Help support TMP

"House Orlock" Topic

19 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.

Back to the SF Gallery Message Board

Back to the 28mm Sci-Fi Message Board

Back to the Warhammer 40K Message Board

Areas of Interest

Science Fiction

1,117 hits since 4 Apr 2018
©1994-2019 Bill Armintrout
Comments or corrections?

Personal logo Pictors Studio Sponsoring Member of TMP05 Apr 2018 1:14 p.m. PST

Here are the models from House Orlock.


These guys are the Jackhammer Fists and they are going to explode into the Jagged Roost this Saturday.


There is a juve that isn't finished yet.


Wackmole9 Supporting Member of TMP05 Apr 2018 1:43 p.m. PST

Beware GWsSjust announced Chaos Cultess for Necromunda.

Personal logo mrwigglesworth Supporting Member of TMP05 Apr 2018 2:42 p.m. PST


PzGeneral06 Apr 2018 3:04 a.m. PST

I like the fact that that one guy has grey facial hair….

Centurio Prime06 Apr 2018 3:37 a.m. PST

Very nice miniatures, good job on the paint too. I'm waiting impatiently for Van Saar.

Personal logo Pictors Studio Sponsoring Member of TMP06 Apr 2018 7:46 a.m. PST

Thanks guys.

I'm waiting for the van Saar as my personal gang too. Those guys look cool.

Cacique Caribe Inactive Member06 Apr 2018 3:33 p.m. PST

Velcome to Haus Orlok. I'd love to have you over for dinner.



The Angry Piper09 Apr 2018 6:14 a.m. PST

Wow. Very different from the original models. Great paint job as always, Pictors.

Bring on Cawdor!

Personal logo Pictors Studio Sponsoring Member of TMP09 Apr 2018 9:03 a.m. PST

I'm looking forward to getting the Van Saar for myself.

I converted the harpoon gun guy to have a quiver for more harpoons using pieces from some historical plastic sets.

As it turned out, despite needing a 2+ to hit with the thing no matter what he shot at just about, he still managed to miss 2/4 shots in his first game and only wounded with 1/2 hits despite needing 3+.

Centurio Prime09 Apr 2018 9:55 a.m. PST

First game of Necromunda using genestealer cult… I managed to creep up and use a "Click…" tactics card to get a bunch of charges in one turn.

My Aberrent charged and missed every attack… the Champion hybrid with him missed all 4 attacks (charging with extra arm), and my leader missed 4 out of 5 attacks. His one attack that hit did manage to inject a juve with toxin and take him out…. the only casualy I inflicted in that game.

All three of those guys were taken out, and my leader received a crippling injury.

Personal logo Pictors Studio Sponsoring Member of TMP09 Apr 2018 11:07 a.m. PST

Must have been some freshly painted models if they did that poorly in the game.

I have yet to see any GSC in action in any of our games. One of the people that played in the game on Saturday bought a box of Neophytes so he can start a GSC gang. It was his first game of Necromunda and he used my Goliath gang.

GSC is going to be the bad guys for this campaign. So the last game is going to involve the gangs sort of teaming up to take out the GSC as they lead a rising to do what they do.

It should be an epic climax.

Personal logo Pictors Studio Sponsoring Member of TMP13 Apr 2018 7:01 a.m. PST

And their juve:




SeattleGamer Supporting Member of TMP20 Apr 2018 2:05 p.m. PST

I was a bit disappointed that the Orlock card deck didn't come with 10 pre-gens. I liked having those for the Escher and Goliath sets. I figured somebody did some playtesting, and found a nice mix of weapons to work with a specific gang. Very likely not min-maxed.

For occasional casual games, its nice to simply hand somebody a stack of pre-gens, and have them form up a gang using those.

Obviously, for campaigns, it is nice to customize, which is why I bought a second set of Escher and Goliath sets, to do just that. I was hoping the Orlocks came with some pre-gens, so I could buy two boxes, and build one per the cards, and leave the otehr for later, down-the-road campaigning.

Is anyone else unhappy the Orlocks don't come with pre-gen cards?

Personal logo Pictors Studio Sponsoring Member of TMP26 Apr 2018 2:12 p.m. PST

My friend was, and it would be nice, but I can understand why. The original set was intended to stand alone as a game all by itself. You had the opportunity to expand but they wanted something that was almost like a board game.

