I acquired a box of bits that happened to have the entire box for Orlocks. Liked the look of them, so I built them up not knowing if I would ever get around to playing Necromunda. Turns out, there are several big Necromunda fans in my local gaming group. Currently on a second campaign with them in the last year and a half or so. Really enjoy using them, and now three other people have jumped on the Orlock bandwagon and bought up gangs. Last time I ran my Captain with the servo-claw as his primary weapon, but there were two different Enforcers, ran four matches against them, ended up handcuffed every time, and low strength makes it very difficult to break out. Running a grenade launcher and power knife this time, so far it's been a good combo. Love the Arms Master with the hammer. Had the shotgun guy last time, felt a little underwhelming. Gave my hammer guy iron stare, but so far my opponents have managed to pass every cool check when trying to shoot him, so that's annoying on a personal level. My favorite trick with Wreckers is to give them the demolition charge, zoom up the board, and then chuck it at a group of guys. Really wish CyberMastiffs could at least get a 6+ save.
3:02 Hahaha, TOASTYY! Orlocks are a very solid gang. Good stats, equipment, and both their special gangers are useable. They came out best of all the "House of" books for sure. Everyone else got off either ok like Escher and Goliath with cool unique rules and at least one good special ganger, to meh like Delaque and Van Saar with forgettable special rules and one special ganger that might have niche application, to Cawdor's book sneaking in effectively an entirely new gang and the faith mechanics that are frankly too close to the 40k level of pace-killing rules bloat nonsense, I tend to ignore them completely. The thing about boltguns and Orlocks is that you can get a combat shotgun for the same price. You lose 1 AP and halve the range, but gain the Template shot, Knockback, an easier reload, and you can use Shotgun Savant. Also, I think there's a psychological thing seeing a guy with a boltgun that makes him a prime target, but a guy with a nondescript shotty less so.
Solid advice. As other posters have mentioned wreckers are REALLY good, flails, demo, charges and chainswords make them extremely good. The demo charge being so dangerous and with wreckers having a huge threat range can really keep your opponent on the backfoot allowing you to keep them in reserve and control the board in the meantime.
Orlock = Jack of all trades. Not super good at anything but mediocre at everything ^^. I always recommend them as starter gang cause u dont need to specialize the gang to be good. Orlock ganger with Shotgun/Autogun is always a nice choice :)
As to the wreckers I find Demo charges are there best a great item to give them as the campain goes on and you can afford it if not the stub pistol + dumb dumb rounds and either a chain sword or fail is a good starting option.
Wreckers are absolutely fantastic. So versatile, so potentially dangerous, and still cheap enough to be hilarious when one of them blows themselves up with a badly thrown demo charge!
@@MiniatureGameMontage with that load out, someone's going to have a bad day. might be your target, might be your wrecker, but someone's getting exploded!
@@MiniatureGameMontage just remember that if they use their jump booster the turn they throw it, it becomes unstable, so even though they're one-use only you still need to roll the firepower dice to see if you get an ammo symbol and potentially blow yourself up!
It sometimes gets forgotten about, but gangers access to bolters is a huge boon. Of the other houses, only Goliath have the same perk, and Orlock are far better postioned to get a real fire base of them relatively early.
@@MiniatureGameMontage I tend to value plasma a bit less in Orlock than other gangs becuse mass bolter access too. You can get nearly two bolters for one plasmagun.. and well theres always another guy who wouldn't say no to a bolter.
@@MiniatureGameMontage awesome! I'm really enjoying the larger pool of gangs, I can already see the grudges being formed and the wider narrative potential!
A buddy of mine painted a gang of them. I haven't fought them yet so I didn't read the rules for a while until some downtime. HOLY SMOKE! A great all-round gang! You're bang on their abilities. Now I have to finish painting my second gang to grab these guys (and gals)!
Road Captain with a Boltgun, Mutioneer, and Bullet Lord. Go ahead and max out that firepower die, then reroll your reload next turn. I like to add a Servo Claw so you can still use them as a budget charger if they do miss those reloads.