N18 Badzone Enforcers next campaign advice

Alan Munro

Juve
Jun 27, 2019
48
47
18
My local group just finished our first Necromnda campaign and will be starting a new one in a month or so. Here is the starting list I used in the previous campaign (we went for 1200 starting credits rather than 1000).

195 Captain, Concussion Carbine, Shock Stave Mesh Armour, Got your six
170, Sergeant, heavy concussion Ram, Mesh armour, quick shot
160 Sergeant, Enforcer Shotgun, Mesh armour Hip Shooting
105 Patrolman Specialist, Sniper Rifle, Mesh Armour
125 Patrolman, Bolter, Stub Gun, Mesh Armour
125 Patrolman, Bolter, Stub Gun, Mesh Armour
125 Patrolman, Bolter, Stub Gun, Mesh Armour
45 Hive Scum, Lasgun
45 Hive Scum, Lasgun
45 Hive Scum, Lasgun
50 Rouge Doc

During the campaign my captain proved to be pretty useless, barely hitting anything with his carbine and I can’t remember if he ever used his stave. On the other hand the sergeant with the concussion ram was very effective and reliable, especially since the local Van Sarr player is very fond of his grav-cutters! The other sergeant with the shotgun had trouble getting into position without getting taken out or they got one shot off before going down.

The sniper and bolter patrolmen were very effective, I have thought about swapping the sniper to the sergeant but figured the extra wound and non-scarce shotgun was more useful. The doc only saved one important model but given how expensive most of my models are I figured it was a worthwhile insurance policy. The scum provided some useful extra models and long range shooting, but later on became something of a liability once I got more patrolmen.

So any idea for how to improve my list for the next campaign?
 
Have you considered dropping the scum and mixing in some subjugators? Grenade launcher templates go some way to helping with enforcers otherwise very average accuracy. - can't quite remember if subjugators are a thing for badlands however (been a while since I read the article)

The captains stat line is a trap, people see the WS3+ and think "this is my melee model", they aren't, keep them shooty and save the points you'd spend on melee gear
 
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Have you considered dropping the scum and mixing in some subjugators? Grenade launcher templates go some way to helping with enforcers otherwise very average accuracy. - can't quite remember if subjugators are a thing for badlands however (been a while since I read the article)

The captains stat line is a trap, people see the WS3+ and think "this is my melee model", they aren't, keep them shooty and save the points you'd spend on melee gear
Unfortunately badzone enforcers can only get grenade launchers on their sargents, and I think that would leave me lacking in numbers.

Yes I am probably going to ditch the shock stave, but what should I arm my captain with instead? Just a bolter or should I spring for a sledge hammer?
 
Put the ram on the captain and a GL on a sergeant? Let's the captain have a melee and shooting option and let's you spring a grenade launcher
 
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Since they're Enforcer Pattern GL, and the krak grenades for that are on Palanite enforcer (not badzone) house list and not the trading post, I was sure that unless House ruled they're unavailable to badzone enforcers.
Had a double check and looks like you're right, so scratch my advice about GLs, not worth it without the option to add Krak/smokes etc
 
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My local group house ruled that badzone enforcers can buy Krak grenades for their launchers and other grenades from the trading post. I just never got round to it in the last campaign.

I'm going to try out the hammer tomorrow, see how I get on.
 
Enforcer gangs have FAQ that they can buy from the trading post and Enforcer fighters state they may buy from the Trading Post.