A nice mid-late campaign strat for Neoteks: 1. Start with a Lasgun for cheap and mobile pinning. 2. They have shooting as a secondary, so feed them until they get 12xp and grab hip-shooting. 3. Pick up a bunch of grenades, and a Hand Flamer, Plasma Pistol or even an Inferno Pistol for the lulz. 14" Run and Gun 😶
Grenades are so useful for every faction, smoke and flash bangs (i forget what the actual name) are awesome starting off as most people never get the photo goggles or infra red goggles for starting off. i recommended this to a Goliath player and he did much better, popping smoke and hide until he could charge.
Nice overview as always :) I agree with most of your observations, but I think you are underestimating the 'combo potential' of the Archeotech+Cybertechnika+Tech skills, so here are a few examples I like: - Close combat Archeotech: Just as you mentioned the Spider rig works great for a melee 'counter-charger', but have you considered Torsonic Beta cyberteknica to make those 6x versatile attacks Strenght 6? Also keep in mind Archeotechs get Cybertechnika upgrades at half cost, so the Torsonic Beta would cost just 40 creds (or just 15 creds if you upgrade it from a Torsonic Alpha gotten for free at creation). That said I still give this Archeotech the Weaponsmith skill and Ocular Alpha upgrades (in addition to Torsonic beta), since I plan to give him a Plasma/Meltagun (or even just a Boltgun with Plentiful if creds are tight) later in the campaign, so he can contribute to the firefight just like every other Van saar champion. - Heavy weapon Archeotech: As mentioned above, one important detail is that Cybertechnica upgrades cost half for Archeotechs, meaning Torsonic Omega upgrade is actually 'just' 75 creds on them, giving them Damage 3 unarmed attacks, +2 S on melee weapons (like an Energy shield) and Supensors (which on their own would cost 60 creds). Archeotechs are also the only ones with Primary Tech skills, meaning they can most economically combine Weaponsmith + Gadgeteer to essentially add +1 Rapid fire die to any rapid fire heavy weapon: Rapid fire (3) Heavy bolter or Heavy stubber or my favorite Rapid fire (2) Autocannon. Anyway just Plentiful on a Heavy bolter or Missile launcher with the starting Weaponsmith skill, free Ocular Alpha and 'just' 75 creds for Torsonic Alpha from creation, makes Archeotechs my favorite heavy weapon champs, even though you can't buy them a proper heavy gun from the start. - About the Brute dilemma: as you said yourselves, just buy the Ash waste plastic Arachnirig kit and assemble one model with 4 Servo arms standing on the ground to represent the 'classic' brute and the 2nd model with the stock guns and in the jumping pose/clear rod to represent the Ash waste newer versions to have both available (I doubt you'd ever have the creds in one campaign to run the max allowance of all 3 rigs in one gang:) Keep up the good work and cheers! :)
They're really really good with plasma but everyone is really good with plasma. It's just always the best choice for a special weapon and that's not even limited to just this game. I have no idea how they manage to make it consistently so much better than anything else in all their games. It's not like they manage consistency any other time.
An important hanger on for Van Saar is in the Goliath book. The Chem Dealer is 50 credits for non-Goliath. It has fixer, makes chems common at the trade post, and lets you purchase one dose during the pre battle step. This gives you on-demand access to 'Slaught, which sets the user to WS 2+, I 2+ and improves their attack profile by 1. Once you get a power fist from the trade post, you can drop a fixer Archeotek into your gang and have them self funding their chem habit and pulverising brutes. 😊 Weaponsmith is very powerful if you have trade post access in the campaign. Rad-Phage is ok as a "fluffy but actually usable" mechanic. 5" pin pieplate with 4+ auto fleshwound bypassing T and Saves makes the Rad Cannon handy. Two different sources of insanity immunity are nice to have. You can lean on either xp or credits to tech against it if it dominates your meta. Ironically, the 7+ int on the juves is a bit of a weakness as you need 8+ for loh sticks aura.
So spider rig with gamma torsonic is a st6... further, play a game as underdg and take the forced awakening card put it on the archeoteck. If you win, buy a psi-amplifier and put it on the spider rig. You now have a Force Spider-rig. Thats a 6 attack (on charge), st6 entangle, parry, shock, power and sever. Each 6 roll causes str 6 auto wound cannot be saved damage 2 with auto ooa if reduced to 0 wounds. This is melee van saar...
