Gangs of New Eden Firefight Tactics

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Hive City Gangs
Setting: Grimdark Future
Games: Grimdark Future: Firefight
Species: Humans
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

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 be set up within 18” of this model when using Ambush.

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.
  • 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.
  • 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. 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 and CCW.
    • Gangs: Now that the heroes are out of the way, 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.
  • Veteran Gunner: A mean sonuvagun with 4+ quality and 5+ defense, armed with an AP(1) Heavy Rifle and made for shooting.
  • 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:
  • Gunners:
  • Brute:
  • Rider:

List Building & Tactics

General Advice

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Tactics

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See Also

Hive City Gangs
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