I like to think of them as the shadowy minion standing slightly behind the Big Bad, constantly whispering in their ear, while giving away secrets to others for a price
Thanks for getting to delaque. We started a campaign and im playing them with the web pistol juve and am defo the villain in the campaign ATM seeing as after three games I have four captives including 1 van saar leader, 1 death maiden and and even picked up one of the pigs to potentially Mr blonde... Delaque are great and yes shenanigans are the way. Although, it's a bit awkward as we are all learning. I didn't take the fangs as it's very powerful and I think hard to play against at least for us learning the game. Anyway, cheers!
This deep dive was great, but I'll admit that after I watching it I now feel like my initial starting gang really sucks. I've got the basic box and one of the old resin FW weapon upgrade sets but like 75% of my gangers are armed with stub guns, some auto pistols, a shotgun, a flechette pisol and shock stave on my leader, etc... And all of that is basically what you're saying NOT to arm anyone with. 🙃 Haven't even gotten a game in yet and I'm already feeling like I'm messing everything up.
Incredible overview of House Delaque! Really been loving this series of deep dives and especially excited to see Delaque as it was my first gang in necromunda. Web guns can be particularly annoyingly effective weapons in Necromunda. My game group has come to affectionately call them "Cones of B*llSh*t" for how easy it is to take a ganger out of the fight with a web gun. (although they always seem to roll poorly when you need them the most.). A note on the webbed condition, when rolling recovery rolls against a model with the webbed condition, a flesh wound symbol still inflicts a flesh wound, removes the web condition and switched the model to prone and pinned. The lasting injury roll however does not apply flesh wounds while webbed as you mentioned. So being webbed will only every give at most a single flesh wound (unless there is an errata somewhere I didn't see, I'm just going by what it says in the core rulebook). If a model rolls out of action while webbed they can suffer the "captured" lasting injury on a d6 roll of 5 or 6, otherwise the result is considered out cold. They also don't have to roll to see if they are seriously injured at the end of a battle where they are webbed. We've come up against some grey areas in the rules when it comes to using web guns. Performing a coup de gras actions against a webbed fighter for example. Do you roll the D6 for being taken out of action while being webbed, or do you roll the d66 on the lasting injury table? we've been going with the d6 roll so far as it fits with the theme of being webbed. The other interesting thing about the webbed condition is when you use it against fighters that are already seriously injured. Does webbed supersede the seriously injured condition? You could even potentially use this on your own fighters to prevent them from bleeding to death while suffering from a lasting injury. this may be a bit on the cheesy side and not intended... but maybe there could be a way of justifying this thematically. Otherwise firing web guns at seriously injured fighters has little to no effect. Huge thanks for putting these videos together, I could only imagine how much work it would have been!
Nice overview as always:) That said, I don't agree about Darkness being the 'worst' Delaque discipline, since it contains the 2 Delaque powers I tend to take as the 'Psycher' tax for fighters intended to expand into other non-Delaque disciplines: - Eternal slumber: usually I take it as my obbligatory Delaque power on all my Psy-Gheists, whom also tend to buy extra non-Delaque powers at creation; main reason I like this power is that it can be used effectively with the Wyrm to take OoA clumps enemies webbed by either the Infiltrating Pgantom+Webgun or an Overwatching Nacht-goul with Web pistol. - Penumbral mirror: this is the 'tax' power for characters that don't have easy access to wyrms like Phantoms or Master of shadow, that plan to spec into other disciplines with XPs, since it gives them a reposition power to setup a friendly long charge or extend the threat of Webgun champs/specialists. Keep up the good work and cheers! :)
Someday we'll do a full detailed rundown on every Delaque power (and all the Cawdor faiths, Goliath genesmithings, etc). We try to keep it a little shorter for the rundowns, at the cost of sometimes leaving things in the dust!
Thanks guys, great video. Delaque are my least favourite of the big six, but this was actually my fave video of the series, really informative. Thanks again, great work!
Some little details missed, Delaque gets concussion grenades 5 credits cheaper, have master-crafted as a purchase option on a lot of their higher-ups weapons (more so than other gangs), and they have Digi-lasers on their house list which are nigh-on useless
I'm surprised you didn't mention Penumbral Mirror in Darkness. Slingshotting your Nacht-Ghul into melee from up to 16" away seems pretty strong, especially if you can do it as part of a group activation with the Nacht-Ghul.
Did I miss it, that Nacht Ghuls have From the Shadows? Def hinted at it, but yeah it's crazy good and you can really change the game with a well placed Nacht. It can't be ignored, leaving room for other shadowy deeds.
