Hereby a short article analyzing what changed for the badzone enforcers and how they hold up against new enforcers.
What changed:
-More Flexibility:
Each badzone enforcer fighter came with an inbuilt armoured undersuit* in the old WD rules.
These can now only be taken from their equipment list 'at a markup' allowing for more flexible builds.
by example, players can start a campaign with a telescopic visor on their bolter or with smoke grenades instead of their mandatory underarmour
-More Credits:
Badzone enforcers now have 2 extra mechanics allowing them to obtain more credits:
The precinct fortress now gives:
-D6x10 credits when collecting income (as before).
- + 2D6x10 credits per cycle if you took 4 enemies ooa during the previous cycle.
In dominion campaigns they have enhanced terrain boons for the narco- and the gambling den.
If these are in play the first doubles its income and the second can force your opponent to leave his starplayer (1 stimmer, nachtghul, death maiden, ...)
at home. These can become quite valuable.
-Equipment:
There are two small changes, the captain and the sergeant can no longer take a sniper rifle, but they can now take flamers.
The shockstaves disappeared.
They have acces to concussion weapons, but not to grenade launchers with photon grenades, so you will need these if you want to pin your opponents.
The Badzone enforcer captain and sergeants are the only fighters having acces to both shooting skills (fastshot) and the heavy concussion ram, potentially being able to put out quite a few concussion/seismic templates.
-Enlisted scum:
They're juves with ganger stats. They can't be activated by the gang hierarchy ability and they don't trigger morale tests when injured.
Enlisted scum have cunning as a primary skill and you could try to level up a few to have infiltrators or overwatchers (shotgun patrolmen?)
As @quindraco mentioned, compared to hive scum, they have full access to the trading post, opening up options like regular combat shotguns and explosives.
(Faq update: the enlisted scum are no longer affected by the number of 'ganger' fighters you need to have to take hierarchy fighters)
+
You can also hire 'regular' 1-5 hive scum, who 'do' trigger morale tests and who are deployed after the rest of the gang sets up.
These can function as a cheap lasgun pinning support group that 'can' be activated by your non-infiltrating badzone captain.
-The gang tactics:
There are quite a few new tactical options that can be tailored to multiple builds;
D3 hipshooting models, free smoke&flash grenades for D3 models this battle, +1 to hit on an already hit model, mess with visibility for a round
* magnacles are still included in the profiles
______________________________________
What stays:
-Stats & skills:
the stats and skill didn't change at all, meaning the badzone enforcers are now the only enforcers with acces to cunning (infiltrate & overwatch)
but they have worser stats, compared to the palanite enforcers and the subjugators.
A few comparisons:
Badzone cpt: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD4+ Cl6+ Wil5+ INT6+ (brawn, shooting, palanite drill)
Badzone sgt: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD5+ Cl6+ Wil6+ INT7+ (cunning, shooting, palanite drill)
Badzone Pt.: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Enlist. scum: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD8+ CL8+ Wil8+ INT8+ (cunning)
Enforcer cpt: M5 WS3+ BS3+ S3 T3 W3 I3+ A2 LD4+ CI 6+ Wil5+ INT6+ (leadership, savant, palanite drill)
Palanite sgt: M5 WS4+ BS3+ S3 T3 W2 I3+ A1 LD5+ CL6+ Wil6+ INT7+ (shooting, palanite drill)
Palanite enf: M5 WS4+ BS4+ S3 T3 W1 I3+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Palant rook: M6 WS5+ BS5+ S3 T3 W1 I3+ A1 LD8+ CL8+ Wil8+ INT8+ (palanite drill, juve)
Subjug. sgt.: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD5+ CL6+ Wil6+ INT7+ (brawn, palanite drill)
Enf. Subjug.: M5 WS4+ BS4+ S3 T3 W1 I4+ A2 LD7+ CI7+ Wil7+ INT7+ (brawn, palanite drill)
-The hacked cyber-mastiff remains: 1 on 6, it will still turn insane :/
-scarce on patrolmen weapons
-No acces to palanite haunts, hardcase cyber mastiffs, lawbots and venators (vehicle)
there is some discussion about this in the comments, please take your time to read these
-No access to new palanite options like riot shields, repulsion pattern chem-thrower, suspensors, lasprojectors and ammo for some weapons
-They have access to the imperial house but no improved relation with it, they have acces to house agents & bounty hunters
_______________________________________
Tactical analyse:
I found a few ways to build them:
1) Alphastrike
play them as a hard-hitting alpha strike gang, avoiding longer battles where their lower stats can come into play.
combine this with some gang tactics (D3x hipshooting fighters) and with multiple infiltrators and template weapons for a solid first strike.
