N18 First Enforcers List

hisdoodnessness

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Dec 30, 2022
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Hi all, putting together my first Enforcers list for a gang and was hoping to get some tips/advice:

Captain with SLHG Assault Ram & Riot Shield
Flak Armor & Undersuit
Threat Response

Sub. Sgt with Power Maul & Assault Shield
Layered Flak Armor & Undersuit
Bull Charge

Sgt with Bolter
Flak Armor & Undersuit
Trick Shot/Hip Shooting

Sub. Specialist with Sub Grenade Launcher & Photon Flash

Pal. Specialist with Bolter

Pal. Patrolman with Concussion Carbine

Rookie with Stub Gun

Rookie with Stub Gun

1. Should I drop a rookie for 2 sets of grenades?
2. Should I prioritize Smoke Grenades over Flash Grenades?

Any and all tips and help would be greatly appreciated, thanks!
 
I would drop the flak risk a game with less armour and aim to get mesh, much better cred efficiency. Layered is okay but not the regular flak.

Photon flash is good, gets the better ammo roll of smoke, pairs well with the concussion carbine, and you don't have the other equipment to see through smoke. Smoke is mostly to cut off fire lines, you'll want to keep them open, and your melee is more counter offensive, you shoot scary enough to force them to you.

I'd also toy around with getting a shotgun on a rookie, spendy but knowing you will hit with the teardrop template is great.

Finally, trick shot is awesome on a bolter. Hip shooting is better for a shotgun again that auto hit is great. I guess you could use the movement to reduce the cover but you take a negative to hit using it or you could spend an action to aim then shoot.
 
2: -either go for a concussion / flashbang team (one sgt that can activate > + 1 specialist) or pick only smoke

I wouldn't pick hipshooting on the bolter, fastshot could help as a 2nd skill (later)
Hip shooting on a Bolter does work but is a different playstyle to Fast shot.
You trade double shots but standing still for one and moving. Static Vs mobile.
Both are viable option.
 
Don't forget manacles. Concussion+flash grenades+ manacles = easy capture.

Sure web weapon and grenades are less combo demanding to be efficient but they are less versatile.

The concussion carbine is useful in other capacity.

I will pick anything concussion over a bolter for that reason.
 
Hip shooting on a Bolter does work but is a different playstyle to Fast shot.
You trade double shots but standing still for one and moving. Static Vs mobile.
Both are viable option.
true, it would depend on what model
-1 to hit doesn't combine well with rookies or badzone patrolmen
 
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true, it would depend on what model
-1 to hit doesn't combine well with rookies or badzone patrolmen
My thought was to get him a Lasprojector as soon as I can afford it (after getting most guys some armor) to negate the -1 and then work towards getting Trick Shot next. I thought having a versatile threat that can move into position and then provide cover fire for his allies would be a good starting point.
 
i have a similar build but with dual plasma pistols (+2 to hit at close range),
lasprojectors would certainly improve your chances to hit, just as template weapons would (all more short ranged)
 
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My thought was to get him a Lasprojector as soon as I can afford it (after getting most guys some armor) to negate the -1 and then work towards getting Trick Shot next. I thought having a versatile threat that can move into position and then provide cover fire for his allies would be a good starting point.
To be honest I generally don't bother with the Las Projector on Hip shooters and just take the -1 penalty on the chin. You can move around cover to negate those cover penalties and a -1 isn't too bad if you bypass cover as well.
I prefer giving my Long ranged guns the Las Projector and a Telescopic sight to really make sure the back board sniper makes his/her presence felt while the mobile hip shooter gets in close grabbing objectives and doing the moving stuff.
Gangs work best when you at least pair up fighters (not necessarily next to each other) and use one to support the other.