I think a decent case can be made for the Rad cannon: the Lascannon may be far better for a single target, but the Rad cannon is Van Saar's best AoE option. It's the only gun Van Saar have access to with a 5" blast- easily pin a group and the rad-phage trait means you've a good chance of at least getting some flesh wounds in too. Multi-melta is a fair deal more expensive, only 3" blast, scarce, and shorter range. Plasma cannon again has only the 3" blast and scarce, and even then- only on the maximal setting which means you're dealing with unstable and the chance it just blows up in your face. I also don't think the miscellaneous las weapons are that bad. They may not be able to use the hotshot pack, but Van Saar have several other ways to tinker with and buff the las weapons- gadgeteer, various tactics cards, etc. +1 for Delaque
I think they should just remove the grav cutter that's in the House of Artifice book, and errata the ash waste grav cutter to say that "only Neoteks are crazy enough to use this inside the hive. I vote for doing Escher next.
I’m not a native English speaker, but gadgeteer says you can modify traits of any weapon, not weapons. So in case of dual lassubcarabines - only one of them would be rapid fire 2.
I've used rad a lot on my Orlocks with Autogun ammunition. It's reaaaally good. Cheap and just pushes wounds through. However I wouldn't buy a weapon just for this. Funny enough Van Saar aren't good at getting into rad. 'cause they just get autoguns.
Why does everyone say “CyberNETika” when it’s “CyberTEKnika”? It’s not just here but seems like it’s everywhere and I have to keep looking at the book to make sure I’m not going mad. I’m not going mad am I? I mean I am, but specifically related to this? 😂😅
Van saar has been given lot of shit making them suprisingly poor gang on long run as their special weapons are near unusable, and long run other gangs can respond Vansaars shooting later game after few upgrades and still beat them in melee whit out making that better. As I had to unfortunatly notice my upponenst Orlocks started to respond in kind on 2 week of a campaing as his champs too responded back on BS +2, and pummeled my Van Saars to the ground as they got close.
Correct, but I do feel like there is something to do with VS though. Like we can get infra sights on ALL weapons a fighter is carrying, even rapidfire and blast. There's got to be a combo here that will outshoot anyone in the game.
@@mikkelkirketerp4884 Geting the eye upgrade is far too expensive long run to bold every important fighter and their las guns even whit the hot shot upgrade will be out paced on others naturally geting better on their won list. I have had now 5 campaings under my belt and it has not been suprising as rest of the gans out shoot me on second sycle. And there is no really good melee theterent and rad weapons are near useless as the rad-phage proks only on single hit instead of woud making some thing like the rad beamer useless. Rad cannon might have its uses but it too is far too expensive to get to the damage out put it gives
@@FrostWolfPack Are you fielding either of the two arachni-rigs? They are a good melee deterrent! Also the Archeotek with spider-rig is a nasty close quarter guy. And the eye upgrade would only be on important guys, like champs.
@@mikkelkirketerp4884 It has not really worked when uponent has Esher death maiden on the near start, or Delaque Nat-Guls that melt those hell esher standard champs have melted my Aracni-rigs. Nor there has been good when I seem to suffer the VS curse of missing +2 near 3/5 shots, if I hit +3 dont wound. But that is my luck. Still geting decent weapons that quarantee damage is either lacking or proper deterent.
@@mikkelkirketerp4884 Oh I forgot to comment I have been often going hand to mouth in the credits to replenish my losses and keeping up my surviving gang mebers in the game that brutes I often have to leve from getting as I dont have reputation nor gredits
A nice mid-late campaign strat for Neoteks:
1. Start with a Lasgun for cheap and mobile pinning.
2. They have shooting as a secondary, so feed them until they get 12xp and grab hip-shooting.
3. Pick up a bunch of grenades, and a Hand Flamer, Plasma Pistol or even an Inferno Pistol for the lulz.
14" Run and Gun 😶
Grenades are so useful for every faction, smoke and flash bangs (i forget what the actual name) are awesome starting off as most people never get the photo goggles or infra red goggles for starting off.
i recommended this to a Goliath player and he did much better, popping smoke and hide until he could charge.