50% of your gang has acces to cunning (sgt and enlisted scum) and the others 50% have access to boltguns and sniper rifles.
This feels like it was a conscious design choice.
2) Concussion firebase (+ photon?)
the badzone enforcer sgt's are the only enforcer sgt still having acces to both fast shooting and the heavy concussion ram.
you can use these to reliably pin opposing fighters, combat shotguns and thrown photon grenades could work well with this.
3) Overwatch
I feel this to be the least optimised, but added it for completeness:
Badzone enforcers have acces to overwatch and skills like got your six / threat response. You could create a gang heavily build around locking down enemy activations using template weapons or (enlisted scum > patrolmen > specialist) infrasight / sniper rifles to counteract the relatively 'moderate' ballistic skill of badzone enforcers
4) Cheap enlisted scum
divide your fighters in small groups containing one enlisted scum with a lasgun or stub gun/chainsword and one enforcer, use the enlisted scum as screen or nuissance to defend or add to the firepower of the enforcer.
-lasguns for pinning threats
-chainsword/stubgun for intercepting charges
don't forget that in sustained battles badzone enforcers will be outmeleed by subjugators or outshot by palanites with more reliable gear and skills.
______________________________________
Possible 'dirty' combinations:
-(gang tactic) you can get D3 hipshooting fighters, combined with infiltrate and template weapons this could become dirty
-infiltrating dual plasma pistols / webber / flamer + infiltrating ambot
-fastshot / got your six heavy concussion ram sergeants
-enforcer specialist with sniper / infrasight / got your six to support your infiltrators
-(building towards) enlisted scum with infiltrate and a firestorm ammo combat shotgun or infiltrating blasting charge grenade mules?
-(building towards) enlisted scum with shotguns / infrasight shooting through smoke grenade cover
What changed:
-More Flexibility:
Each badzone enforcer fighter came with an inbuilt armoured undersuit* in the old WD rules.
These can now only be taken from their equipment list 'at a markup' allowing for more flexible builds.
by example, players can start a campaign with a telescopic visor on their bolter or with smoke grenades instead of their mandatory underarmour
-More Credits:
Badzone enforcers now have 2 extra mechanics allowing them to obtain more credits:
The precinct fortress now gives:
-D6x10 credits when collecting income (as before).
- + 2D6x10 credits per cycle if you took 4 enemies ooa during the previous cycle.
In dominion campaigns they have enhanced terrain boons for the narco- and the gambling den.
If these are in play the first doubles its income and the second can force your opponent to leave his starplayer (1 stimmer, nachtghul, death maiden, ...)
at home. These can become quite valuable.
-Equipment:
There are two small changes, the captain and the sergeant can no longer take a sniper rifle, but they can now take flamers.
The shockstaves disappeared.
They have acces to concussion weapons, but not to grenade launchers with photon grenades, so you will need these if you want to pin your opponents.
The Badzone enforcer captain and sergeants are the only fighters having acces to both shooting skills (fastshot) and the heavy concussion ram, potentially being able to put out quite a few concussion/seismic templates.
-Enlisted scum:
They're juves with ganger stats. They can't be activated by the gang hierarchy ability and they don't trigger morale tests when injured.
Enlisted scum have cunning as a primary skill and you could try to level up a few to have infiltrators or overwatchers (shotgun patrolmen?)
As @quindraco mentioned, compared to hive scum, they have full access to the trading post, opening up options like regular combat shotguns and explosives.
(Faq update: the enlisted scum are no longer affected by the number of 'ganger' fighters you need to have to take hierarchy fighters)
+
You can also hire 'regular' 1-5 hive scum, who 'do' trigger morale tests and who are deployed after the rest of the gang sets up.
These can function as a cheap lasgun pinning support group that 'can' be activated by your non-infiltrating badzone captain.
