N18 Badzone enforcers champ skill

spafe

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So the enforcers in the badzones list in the latest white dwarf has finally given my some inspiration for how to build my enfocers I got in the DU set and some of my scum from the outcasts box.

My intial list is here: https://yaktribe.games/underhive/gang/badzone_outpost_taurus-42.294665/

My question is, do I go infiltrate or hip shooting on the webgun champ?

My plan is to get a few more scum as soon as to give me some depth to my roster, then get another patrolman with a shotgun and a champ with.... something fun. But thats all future stuff when the campaign kicks of in a couple of months. We will be doing outcast campaign, so creds arnt scarce, but not totally flowing either.

The other question I have is what ally delegation would go well with my posses of thief takers? I've not really looked at them yet so honestly have no real idea which way to start there.
 

spafe

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Personally I rate Hip Shooting a bit more on a single Champion since it doesn't require them to deploy up to board alone and exposed in order to be used.
Yeah, that was my thought, but my gaming group seemed to rate infiltrate highly as it allows for some scenario based utility in being able to grab loot early, or capture points etc. Also it will help with forcing enemy infiltrators back potentially for some board control.

But then hip shooting gives versatility after the deployment, and should make it easier to keep such a key model safe. I think I'm leaning towards hip shooting, and if we had better bs on champs then might consider the infiltrate on the sniper champ instead, but given his poor bs I want to give him some help in hitting targets!

Any thoughts on good combinations of allies for the gang? the cold traders sounds useful with access to the sling guns (maybe useful on scum). I'd want to avoid corpse harvesting as I think their rules mean they nick any prisoners you take and I quite want to take my own prisoners with all the magnacles etc. Which might make water guild fun as they have some rules that interact with captures. Will need to read up again to remind myself what each one does.
 

BearsWillEatYou

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Cold Traders huh? I'd assumed that Badzone Enforcers still had to take law abiding allies, but I guess things change that far away from the watchful eyes of their superiors... ;-)

Have you considered any of the Noble allies? Something like the Greim tactician or Ty psi specialists could represent special operatives despatched from HQ. Greim gives ammo check re-rolls, though I'm not sure how their downside works with the Badzones list (chance to lose Juves as they get drafted into the militia), and though unfortunately Ty's bonus won't do anything without you having a psyker so the allied party is the only perk.
 
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spafe

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Ah! I had forgotten cold traders were criminal allies. No I'd be sticking with either noble or guild ones.

I had not, tbh I need to spend a bit of time looking through them all. But I have time, got to build and paint the main gang before I make their allies. I do like the idea of specialist detectives or operatives being assigned to the FOP.
 

NapalmPlague

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badzone patrolmen and specialists gain scarce on boltguns shotguns and concussion carbines. I dunno if that changes your thoughts at all.
 

spafe

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badzone patrolmen and specialists gain scarce on boltguns shotguns and concussion carbines. I dunno if that changes your thoughts at all.
Not really, autoguns are a very poor substitute, although I might buy back up lasguns/autoguns (that wont be modelled on them), during the campaign if its really bad.

I will also likely build one or 2 holding autoguns, but want to trry and kepe the models useable for a regular enforcer gang as well. I get this is a little limiting, but tbh I've got used to writing off 6+ ammo guns anyway, which is what bolters typically are.