I think you missed a couple of good powers in the Darkness tree. Sight Blight, used with a Wyrm, park it somewhere hard to get to drop darkness over several enemies and remember it doesn't effect you fighters so you can still see them. Penumbral Mirror, group active and teleport a Nacht-Ghul or Piscine Spektor through a wall for a nasty surprise charge. Eternal Slumber, send out the Wyrm to follow a web gunner around and mop up. Also a great way to rapid build XP
Outcast powers: The house rule I suggest adding, is that Delaque can only purchase non-whisper powers after the first downtime. This gives your playerbase better access to counter teching against them. (Similarly, watch the House Ty alliance if using allies) Darkness can be strong. Group activate Eternal Slumber with web guns. Protect your overwatch plasma gunner from 'Click...' with Cloak of Whispers. Tactical repositioning with Penumbral Mirror. (This is a gang with secondary access to shooting, you can put someone into the perfect position for fast shot with templates or point blank pistols) (Delusion) Ghost and Shadow used at the end of a turn supports bringing in your Nacht-Ghul on the next turn in a position your opponent believed they screened. Delaque get 20 credit photogoggles (normally 35). The main thing with delaque that puts them as a great starting gang, is that you can turn every member into a banger, and you can tech against other OP things without going too esoteric. You can also play a radically different delaque gang every campaign. The main trap with Delaque is there are many ways to sink your credits without having a stable core for your cool things to play around.
it depends, the rules says the thrall can be used as a focus for a wyrd power (it doesn't specify psychotheric whispers) from any Delaque fighter. So the question would be, is the Spyker a Delaque fighter? His rules mentioned he is part of the crew, but that's related to missions and is now a hanger-on so I'm not 100% sure.
I'd say they are, since the phrasing under the Psychoteric Choirs section refers to "a Delaque fighter (including House Agent Hired Guns, Hangers-on and Brutes)", and the Spyker is definitely a Delaque hanger-on.
Darkness good power - Eternal Slumber. Psy Ghaist with the worm can Coup de Grace all models hit with web gun at once. They have tons of EXP and can quickly improve stats. One of the best methods to fast upgrade him
Thank's for your deep dive videos, they are awesome! I think you made a mistake when talking about webbed condition: If the roll in the recovery phase is a Flesh Wound you apply the result as usual and you said it didn't gives you a Flesh Wound.
@@NokiaLuke I have over 4 capaings on my belt and most other gangs like Orlocks and Esher easily over came Van Saars on shooting game by bit XP spending and they still wooped me to sunday on melee that I could not mach even my best atemts to create counters to it. Van Saar is laking really good to keep them viable in later campaing. As base ganger gets undersuit decent BS but shit movement and I and cost arm and a leg to get working
Oh, yeah. I get You. I'm also running VanSaar, it's my first campaign, we are in mid game I would say, and while I have my leader and champions, with some gangers and juves good at shooting, anything can waste them in CC. Base orlock wrecker keeps me in CC locked for a game. Or last game vs delaqe the champion with sword just went through 4 guys like they were nothing. Just by luck I got him blazed from ArcheoTech Device (rad and blaze). And managed to secure victory. But, hell, he took 3rounds of shooting with plasma, grenade launcher, long rifle, ladguns. He got nerves of steel, spring up, and other stuff on him. Man. It was though. The thing VanSaar are good is to hit on 2. That's it. Still have to wound and roll OoA. In CC just do Coupe de grath.
Delaque seems like a gang that should be played like a "heel" of the campaign
I like to think of them as the shadowy minion standing slightly behind the Big Bad, constantly whispering in their ear, while giving away secrets to others for a price
For my Delaque project I need to find a cowboy hat so I can make Angel Eyes from "The Good, the Bad and the Ugly."
Squats are humans like Ogryn and ratlings
Thanks for getting to delaque.
We started a campaign and im playing them with the web pistol juve and am defo the villain in the campaign ATM seeing as after three games I have four captives including 1 van saar leader, 1 death maiden and and even picked up one of the pigs to potentially Mr blonde...
Delaque are great and yes shenanigans are the way. Although, it's a bit awkward as we are all learning.
I didn't take the fangs as it's very powerful and I think hard to play against at least for us learning the game.
Anyway, cheers!
