Gangs of New Eden Firefight Tactics
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| Gangs of New Eden | ||
| Setting: | Grimdark Future | |
| Games: | Grimdark Future: Firefight | |
| Species: | Humans | |
| Version: | v2.50 | |
Note: the following is out of date.
Why Play Hive City Gangs
The Hive City Gangs are essentially what happen when you're given the option to build your own gang from the ground-up. Seemingly insignificant units end up coming with borderline insane lists of options that can baffle even veteran players who are used to the factional detachments of Battle Brothers and Wormhole Daemons
Pros:
- An insane list of customization options, with the option for gang upgrades being the least of them.
- A lot of these options tend to be very cheap
- Lots of cheap bodies
Cons:
- Your army has pitiful armor.
- Choice paralysis is going to be a very visible enemy here with all the upgrades you have at your fingertips.
- Picking out gang affiliations will make an army's cost pile up more than a little.
Special Rules
- Cult Icon: This model and all friendly units within 12” get AP(+1) when fighting in melee.
- Cyber-Eyes: This model gets +1 to hit rolls when shooting.
- Devour: Whenever this model attacks in melee, roll one die. On a 5+ the target takes 1 wound.
- Devout: This model gets +1 to hit rolls when shooting at enemies within 12".
- Feeding Frenzy: This model and all friendly units within 12” move +4” on Charge actions.
- Fighting Spirit: This model and all friendly units within 12” may shoot even after using Rush actions.
- Mark Enemies: This model and all friendly units within 12” get +6" range when shooting.
- Martial Prowess: This model and all friendly units within 12” get +2 to hit rolls in melee or shooting whilst inside terrain (pick one).
- Pit Fighter: This model and all friendly units within 12” get +1 to hit in melee when charging.
- Rageaholic: This model and all friendly units within 12” get +1 attack in melee when charging. Presumably this stacks with Furious.
- Radiation: Enemies that roll to block hits from this weapon take one additional wound for each unmodified result of 1 that they roll.
- Silent Assassin: This model and all friendly units within 12” get +1 attack when charging enemies that were outside of line of sight when they activated.
- Spider Web: Enemies get -1 to hit in melee when they a unit where every model has this rule.
- Slop Rations: This model and all friendly units within 12” get AP(+1) in melee.
- Taser: Poison +1. Any natural 6s to hit score 4 hits.
- Very Fast: While not listed in the army list, one could infer that this boosts a unit's movement if other armies are anything to go by...
- Speed Boost: Because this rule does exist to make Fast units go Very Fast.
- Warning Cry: Enemy units can’t Ambush anywhere within 18” of this model.
Psychic Spells
- Flame Breath (4+): One enemy unit within 12" takes two AP(2) hits. A good choice to soften up or finishing off most units.
- Foresight (4+): Friendly unit within 12" takes +1 to hit with shooting. With how limited your shooting can get, you'll be needing every shot to count.
- Expel (5+): One enemy model within 12" takes a single AP(4) Deadly(3) hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
- Protective Dome (5+): A friendly unit within 12" gains Stealth when they next get shot at. Useful against shooting, consider using it when taking up objectives to give needed increased survivability.
- Psychic Speed (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
- Tempest (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.
Unit Analysis
Heroes
- Leader: Your most elite hero by virtue of having a respectable 4+ in both quality and defense. This also makes them the most powerful not by mere virtue of weapons, but because their gang affiliations will give the army some significant guidance as to who they are and what they want to do. If you do factor in their weapons, they start out with a Heavy Pistol and CCW and can swap that for either two CCWs or a pair of Heavy Pistols with a lesser CCW.
- Melee: If you really don't care about shooting, you could sacrifice your whole loadout for either a Heavy Smashing Weapon for crowd control, a Heavy Energy Weapon for general versatility, a Heavy Piercing Weapon to fell heroes or a Heavy Great Weapon to just break armor. Aside from that, you can grab a Combat Shield for Shield Wall (which unfortunately lacks rules), an Energy Weapon, a Toxin Weapon, a Great Weapon or a Shock Weapon for any CCW (meaning you can also dual-wield these) while one CCW can either be a Piercing Weapon or Smashing Weapon.
