I'm in a similar position to you BCK, except I'm doing both Goliath and Escher, as I was the one in my gaming group to grab the box set. Here's the two starter gangs I've come up with, alongside explanations where relevant. Neither of these gangs can be built straight out of the box. Both use at least one FW upgrade set and the Goliath's also use extra stub guns. Hopefully though, this might give you some insight into starting a Goliath or Escher gang, though I'm playing in a campaign and my gangs are not designed for efficiency or competitiveness, but rather cool factor and lore friendly with reasonaly effective loadouts.
Leader - 215 credits
Plasma pistol, power sword, flak armour.
As explained above, I went with Inspirational in order to somewhat negate the low Cl of other gang members. Escher's Cl is awful, but their Ld is actually pretty good, especially on the Leader. Hopefully the Leader can keep a few people in the fight when otherwise they'd have done a runner. Even better would be the Necromunda team actually finding more use for the other mental skills and not putting 90% of the important stuff as Cl related . Topic for another time though.
Chamption - 130 credits
Laspistol, shock whip, flak armour.
Fairly basic melee armament. I went with the shock whip because it looks cool and I wanted one of my ladies to be wielding one. Actually, I want one of my ladies to be wielding two, but that's really impractical. Laspistol is a decent and reliable basic sidearm. Spring Up allows her to use her fantastic I as a "save" against being pinned.
Champion - 225 credits
Heavy stubber, flak armour.
You already know why I took her . Dodge is to add a little extra survivability. Step Aside is actually a much better survivability increase for Escher, but only works in melee and I would like to avoid that as much as possible with her.
Ganger - 55 credits
Lasgun, flak armour.
Ganger- 55 credits
Lasgun, flak armour.
These two are for pinning enemy models. Lasguns aren't amazing for taking people out, but they are good for forcing enemies to be pinned and reducing their options.
Ganger - 85 credits
Needle rifle, flak armour.
My one ganger with a special weapon. She's there to support my heavy stubber Champion and provide some more really long range, accurate(ish) firepower. She'll be getting a chem-synth asap.
Ganger - 85 credits
Laspistol, chainsword, flak armour.
Chanswords are cool. I'm not sure whether she'll run with the leader or shock whip champion yet, or if she'll range out on her own.
Ganger - 95 credits
Needle pistol, stiletto knife, flak armour.
I liked the idea of a close range toxin/poinson ganger. Fits with the Escher theme and looks cool. Stiletto knives aren't the best melee weapon, as Toxin is literally the only thing they bring to the table (no str bonus, AP, accuracy modifier etc), so she'll mainly be using her pistol, only using the knife if she gets stuck in melee or when the pistol inveitably runs out of ammo.
Juve - 25 credits
To accompany my Leader and give her some protection. She's actually modelled with 2 stub guns, but my gaming group are fine with starting gangs having extra equipment modelled on them for later upgrades as long as it isn't too egregious and we get the upgrades asap. Stub guns are good on Escher Juves because they give the option for Dum Dum Rounds, which helps increase their Str at range and in melee, and they're really cheap. As Lord Ranulf noted, stiletto weapons are also good for Escher Juves becuase they effectively bypass their low Str in melee. I'll be adding a stiletto knife to her later.
Juve - 30 credits
Autopistols aren't quite as cheap as stub guns, but allow for a spray and pray approach which helps mitigate the bad BS of Juves. They're probably not as good as stun guns for Juves but I wanted variety. She's modelled with a stiletto sword, which will be her first upgrade. She'll be going in alongside my shock whip champion.
Upgrade wise I'm first going to go with fully equipping the Juves, so a second stub gun, dum dum rounds and a stiletto sword. I might grab flak armour for them too, in order to give them a bit of defense. Chen-synths on the two toxin ladies will be next, then after that another ganger with either a shotgun or autogun. The autogun is more expensive than a lasgun, so I wouldn't take multiple, but I like variety and play with a group that are on the same page as me so I don't have to worry about the most efficient builds. Autoguns are better for getting actual damage output, though they really need to be used at medium/close range, where as lasguns work better at longer ranges. So it's not a case of the lasgun being better than the autogun by default. The reason lasgun spam happens with Escher is because they're in the cheapest weapon bracket in the game for them, but autoguns are still the standard price that everyone pays.
I'll add the Goliath in the next post.
Edited by Toxichobbit, 04 May 2019 - 09:56 AM.