Nice overview as always :)
I agree with most of your observations, but I think you are underestimating the 'combo potential' of the Archeotech+Cybertechnika+Tech skills, so here are a few examples I like:
- Close combat Archeotech: Just as you mentioned the Spider rig works great for a melee 'counter-charger', but have you considered Torsonic Beta cyberteknica to make those 6x versatile attacks Strenght 6? Also keep in mind Archeotechs get Cybertechnika upgrades at half cost, so the Torsonic Beta would cost just 40 creds (or just 15 creds if you upgrade it from a Torsonic Alpha gotten for free at creation). That said I still give this Archeotech the Weaponsmith skill and Ocular Alpha upgrades (in addition to Torsonic beta), since I plan to give him a Plasma/Meltagun (or even just a Boltgun with Plentiful if creds are tight) later in the campaign, so he can contribute to the firefight just like every other Van saar champion.
- Heavy weapon Archeotech: As mentioned above, one important detail is that Cybertechnica upgrades cost half for Archeotechs, meaning Torsonic Omega upgrade is actually 'just' 75 creds on them, giving them Damage 3 unarmed attacks, +2 S on melee weapons (like an Energy shield) and Supensors (which on their own would cost 60 creds). Archeotechs are also the only ones with Primary Tech skills, meaning they can most economically combine Weaponsmith + Gadgeteer to essentially add +1 Rapid fire die to any rapid fire heavy weapon: Rapid fire (3) Heavy bolter or Heavy stubber or my favorite Rapid fire (2) Autocannon. Anyway just Plentiful on a Heavy bolter or Missile launcher with the starting Weaponsmith skill, free Ocular Alpha and 'just' 75 creds for Torsonic Alpha from creation, makes Archeotechs my favorite heavy weapon champs, even though you can't buy them a proper heavy gun from the start.
- About the Brute dilemma: as you said yourselves, just buy the Ash waste plastic Arachnirig kit and assemble one model with 4 Servo arms standing on the ground to represent the 'classic' brute and the 2nd model with the stock guns and in the jumping pose/clear rod to represent the Ash waste newer versions to have both available (I doubt you'd ever have the creds in one campaign to run the max allowance of all 3 rigs in one gang:)
Keep up the good work and cheers! :)
That spider rig can be upgraded further if you're sneaky about underdog cards and a psi-amplifier... (Read my comment above)
I think Ocular alpha, Weaponsmith and a Heavy bolter is among the strongest combinations in the game.
@@patrikandersson8054 add ammo create and gageteer for 3 Rapid fire... ouch
Ha my voice had a deciding part in this video xD So next one should be Cawdor!
They're really really good with plasma but everyone is really good with plasma. It's just always the best choice for a special weapon and that's not even limited to just this game. I have no idea how they manage to make it consistently so much better than anything else in all their games. It's not like they manage consistency any other time.
An important hanger on for Van Saar is in the Goliath book. The Chem Dealer is 50 credits for non-Goliath. It has fixer, makes chems common at the trade post, and lets you purchase one dose during the pre battle step. This gives you on-demand access to 'Slaught, which sets the user to WS 2+, I 2+ and improves their attack profile by 1.
Once you get a power fist from the trade post, you can drop a fixer Archeotek into your gang and have them self funding their chem habit and pulverising brutes. 😊
Weaponsmith is very powerful if you have trade post access in the campaign.
Rad-Phage is ok as a "fluffy but actually usable" mechanic. 5" pin pieplate with 4+ auto fleshwound bypassing T and Saves makes the Rad Cannon handy.
Two different sources of insanity immunity are nice to have. You can lean on either xp or credits to tech against it if it dominates your meta.
Ironically, the 7+ int on the juves is a bit of a weakness as you need 8+ for loh sticks aura.
Smoking isn't cool kids... unless you have 8+ int.
All good ideas!
Archeotek with a power fist - now THAT's a fun idea...
Just in time, i was thinking to get my van saar models painted!
The FW Arachni Rig model is sooo much cooler than the plastic ones. Rule of cool > cost
Cawdor cawdor cawdor
So spider rig with gamma torsonic is a st6... further, play a game as underdg and take the forced awakening card put it on the archeoteck. If you win, buy a psi-amplifier and put it on the spider rig. You now have a Force Spider-rig. Thats a 6 attack (on charge), st6 entangle, parry, shock, power and sever. Each 6 roll causes str 6 auto wound cannot be saved damage 2 with auto ooa if reduced to 0 wounds. This is melee van saar...
Also heratek hanger on and turn a grav cannon into also having blaze...
Thoughts on the Ambot in Van Saar?
Provides a melee option that fills a gap nicely, and its speed just matches the rest of your team!