- Shooting: If you're looking for more firepower, you have plenty of options. Any Heavy Pistols you have (meaning this can be used for dual-wielding) can be swapped out for Throwing Knives, a Plasma Pistol, a Needle Pistol or a Shock Pistol. One of those pistols can also be replaced with a Demo Charge, a Flamethrower Pistol, a Fusion Pistol, a Shotgun, a Web Pistol or a Needle Pistol. If you're keen on having a weapon that's just as useful at range or in a fight, you can buy a hybrid weapon in the Spear-Gun, providing AP(1) on both ends and has Rending in melee. Past that is the Sawn-Off Shotgun provides short-ranged rapid-fire AP(1), a mid-range Shotgun, a rapid-fire Combat Shotgun that sacrifices AP for range, a Rending Forge Gun, a Fusion Rifle, a Toxin Thrower to spread Poison to crowds, a Shock Rifle for Taser, a Toxin Bow, a hero-killing Harpoon Gun or Rocket Launcher, a crowd-controlling GL-Crossbow, a Sonic Blaster for throwing Rending to crowds, a Needle Rifle for poison, an anti-armor Plasma Rifle or Burst Laser, a crowd-blasting Grenade Launcher, a Web Rifle for Shred or a Sniper Rifle. Also available is the Rifle, which can be equipped with attachments for an extra dose of utility.
- Gangs: Near-universal to the army is the option to select a gang affiliation. While this is significant to the units that can select it, it means a whole lot more for the Leader since they get two rules from their decision. The Brutes adds to defense as well as add Pit Fighter to create a battletank in melee. The Cannibals add Furious and Feeding Frenzy to make charges even better as a primary form of attack by bolstering everyone's charge range. The Cult adds Devout and Cult Icon to essentially enforce superiority over anyone within 12". The Femmes take Fast and Rageaholic to improve the power of charges for your team. The Hidden get Stealth and Silent Assassin, a difficult combination but effective to hit enemies hiding behind cover. The Miners have Scout and Fighting Spirit, some incredible boosts allowing your units to remain effective no matter how fast they move. The Nomads add Strider and Martial Prowess, improving their effectiveness when around cover.
- Champion: A slightly lesser Leader with 5+ defense. Their loadout options are no less dizzying than they are for the Leader but their gang affiliations do a good deal less for them.
- Gangs: Aside from the Leader, the gang affiliations are more consistent between the units. The Artisans provide Cyber Eyes to improve the firepower of any gunners. The Brutes improve defense by +1, thus ensuring some extra survivability to your troops. The Cannibals come with Furious to improve the output of any fighters. The Cult's Devout does the same, but requires their targets to remain within mid-range to benefit. The Enforcers come with Fearless to prevent everyone from scrambling once a fight goes south. The Femmes get Fast to help your troops move in and out of combat fast. The Hidden add Stealth for a bit of added protection against gunlines. The Miners get Scout, which isn't applicable to every unit but can help those units you take it on get to their ideal spots that much quicker. The Nomads come with Strider, which helps more by getting through cover.
- Hanger-On: Not much of a combat hero with a 5+ to quality and defense. They come with one of two upgrades worth considering at the very least: Gang Cook to apply Slop Rations to Fighters and animals and Look-Out to apply Mark Enemies and boost the range of any Gunners. Their basic CCW can be replaced with the ever-reliable Energy Weapon, an anti-armor Great Weapon or a Toxin Weapon if you plan to rely on Poison. Their basic Pistol can be swapped for the Plasma Pistol to breach armor, the Needle Pistol for Poison, the Shotgun for rapid-fire anti-armor or the Web Pistol if you want to risk Rending.
Infantry
- Attack Pet: A cheap but barebones monster with only an A2 set of claws to their name. You can spend 5 points to give these either Impact(1), AP(1), Rending or Poison.