-The gang tactics:
There are quite a few new tactical options that can be tailored to multiple builds;
D3 hipshooting models, free smoke&flash grenades for D3 models this battle, +1 to hit on an already hit model, mess with visibility for a round
* magnacles are still included in the profiles
______________________________________
What stays:
-Stats & skills:
the stats and skill didn't change at all, meaning the badzone enforcers are now the only enforcers with acces to cunning (infiltrate & overwatch)
but they have worser stats, compared to the palanite enforcers and the subjugators.
A few comparisons:
Badzone cpt: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD4+ Cl6+ Wil5+ INT6+ (brawn, shooting, palanite drill)
Badzone sgt: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD5+ Cl6+ Wil6+ INT7+ (cunning, shooting, palanite drill)
Badzone Pt.: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Enlist. scum: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD8+ CL8+ Wil8+ INT8+ (cunning)
Enforcer cpt: M5 WS3+ BS3+ S3 T3 W3 I3+ A2 LD4+ CI 6+ Wil5+ INT6+ (leadership, savant, palanite drill)
Palanite sgt: M5 WS4+ BS3+ S3 T3 W2 I3+ A1 LD5+ CL6+ Wil6+ INT7+ (shooting, palanite drill)
Palanite enf: M5 WS4+ BS4+ S3 T3 W1 I3+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Palant rook: M6 WS5+ BS5+ S3 T3 W1 I3+ A1 LD8+ CL8+ Wil8+ INT8+ (palanite drill, juve)
Subjug. sgt.: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD5+ CL6+ Wil6+ INT7+ (brawn, palanite drill)
Enf. Subjug.: M5 WS4+ BS4+ S3 T3 W1 I4+ A2 LD7+ CI7+ Wil7+ INT7+ (brawn, palanite drill)
-The hacked cyber-mastiff remains: 1 on 6, it will still turn insane :/
-scarce on patrolmen weapons
-No acces to palanite haunts, hardcase cyber mastiffs, lawbots and venators (vehicle)
there is some discussion about this in the comments, please take your time to read these
-No access to new palanite options like riot shields, repulsion pattern chem-thrower, suspensors, lasprojectors and ammo for some weapons
-They have access to the imperial house but no improved relation with it, they have acces to house agents & bounty hunters
_______________________________________
Tactical analyse:
I found a few ways to build them:
1) Alphastrike
play them as a hard-hitting alpha strike gang, avoiding longer battles where their lower stats can come into play.
combine this with some gang tactics (D3x hipshooting fighters) and with multiple infiltrators and template weapons for a solid first strike.
50% of your gang has acces to cunning (sgt and enlisted scum) and the others 50% have access to boltguns and sniper rifles.
This feels like it was a conscious design choice.
2) Concussion firebase (+ photon?)
the badzone enforcer sgt's are the only enforcer sgt still having acces to both fast shooting and the heavy concussion ram.
you can use these to reliably pin opposing fighters, combat shotguns and thrown photon grenades could work well with this.
3) Overwatch
I feel this to be the least optimised, but added it for completeness:
Badzone enforcers have acces to overwatch and skills like got your six / threat response. You could create a gang heavily build around locking down enemy activations using template weapons or (enlisted scum > patrolmen > specialist) infrasight / sniper rifles to counteract the relatively 'moderate' ballistic skill of badzone enforcers
4) Cheap enlisted scum
divide your fighters in small groups containing one enlisted scum with a lasgun or stub gun/chainsword and one enforcer, use the enlisted scum as screen or nuissance to defend or add to the firepower of the enforcer.
-lasguns for pinning threats
-chainsword/stubgun for intercepting charges
don't forget that in sustained battles badzone enforcers will be outmeleed by subjugators or outshot by palanites with more reliable gear and skills.
______________________________________
Possible 'dirty' combinations:
-(gang tactic) you can get D3 hipshooting fighters, combined with infiltrate and template weapons this could become dirty
-infiltrating dual plasma pistols / webber / flamer + infiltrating ambot
-fastshot / got your six heavy concussion ram sergeants
-enforcer specialist with sniper / infrasight / got your six to support your infiltrators
-(building towards) enlisted scum with infiltrate and a firestorm ammo combat shotgun or infiltrating blasting charge grenade mules?
-(building towards) enlisted scum with shotguns / infrasight shooting through smoke grenade cover
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