N18 Enforcer Gang - Help Required

Dexxa

New Member
Nov 24, 2019
3
0
1
Hi All,

I am new to Necromunda and will be starting a campaign soon. At this stage I am thinking of running Enforcers but am just trying to decide on lists before I start building the models.

Enforcer Gang

I only have the models from Dark Uprising so at this stage I am limited to 5 Enforcers and 6 Subjugators. Help would be very much appreciated.
 

Hawkins44

Gang Champion
Yak Comp 2nd Place
Hi!

I didn't count the credits, but I have a couple of suggestions for you, but from what I counted, you are able to save at least 65 credits (Krak, Staff, two Stubguns), which is enough for a shotgun, or a new boltgun with a smoke grenade.

- Drop the dual Stubguns, they are generally not worth it on Enforcers. You can shoot both at -1 BS, so that is on 5+ at long range, and 3+ on short range, where you can easily get charged. Get Dum-dum ammo instead.

-It is okay to leave one or two of your guys with Dum-Dum Stubgun only if you don't have the credits for something better. Use them to flank, rush ahead, or catch bullets.

- Unless you know what are you facing and you find it necessary, drop the Krak grenades, and get your patrolmen something better, a shotgun ideally as you don't have it yet.

- Drop the Shock Staff on your captain to save points, and either leave him with the Carbine, or pass the Carbine to the Patrolmen and get him a Boltgun. You can get the staff after your first game if you are expecting to face a lot of melee, but with Enforcers, it is better to keep the enemy away. Enforcers have strong guns, but mediocre stats. Leave the beating to your shield-bearing Subjugators.

- If you are expecting to play at Zone Mortalis maps, maybe I'd replace the Sniper Rifle for a Boltgun as well, as the corridors aren't long enough for the long-range bonus to kick in. You can get the rifle a few games later back, with a laser pointer and/or thermal scope. The 24" +1(2) to hit is nothing to scoff at.

-Get Smoke and Photon Grenades. At least some of them. Either hand-thrown, or for the Grenade Launcher.

-If you are really tight on points, have your Subjugator with nothing but Grenade Launcher, without a shield. Just be careful and keep him in cover.

And the biggest suggestion of them all:
MAGNETIZE! Arms can be easily magnetized, I have done to half of my own guys, and changing weapons is easy, especially if you are low on models.
 
Last edited:

Heart of Storm

Gang Hero
Mar 8, 2019
596
840
103
You've got a good number of bodies on the table, but I think you need to reconsider the equipment, as you have some over-equipped guys, and some running basically nude.

I'd lose the shock stave on your captain, and both assault shields to be able to up-gun your palanites, I think the palanite sprue only comes with 2 boltguns so you'll probably need to go boltgun and combat shotgun.

The alternative is to only up-gun one of them and instead drop the shock stave on your subjugator and get him a grenade launcher instead. Melee subjugators are a poor points investment as they're still only 1a models with a 4+WS. If you're packing an assault shield you don't need a stave as the default stub gun and the shield will count as 2 melee weapons for the purpose of getting extra attacks..
 

Dexxa

New Member
Nov 24, 2019
3
0
1
Ok thanks guys, I have made a few changes to the list based on your suggestions.
 

Dexxa

New Member
Nov 24, 2019
3
0
1
Excellent. just need to sort out skills for the Captain and Sergeants and then good to go. Any suggestions for that aspect?
 

Hawkins44

Gang Champion
Yak Comp 2nd Place
Depends on what you expect to fight.
If Melee gangs, give your Captain "Got your Six". Otherwise, Teamwork, Overwatch or Fast Shot works just fine.

For sniper Sergeant, Infiltrate or Overwatch, possibly Trick Shot.

For the sub Sergeant, Threat Response is usually the best choice.
 

ReikoX

New Member
May 29, 2021
3
0
6
Brno, CZ
Ahoj folks, I've tried to build a solid squad of Palanite Enforcers and would like to know how many Rookies I can/should have in my gang roster (since they come at zero cost)? Could you please share your experience with Rookies? As reference please see my current gang roster at creation: Thank you very much in advance !
 

Vonvilkee

Gang Hero
Jan 7, 2018
851
636
108
Bellingham, Washington USA
Ahoj folks, I've tried to build a solid squad of Palanite Enforcers and would like to know how many Rookies I can/should have in my gang roster (since they come at zero cost)? Could you please share your experience with Rookies? As reference please see my current gang roster at creation: Thank you very much in advance !
No hiring rookies they replace killed in action enforcers. Basically as long as you recover the equipment you'll be full strength even if there are deaths. Nice little thematic touch in my opinion.
 

ReikoX

New Member
May 29, 2021
3
0
6
Brno, CZ
Alright, you say I don't need rookies in my roster by gang creation.. I guess it's because they are joining my crew only if required, "fresh" from the academy. But at least I need to build the models so I have them ready once needed, right? Also may I ask where I could find more information on how to recover equipment in case a player goes out of action? Thanks again - appreciated !
 

Vonvilkee

Gang Hero
Jan 7, 2018
851
636
108
Bellingham, Washington USA
Alright, you say I don't need rookies in my roster by gang creation.. I guess it's because they are joining my crew only if required, "fresh" from the academy. But at least I need to build the models so I have them ready once needed, right? Also may I ask where I could find more information on how to recover equipment in case a player goes out of action? Thanks again - appreciated !
It is a little tricky, can't remember where but think it is part of ending the battle in the main rules.

If you win you keep any dead fighters equipment (except armor I think) there is a roll of you ran off (lost) and if a fighter is taken to the doctor (the doctor visit or sure results 61-65). Note you only need to take the medical escort action for them not pay it anything to keep the equipment.

Rookies are only different by stats so the idea is you just reuse the original fighter so I'd only build the fighters you expect to use regularly knowing that you will always have them (just not with the best stats).