- Upgrades: You can also give it special rules, which add to the value of this beast, whether by making a new role or improving their combat output. Alert grants Warning Cry so you can block out enemy ambushers without wasting points on a hero. Aggressive issues the ever-vital Furious to a melee-only pet, which stacks best with Impact. Nimble adds Strider to help it get around terrain. Winged grants if Flying in case you needed to ignore climbing and chasms. Vanguard gives Scout to throw the pet into combat at the outset. Stalker adds Ambush to make it a surprise distraction.
- Attack Swarm: Swarms are always quite puny with a 6+ to quality and defense, but they're dirt cheap at 15 points and Tough(3) for longevity. Aside from the upgrades given to the Attack Pet, they can also purchase Sticky to apply Spider Web for a debuff on enemies attacking them - this means a lot for a unit whose purpose tends to be merely to tie up enemies. For fighting, they only have A3 claws, but you can improve that with either the reliable AP(1) Rending, surprisingly aggressive AP(1) Impact (3),anti-armor AP(2), or the welcome AP(1) Poison.
- Veteran Fighter: A mean sonuvagun with 4+ quality and 5+ defense, armed with an AP(1) Heavy Pistol that has a Plasma-Attachment for more firepower and a CCW. Of course, you can sacrifice the pistol if you need the extra attacks in melee or go double pistols. Considering their predilection for melee, the option for a Jetpack is a standout option for giving them a boost in mobility.
- Melee: If you really don't care about shooting, you could sacrifice your whole loadout for either a Heavy Smashing Weapon for crowd control, a Heavy Energy Weapon for general versatility, a Heavy Piercing Weapon to fell heroes or a Heavy Great Weapon to just break armor. Aside from that, you can grab a Combat Shield for Shield Wall (which unfortunately lacks rules), an Energy Weapon, a Toxin Weapon, a Great Weapon or a Shock Weapon for any CCW (meaning you can also dual-wield these) while one CCW can either be a Piercing Weapon or Smashing Weapon.
- Shooting: If you're looking for more firepower, you have plenty of options for pistols. Any Heavy Pistols you have (meaning this can be used for dual-wielding) can be swapped out for Throwing Knives, a Plasma Pistol, a Needle Pistol or a Shock Pistol. One of those pistols can also be replaced with a Demo Charge, a Flamethrower Pistol, a Fusion Pistol, a Shotgun, a Web Pistol or a Needle Pistol.
- Veteran Gunner: A mean sonuvagun with 4+ quality and 5+ defense, armed with an AP(1) Heavy Rifle that has plenty of options for attachments in the Fusion, Flamethrower, Plasma, Needle and Shred variety. While they have no alternatives for the CCW, you can swap out their gun for a hybrid weapon in either the Spear-Gun, providing AP(1) on both ends and has Rending in melee, or the Assault Ram, which has AP(4) in melee and an Assault-GL for crowd control.
- Shooting: Of course, the Veteran Gunner can replace their Heavy Rifle on an absurdly vast list of guns. The Sawn-Off Shotgun provides short-ranged rapid-fire AP(1), a mid-range Shotgun, a rapid-fire Combat Shotgun that sacrifices AP for range, a Rending Forge Gun, a Fusion Rifle, a Toxin Thrower to spread Poison to crowds, a Shock Rifle for Taser, a Toxin Bow, a hero-killing Harpoon Gun or Rocket Launcher, a crowd-controlling GL-Crossbow, a Sonic Blaster for throwing Rending to crowds, a Needle Rifle for poison, an anti-armor Plasma Rifle or Burst Laser, a crowd-blasting Grenade Launcher, a Web Rifle or Shred Rifle for Rending, a rapid-fire Flamethrower of Heavy Flamethrower, a Radiation Cannon to blow crowds with Radiation, a Sonic Rammer to blast foes with Rending, a Heavy Machinegun or a Sniper Rifle.
- Attack Beast: A bigger and meaner Attack Pet, compensating for their 5+ defense by having Tough (3) and AP(1) on their basic bites. This combined with the upgrades available to the Attack Swarm make the beast a far deadlier asset than even the pet, even if this comes at a very costly premium.