With Delaque, photo-goggles or infra with smoke grenades are a good cheap add that gives some good tactical options
No way! The big squid sings ALL 4 parts in a traditional STAB!
unless GW errata'ed it, you don't upgrade the brute to become a Psyker, they start as one
From my reading the piscean spektor starts as a Psykers with one power you can pay 30 credits for a second power
This deep dive was great, but I'll admit that after I watching it I now feel like my initial starting gang really sucks. I've got the basic box and one of the old resin FW weapon upgrade sets but like 75% of my gangers are armed with stub guns, some auto pistols, a shotgun, a flechette pisol and shock stave on my leader, etc... And all of that is basically what you're saying NOT to arm anyone with. 🙃 Haven't even gotten a game in yet and I'm already feeling like I'm messing everything up.
Look at the list at the end and you're not far from the starting gang. Pick up a box of the specialists and you're golden.
This was great. Just starting out on my Delaque gang and this helped a bunch, thanks guys.
Incredible overview of House Delaque! Really been loving this series of deep dives and especially excited to see Delaque as it was my first gang in necromunda. Web guns can be particularly annoyingly effective weapons in Necromunda. My game group has come to affectionately call them "Cones of B*llSh*t" for how easy it is to take a ganger out of the fight with a web gun. (although they always seem to roll poorly when you need them the most.).
A note on the webbed condition, when rolling recovery rolls against a model with the webbed condition, a flesh wound symbol still inflicts a flesh wound, removes the web condition and switched the model to prone and pinned. The lasting injury roll however does not apply flesh wounds while webbed as you mentioned. So being webbed will only every give at most a single flesh wound (unless there is an errata somewhere I didn't see, I'm just going by what it says in the core rulebook). If a model rolls out of action while webbed they can suffer the "captured" lasting injury on a d6 roll of 5 or 6, otherwise the result is considered out cold. They also don't have to roll to see if they are seriously injured at the end of a battle where they are webbed.
We've come up against some grey areas in the rules when it comes to using web guns. Performing a coup de gras actions against a webbed fighter for example. Do you roll the D6 for being taken out of action while being webbed, or do you roll the d66 on the lasting injury table? we've been going with the d6 roll so far as it fits with the theme of being webbed.
The other interesting thing about the webbed condition is when you use it against fighters that are already seriously injured. Does webbed supersede the seriously injured condition? You could even potentially use this on your own fighters to prevent them from bleeding to death while suffering from a lasting injury. this may be a bit on the cheesy side and not intended... but maybe there could be a way of justifying this thematically. Otherwise firing web guns at seriously injured fighters has little to no effect.
Huge thanks for putting these videos together, I could only imagine how much work it would have been!
Nice overview as always:)
That said, I don't agree about Darkness being the 'worst' Delaque discipline, since it contains the 2 Delaque powers I tend to take as the 'Psycher' tax for fighters intended to expand into other non-Delaque disciplines:
- Eternal slumber: usually I take it as my obbligatory Delaque power on all my Psy-Gheists, whom also tend to buy extra non-Delaque powers at creation; main reason I like this power is that it can be used effectively with the Wyrm to take OoA clumps enemies webbed by either the Infiltrating Pgantom+Webgun or an Overwatching Nacht-goul with Web pistol.
- Penumbral mirror: this is the 'tax' power for characters that don't have easy access to wyrms like Phantoms or Master of shadow, that plan to spec into other disciplines with XPs, since it gives them a reposition power to setup a friendly long charge or extend the threat of Webgun champs/specialists.
Keep up the good work and cheers! :)
That is the problem with saying something is a games is just "Bad! Let's move on"
Sometimes you are not seeing all the way on how to play something.
Someday we'll do a full detailed rundown on every Delaque power (and all the Cawdor faiths, Goliath genesmithings, etc). We try to keep it a little shorter for the rundowns, at the cost of sometimes leaving things in the dust!
Thanks guys, great video. Delaque are my least favourite of the big six, but this was actually my fave video of the series, really informative. Thanks again, great work!
Another great show 👍One of your guys funniest episodes for sure. I’m looking forward to your Palanite one
Some little details missed, Delaque gets concussion grenades 5 credits cheaper, have master-crafted as a purchase option on a lot of their higher-ups weapons (more so than other gangs), and they have Digi-lasers on their house list which are nigh-on useless
I'm surprised you didn't mention Penumbral Mirror in Darkness. Slingshotting your Nacht-Ghul into melee from up to 16" away seems pretty strong, especially if you can do it as part of a group activation with the Nacht-Ghul.
Did I miss it, that Nacht Ghuls have From the Shadows? Def hinted at it, but yeah it's crazy good and you can really change the game with a well placed Nacht. It can't be ignored, leaving room for other shadowy deeds.
