The Necromunda Escher Gang Is Deadly, Quick and Addicted To Chems

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  • @CharlieTrew-mj5wl
    @CharlieTrew-mj5wl8 ай бұрын

    This channel is great and deserves more love

  • @janklevaivancic4263
    @janklevaivancic4263 Жыл бұрын

    As usual, here are some observations: When judging Chem alchemy, keep in mind that for each cathegory you can combine up to 3 different Stimms/Ammo chems in one elixir/custom ammo and carry multiple Elixirs/Ammos into battle, consuming them only if/when needed and the Chem alchemyst can significantly reduce the cost of such 'combo chems', down to 10-15 creds in most cases. - Bloodrush Stimm: it is 1 simple action to use the stimms on yourself or any model in base contact, so you could fit multiple fighters in the gang with a simple dose of Bloodrush to use as a medipacks on other friendly fighters when needed, before the affected models activate, stand-up and shoot or move (instead of waiting for the end of round to just roll an extra die on the recovery from 'assisting'). - Hyper Stimm: Imagine putting Hyper on a Death maiden with a melee weapon that has a +1 to hit modifier; she'd be M8 + D6'' charging and still hitting on 2+ (+1 from weapon and -1 from the stim side effects), before any Xp advancements to Movement. - Acidic Gas ammo: Primarily it is meant to negate any Hazard suits/Respirators bonuses against Gas, on the target of the attack. - Bane Gas ammo: the target becomes T3, but if your Escher has a Chem synth, she'll wound the target on 2+ (also, if you combine it with Acid chem, you ignore their hazard suit/respirator as well and ALWAYS wound on 2+) - Liftin Gas ammo: the Flamer template doesn't need to start touching the shooter, but gets shot up to 6'' further (so 14'' flamer threat standing still), but imagine it on a Champion with Hip shooting + Hyper (run 14-16'' then shoot 14'') or mounted on their gang-specific Flying bikes... - Pyrophoric Gas ammo: Regular flamers can not be combined with Liftin (for the +6'') and Leaden (to leave another Blaze/Gas 3'' blast in the way with no scatter). - Debilitating + Paralysing Toxin: -1 to any Characteristic test, then force a Strength check (now at -1 on the roll) or become Seriously injured, in addition to the Injury roll cause by the normal Toxin rules. Finesse skills: - My favorite 'melee combo' is Combat Virtuoso on a Death maiden with a Stiletto sword and a Power sword, possibly mounted on a Dirt bike or a Cutter (with 2+ Initiative to stay upright while mounted), since that gives them 3'' versatile (also for Ride-by-attacks) with either their Stiletto sword + Custom toxins (if the target is an 'flesh and blood' fighter) or the Power sword (if the target is an inorganic model like a light vehicle). You can also add a Frenzon collar on her to gain Nerves of steel on Cool 4+, True grit, Unstoppable and Berserk when charging. Apprentice Chem alchemist: if you have any intention of using Chem alchemy your gang must remain Law abiding (so avoid Chaos/Genestealer corruption), so that they can hire the Chem alchemist for their -D6x10 creds discount on every Alchemy Stimm/Ammo dose you produce (down to a minimum cost of 10 or 15 I think), which is crucial for any 2-3 chems combos you may want to create mid-late campaign (if you stick to 1 chem elixirs/ammos the discount doesn't help as much, since many of them are already close to the minimum value the alchemist can discount chems to anyway). Cheers! :)

  • @CharlieTrew-mj5wl

    @CharlieTrew-mj5wl

    8 ай бұрын

    Thanks

  • @Caelanthecrazy40K
    @Caelanthecrazy40K Жыл бұрын

    I could join you for the Genestealer Cult video

  • @ja37d-34
    @ja37d-34Ай бұрын

    The best-looking gang!

  • @radiumminis
    @radiumminis Жыл бұрын

    Escher is a great gang, but chems are probably one of the worst house abilities. In my experience chems are mostly a trap, they only help you win more. Since they are one time use they eat up credits, and do keep in mind that the even though the hanger on will give you a discount on the cost of chems, the full cost is still applied to your crew rating. So basically every few chems you add to a fighter are a free tactics card for your opponent. Then there is the chem weapons, the needle gun is just a worse bolter, and the chem thrower just wishes it pins like a real flamer. After all what other weapon in the game requires you to buy new ammo each game. Ammo like this is expensive and also bloats your crew rating quit a bit. Basically night night and blood rush are worth it, most other stims are just there for showboating when your already in the lead. Chem rant aside Escher is still a great gang with so many other cool tools. Those web traps are great, the champs have a wonderful skill set, and the juves are real workhorse of this gang.

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