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*.
these can now only be taken from their equipment list 'at a markup' allowing more flexible builds.
by example, players can start a campaign with a telescopic visor on their bolter or with smoke grenades instead of their 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 now have enhanced terrain boons for the narco- and the gambling den.
If these are in play the first doubles the income and the second can force your opponent to leave his star player (1 stimmer, nachtghul, death maiden, ...)
at home. These can become quite valuable.
-Equipment:
There are only two small changes, the captain can no longer take a sniper rifle, but al hierarchy 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.
-Enlisted scum overhaul:
They're juves with ganger stats, but you need a greater number of gang fighters (patrolmen) compared to the number of champions and enlisted scum. Forcing you to choose between tooled up champions and cheap enlisted scum. They also can't be activated by the gang hierarchy ability and they don't trigger morale tests when injured.
I have the feeling they will become a niche choice for most players... quite a shame as they used to define the old gang identity.
maybe chainswords (parry) can help these survive longer?
enlisted scum have cunning as a primary and you could try to level up a few to have infiltrators (shotgun patrolmen?)
As @quindraco mentioned, they have access to the trading post, opening up options like combat shotguns
and some more explosives
+
You also have the 'regular' 1-5 hive scum who can not become patrolmen, who do trigger morale tests and who are deployed after the rest of the gang sets up. These could function as a cheap lasgun pinning support group being supported/overlooked by your non-infiltrating badzone captain.
-The gang tactics:
There are quite a few more diverse 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)
Palanite 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 the patrolmen weapons
-No acces to palanite haunts, hardcase cyber mastiffs, lawbots and venator (vehicle) sources and different reasonings in comments
-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 two main ways to build them:
1) alphastrike
play them as a hard-hitting alpha strike gang, to avoid longer battles where their lower stats can come into play.
combining some gang tactics (D3x hipshooting fighters) with infiltrate and template weapons could be quite powerful.
50% of your gang has acces to cunning (sgt and juve 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 sgt still having acces to both fast shooting and the heavy concussion ram.
you can use these to get a few patrolmen with photon grenades closeup and to start doing some damage.
Other, older builds feel less viable (defensive screen enlisted scum or midranged defensive builds).
and 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 get D3 hipshooting fighters, combined with infiltrate and template weapons this could become dirty
-infiltrating dual plasma pistols / webber / flamer + infiltrating ambot
-enforcer specialist with sniper / infrasight / got your six to support your infiltrators
-enlisted scum building up towards firestorm ammo combat shotgun or blasting charge grenade mules?
-enlisted scum with stub gun / chainsword for pinning / parry to screen other fighters
What changed:
-More Flexibility:
Each badzone enforcer fighter came with an inbuilt armoured undersuit*.
these can now only be taken from their equipment list 'at a markup' allowing more flexible builds.
by example, players can start a campaign with a telescopic visor on their bolter or with smoke grenades instead of their 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 now have enhanced terrain boons for the narco- and the gambling den.
If these are in play the first doubles the income and the second can force your opponent to leave his star player (1 stimmer, nachtghul, death maiden, ...)
at home. These can become quite valuable.
-Equipment:
There are only two small changes, the captain can no longer take a sniper rifle, but al hierarchy 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.
-Enlisted scum overhaul:
They're juves with ganger stats, but you need a greater number of gang fighters (patrolmen) compared to the number of champions and enlisted scum. Forcing you to choose between tooled up champions and cheap enlisted scum. They also can't be activated by the gang hierarchy ability and they don't trigger morale tests when injured.
I have the feeling they will become a niche choice for most players... quite a shame as they used to define the old gang identity.
maybe chainswords (parry) can help these survive longer?
enlisted scum have cunning as a primary and you could try to level up a few to have infiltrators (shotgun patrolmen?)
As @quindraco mentioned, they have access to the trading post, opening up options like combat shotguns
and some more explosives
+
You also have the 'regular' 1-5 hive scum who can not become patrolmen, who do trigger morale tests and who are deployed after the rest of the gang sets up. These could function as a cheap lasgun pinning support group being supported/overlooked by your non-infiltrating badzone captain.
-The gang tactics:
There are quite a few more diverse 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)
Palanite 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 the patrolmen weapons
-No acces to palanite haunts, hardcase cyber mastiffs, lawbots and venator (vehicle) sources and different reasonings in comments
-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 two main ways to build them:
1) alphastrike
play them as a hard-hitting alpha strike gang, to avoid longer battles where their lower stats can come into play.
combining some gang tactics (D3x hipshooting fighters) with infiltrate and template weapons could be quite powerful.
50% of your gang has acces to cunning (sgt and juve 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 sgt still having acces to both fast shooting and the heavy concussion ram.
you can use these to get a few patrolmen with photon grenades closeup and to start doing some damage.
Other, older builds feel less viable (defensive screen enlisted scum or midranged defensive builds).
and 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 get D3 hipshooting fighters, combined with infiltrate and template weapons this could become dirty
-infiltrating dual plasma pistols / webber / flamer + infiltrating ambot
-enforcer specialist with sniper / infrasight / got your six to support your infiltrators
-enlisted scum building up towards firestorm ammo combat shotgun or blasting charge grenade mules?
-enlisted scum with stub gun / chainsword for pinning / parry to screen other fighters
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