Spoopy bois ! Finally!
Hi awesome vid thx. Will you be doing a dive for the Spyre Hunters when they come out
Great write up!
I think you missed a couple of good powers in the Darkness tree.
Sight Blight, used with a Wyrm, park it somewhere hard to get to drop darkness over several enemies and remember it doesn't effect you fighters so you can still see them.
Penumbral Mirror, group active and teleport a Nacht-Ghul or Piscine Spektor through a wall for a nasty surprise charge.
Eternal Slumber, send out the Wyrm to follow a web gunner around and mop up. Also a great way to rapid build XP
Billy Zane catching strays here. I thought that film was pretty good!
Hail all
These guys have really cool lore. The idea of playing a Cthulhu cult in Necromunda is interesting but should I just play chaos/cultists at that point?
There's a wyrd power in Book of the Outcast that turns off the lights, so you can pretty much guarantee darkness and take photo goggles on everybody.
I keep hearing people pronounce Adelaide as De-Luk. I always pronounced it Del-A-Kway.
Woot woot Squidbillies!
Outcast powers: The house rule I suggest adding, is that Delaque can only purchase non-whisper powers after the first downtime. This gives your playerbase better access to counter teching against them. (Similarly, watch the House Ty alliance if using allies)
Darkness can be strong. Group activate Eternal Slumber with web guns. Protect your overwatch plasma gunner from 'Click...' with Cloak of Whispers. Tactical repositioning with Penumbral Mirror. (This is a gang with secondary access to shooting, you can put someone into the perfect position for fast shot with templates or point blank pistols)
(Delusion) Ghost and Shadow used at the end of a turn supports bringing in your Nacht-Ghul on the next turn in a position your opponent believed they screened.
Delaque get 20 credit photogoggles (normally 35).
The main thing with delaque that puts them as a great starting gang, is that you can turn every member into a banger, and you can tech against other OP things without going too esoteric. You can also play a radically different delaque gang every campaign.
The main trap with Delaque is there are many ways to sink your credits without having a stable core for your cool things to play around.
Would you say the suggested starting line-up is good if not what would you change?
Can you use a thrall to channel a Spyker psychic assault and effectively extend the range of it to 30" ???
it depends, the rules says the thrall can be used as a focus for a wyrd power (it doesn't specify psychotheric whispers) from any Delaque fighter. So the question would be, is the Spyker a Delaque fighter? His rules mentioned he is part of the crew, but that's related to missions and is now a hanger-on so I'm not 100% sure.
@@jiffah like everything else in Necromunda, it's rarely black and white 😂
I'd say they are, since the phrasing under the Psychoteric Choirs section refers to "a Delaque fighter (including House Agent Hired Guns, Hangers-on and Brutes)", and the Spyker is definitely a Delaque hanger-on.
Darkness good power - Eternal Slumber. Psy Ghaist with the worm can Coup de Grace all models hit with web gun at once. They have tons of EXP and can quickly improve stats. One of the best methods to fast upgrade him
Thank's for your deep dive videos, they are awesome! I think you made a mistake when talking about webbed condition: If the roll in the recovery phase is a Flesh Wound you apply the result as usual and you said it didn't gives you a Flesh Wound.
All gangs have some bull crap but Van Saar.
And no good BS does not carry long in campaing
What do you mean?
@@NokiaLuke I have over 4 capaings on my belt and most other gangs like Orlocks and Esher easily over came Van Saars on shooting game by bit XP spending and they still wooped me to sunday on melee that I could not mach even my best atemts to create counters to it.
Van Saar is laking really good to keep them viable in later campaing.
As base ganger gets undersuit decent BS but shit movement and I and cost arm and a leg to get working
Oh, yeah. I get You. I'm also running VanSaar, it's my first campaign, we are in mid game I would say, and while I have my leader and champions, with some gangers and juves good at shooting, anything can waste them in CC. Base orlock wrecker keeps me in CC locked for a game.
Or last game vs delaqe the champion with sword just went through 4 guys like they were nothing. Just by luck I got him blazed from ArcheoTech Device (rad and blaze). And managed to secure victory. But, hell, he took 3rounds of shooting with plasma, grenade launcher, long rifle, ladguns. He got nerves of steel, spring up, and other stuff on him. Man. It was though.
The thing VanSaar are good is to hit on 2. That's it. Still have to wound and roll OoA. In CC just do Coupe de grath.
@@NokiaLuke Unless you suffer the curse of +2.
Basicly fail every 50% of them