So they put the pre-gens in there to have that insta-start feel to it.

They are great though and when new people come to Necromunda league I always give them the pre-gens to start with.

SeattleGamer Supporting Member of TMP27 Apr 2018 7:36 p.m. PST

@Pictors … I would totally understand if the first two gangs, and ONLY the first two gangs, had pre-gens,, for exactly that purpose.

But the Orlocks come witZ "instructions" that show you how to build Roky (Leader), Jed and Zeke (both champions), and Mo, Lander, Grimm, Gunner and Jackson.

If the box had just been the sprues, and it was up to "you" to build whatever, then I would get it. But the instructions show you how to build 10 named characters … just like Escher and Goliath.

So now I am left making my own cards, and having to add up the points for their gear, etc. And I wonder what skills or abilities they might come with, since that isn't mentioned anywhere I can find.

So I have to make my own cards, and they will be somewhat close, but not perfect.

I would rather they had printed up 10 pre-gens for me.

The deck came with 26 cards. Of those 8 need to be Orlock specific (which already leaves the Orlocks cheated, because the Escher and Goliath each have 12 specific to their faction). And 6 of them are blanks (which is fine, the other decks also had that. And blanks are cool.)

That leaves 12 cards remaining, and I wish they had done 10 pre-gens, and the other 2 could have been 2 more Orlock specific.

There are now 46 generic gang tactics, which sounds great, but in a typical game you get just a small handful of cards. I am thinking they could do less generic tactics, and beef up the Orlocks so they have 12 options like the other two gangs.

I am thinking that the rest of the gangs will end up with only 8 options each, while Escher and Goliath have 12 options each. Was hoping for better balance.

Personal logo Pictors Studio Sponsoring Member of TMP30 Apr 2018 5:05 a.m. PST

We haven't used the tactics cards in a game yet but I can't imagine that having 8 options vs. 12 is going to be much of a game changer.

That being said the fact that you only get 26 cards in that deck is a little bit of a swizz. It doesn't seem like putting another 10 cards in there would kill them.

I agree that 10 pre-gen characters would make the gang a lot easier to play and, for me at least, would have sold another box of Orlocks and the cards.

Since I run a lot of these sorts of things the less work I have to put in on the front end means a more successful game in the end result.

If I have more options for gangs I don't have to think about putting together I will probably buy more gangs. These Orlocks are for a friend who came up with the roster. I would not have bought them myself.

If there were pre-gen cards in the pack I might have just to have another gang to throw down for newbies without there own on demo days.

When new players come to Necromunda campaign days they are always given either Goliath or Escher because I can just hand them the cards and the figures and away they go.

I'm not saying I agree with not putting the cards in the deck, just that I can see why it happened.

Edwulf Inactive Member15 May 2018 11:07 p.m. PST

Sad how theyve screwed Orlock up this time around.

Every set has been tight so far except for Orlock ….who've been royally screwed over.

From the heads that belong in Van Saar or Delaque, to the boring selection of weapons, the nonsense skill selection to the only 8 tactics cards and not 12 like everyone else. Grrr.

Here's how they SHOULD have been done.
On the sprue they should have been less beardy/bald heads and more heads and more clean shaven/bandana heads.

Next the fluff and rules and weapon lists should have been read by everyone involved in the project so they made sense. The fluff and weapon lists say Orlocks don't like to melee and prefer mid-short range fire fights. BUT their skill selection is all about management or furious melee combat.
They have only 1 melee weapon on the sprue. They have 0 shotguns on the sprue despite this being a starting list weapon.
So either the sprue and weapon list should have included melee weapons and fluff rewritten to say Orlocks love a close up fight. OR the rules writers should have made shooting a primary skill, ferocity a secondary skill and the designers put all the starting weapons on the sprue.

Rant over!!!

Lovely figures gents.

Centurio Prime16 May 2018 6:16 a.m. PST

Now they have Cyber-Mastiffs!

Edwulf Inactive Member16 May 2018 6:46 p.m. PST

That figure is awesome. Have to replace the head of course.

Sorry - only verified members can post on the forums.