- Fighters: A crowd of 5+ quality/defense goons, each geared with CCWs and Pistols that can take Plasma-Mods for a bit of utility. Each Fighter can opt to swap their loadout for either a pair of CCWs or a pair of Pistols with a weaker CCW. You can also pick up Jetpacks if you're looking for surprise assassins.
- Melee: For alternative melee weapons, you can grab a Combat Shield for Shield Wall (which unfortunately lacks rules), an Energy Weapon, a Toxin Weapon, a high AP Heavy Weapon or a Shock Weapon.
- Shooting: If you're looking for more firepower, you have plenty of options for pistols. Any Pistols you have (meaning this can be used for dual-wielding) can be swapped out for Throwing Knives, a Plasma Pistol, a Needle Pistol or a Shock Pistol. One of those pistols can also be replaced with a Demo Charge, a Shotgun or a Web Pistol.
- Gunners: A crowd of 5+ quality/defense goons, each geared with Rifles that benefit from the option of attachments (though only Fusion, Flamethrower, Needle and Shred mods only.) for more utility on a model. One of the models can also swap their rifle out for either a Shotgun for short-range power, the Shock Gun for Taser or the Plasma Rifle for long-range anti-armor.
- Brute: A burly customer with 4+ to quality and toughness as well as Tough(3). While their base loadout with a rapid-fire Burst Pistol and CCW, you can swap out their loadout for an Exo-Suit for 3+ defense at the cost of better melee, Berserker to replace their loadout for some devastating AP(2) melee swings at the cost of Slow, and Psy-Squid for Flying and a mid-range crowd-covering Psy-Blast. All of these unique builds have particular synergies with gang affiliations, as the Brutes make the Exo-Suit practically untouchable, the Cannibals make the Berserker even more lethal on the charge despite its speed and taking the Artisans helps improve the accuracy of the Psy-Blasts.
- Shooting: The various guns available to the Brute replace the Burst Pistol, meaning that it can only be used if you either buy the Exo-Suit or no upgrade. The Mini-GL has a means to control crowds, the Radiation Beam gives long-range fire, a Twin Heavy Rifle provides well-balanced infantry management, the Harpoon Gun nails heroes, the Heavy Forge Gun provides rapid-fire Rending, the Heavy Flamethrower overwhelms weak foes and the Heavy Machinegun provides long-range fire support. You can also replace a CCW (meaning it's barred from Exo-Suit Brutes) for a second Radiation Beam with a token melee attack.
- Melee: Being that these options only replace the CCW, this means that you cannot take any upgrades to use any of these. If you have no interest in shooting, you can replace the entire loadout for either a pair of CCWs, a Heavy Smashing Weapon, a Heavy Energy Weapon, a Heavy Piercing Weapon or a Heavy Great Weapon. Aside from that, you can grab a Combat Shield for Shield Wall (which unfortunately lacks rules), an Energy Weapon, a Toxin Weapon, a Great Weapon or a Shock Weapon for any CCW (meaning you can also dual-wield these) while one CCW can either be a Piercing Weapon, Smashing Weapon, or Heavy Lance if you intend to focus on charging.
- Rider: A Veteran Fighter takes a beast as a mount, adding not only Fast and Tough (3) like any other cavalry unit, but also some AP(1) attacks as well. Being Fast, this means that going to the Femmes instead provides Speed Boost to make it (presumably) even faster. Aside from the rider's guns, you can also replace the mount for a bike with a variety of guns between the mid-range Burst-Guns, the crowd-blasting Grenade Launchers, and th long-range Twin Heavy Rifle and Twin Plasma Rifle.
List Building & Tactics
General Advice
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Tactics
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See Also
| Gangs of New Eden |
|---|
| Overview - Firefight Tactics - Miniatures - Firefight Quickplay Armies |
| Grimdark Future: Firefight tactics |
|---|
| Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds Elven Jesters - Eternal Dynasty - Gangs of New Eden - Havoc Brothers - High Elf Fleets - Human Defense Force Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Wormhole Daemons |