service. Little is known of the holder of the title of the House of Shadows, though it is known that House Delaque assumed the title in the aftermath of the Drypus Incident. [4b] House of Shadow also includes rules for Delaque-exclusive Hangers-on and Brutes, extra Dramatis Personae, and new alliances for your gang to form. For example, join up with the noble House Ty and you can use their Onmyodo Nulls to help shut down enemy Pskyers. I can see this being useful in the early part of a campaign when rosters are smaller. However, since most games of Necromunda use between 6 and 10 models, when gang rosters start to get bigger, the utility of the fighting pits decreases rather dramatically.

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