I think a decent case can be made for the Rad cannon: the Lascannon may be far better for a single target, but the Rad cannon is Van Saar's best AoE option. It's the only gun Van Saar have access to with a 5" blast- easily pin a group and the rad-phage trait means you've a good chance of at least getting some flesh wounds in too. Multi-melta is a fair deal more expensive, only 3" blast, scarce, and shorter range. Plasma cannon again has only the 3" blast and scarce, and even then- only on the maximal setting which means you're dealing with unstable and the chance it just blows up in your face.
I also don't think the miscellaneous las weapons are that bad. They may not be able to use the hotshot pack, but Van Saar have several other ways to tinker with and buff the las weapons- gadgeteer, various tactics cards, etc.
+1 for Delaque
These videos are all dope! Squats coming up?
Hear me out: Ganger with mesh and a shield and any other cheap weapon = shield for the rest of the gang behind them. That's 2+ armor in CC 3+ at range
Just wanna note that Archeoteks doesn't need trick shot cause they all have infra-sights :D
Cawdor next please, lads!
I'd love to see some sample terrain setups sometime.
Great Vid. Delaque please
someone correct me if I am wrong, but could you stack shock with the precision shot skill to have 6's deal instant damage?
Escher next please
Remember that Van Saar weapons got plentiful, which stacks with their Tech skills. It still isn't good... but it is something.
It is no realy nothing compared to rest of the clans
Hail all
I think they should just remove the grav cutter that's in the House of Artifice book, and errata the ash waste grav cutter to say that "only Neoteks are crazy enough to use this inside the hive.
I vote for doing Escher next.
That sounds like a much more elegant solution for that!
Nope - that would make them mich weaker as they're now able to fall off and take a lot of damage.
I’m not a native English speaker, but gadgeteer says you can modify traits of any weapon, not weapons. So in case of dual lassubcarabines - only one of them would be rapid fire 2.
Doesn't matter - it's not stating that's you can modify trait for one weapon.
I've used rad a lot on my Orlocks with Autogun ammunition. It's reaaaally good. Cheap and just pushes wounds through. However I wouldn't buy a weapon just for this. Funny enough Van Saar aren't good at getting into rad. 'cause they just get autoguns.
Infra sight doest stack with trick shot in 2023 rules
Good catch!
Why does everyone say “CyberNETika” when it’s “CyberTEKnika”? It’s not just here but seems like it’s everywhere and I have to keep looking at the book to make sure I’m not going mad. I’m not going mad am I? I mean I am, but specifically related to this? 😂😅
genestealer cult please
Van saar has been given lot of shit making them suprisingly poor gang on long run as their special weapons are near unusable, and long run other gangs can respond Vansaars shooting later game after few upgrades and still beat them in melee whit out making that better.
As I had to unfortunatly notice my upponenst Orlocks started to respond in kind on 2 week of a campaing as his champs too responded back on BS +2, and pummeled my Van Saars to the ground as they got close.
Correct, but I do feel like there is something to do with VS though.
Like we can get infra sights on ALL weapons a fighter is carrying, even rapidfire and blast.
There's got to be a combo here that will outshoot anyone in the game.
@@mikkelkirketerp4884 Geting the eye upgrade is far too expensive long run to bold every important fighter and their las guns even whit the hot shot upgrade will be out paced on others naturally geting better on their won list.
I have had now 5 campaings under my belt and it has not been suprising as rest of the gans out shoot me on second sycle.
And there is no really good melee theterent and rad weapons are near useless as the rad-phage proks only on single hit instead of woud making some thing like the rad beamer useless. Rad cannon might have its uses but it too is far too expensive to get to the damage out put it gives
@@FrostWolfPack Are you fielding either of the two arachni-rigs? They are a good melee deterrent! Also the Archeotek with spider-rig is a nasty close quarter guy.
And the eye upgrade would only be on important guys, like champs.
@@mikkelkirketerp4884 It has not really worked when uponent has Esher death maiden on the near start, or Delaque Nat-Guls that melt those hell esher standard champs have melted my Aracni-rigs.
Nor there has been good when I seem to suffer the VS curse of missing +2 near 3/5 shots, if I hit +3 dont wound. But that is my luck.
Still geting decent weapons that quarantee damage is either lacking or proper deterent.
@@mikkelkirketerp4884 Oh I forgot to comment I have been often going hand to mouth in the credits to replenish my losses and keeping up my surviving gang mebers in the game that brutes I often have to leve from getting as I dont have reputation nor gredits
14:26 æn