N18 First time 1k Cred Enforcers

May 19, 2022
14
16
13
Greetings!

Looking for some input on an Enforcer gang. Never played Newcromunda before (only experienced Oldcromunda).

This will be to play in a flgs campaign but I don't know what I'll be facing and don't know how much experience the other players have.

I was thinking of bringing the following:

Subjugator Captain - 150
SLHG - 90
Fast Shot

Subjugator Sgt - 110
Heavy Concussion Ram - 70
Fast Shot

Subjugator Sgt - 110
Heavy Concussion Ram - 70
Fast Shot

Palanite Patrolman - 70
Sniper Rifle - 35

Palanite Patrolman - 70

Subjugator Patrolman - 80
Grenade Launcher, Frag, Stun, Flash - 65

Subjugator Patrolman - 80

Total - 1000 credits


My thoughts are to Pin/Blind/Choke my opponents with the fast shot Heavy Concussion Rams, SLHG and Flash from the Grenade Launcher.

Not sure where I would advance from there. More Palanite Patrolmen with Bolters, Krak Grenades for the Grenade Launcher, another Grenade Launcher with Flash/Smoke/Krak for the Subjugator Patrolman, some shields for the Subjugators and a Mastiff for the Captain.
 

Dkay1981

Ganger
Dec 15, 2019
74
45
23
Airdrie
Mmmm it’s a very spammy list and probably not much fun to play or play against and that’s allot of time working out blast and scatter.
A couple of other issues I see are:

It’s very terrain dependent. If you have a pretty dense terrain you may suffer.

There is not a huge amount of damage or ap so you may just be pinning people and gangs have allot to mitigate that.

I would maybe trade out fast shot on your leader and one of the champs for other skill like hip shooting. A double shot grenade launcher sounds fun but in encourages a very static play style which means your best fighters are only providing fire support and not playing the mission. This also means that all your opponent needs to do is pin you which negates that double shot and you have to choose to move to a safer spot or shoot every turn.

Maybe give one of your patrolman a combat shotgun. You are going to need to move forward at some point and rookies with just a stub gun are not gonna be able to compete with what most gangs are going to move up.

I believe the SLGH and concussion ram are unwieldy as they are heavy weapons so you can’t buy shields for your subjugators they also come with a pistol and the shield would put them at 4 weapons and the shield is almost a must buy for them a few games in. ( especially leaders and champs)

I would recommend mixing up your weapons a bit more. Enforcers have the best bolt guns in the game for a starting gang.

As it stands it’s an ok list but very much a 1 trick pony and most gangs have a way to deal with it.
 
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Hawkins44

Gang Hero
Yak Comp 1st Place
I agree, it is an ugly spam list. While you may find it good in open terrain, any fast-moving and close-combat gang, or skilled player will shred them to pieces.

- You have no effective short-mid range shooting capabilities (Shotguns, Bolters, C-Carbines)
Boltguns, Shotguns are the workhorses of killing, and C-Carbines are cheap and very effective at disrupting the enemy, and they are not bad weapons either.

- You have very few effective melee capabilities (Either some CC weapons or cheap guys you can sacrifice)
You have one SLGH, which is a weird combination of long-range shooting and melee. Capable of both, not good in any of that for the credits. I guarantee you your captain will get shot 9/10 times before he gets to use his weapon.

- You have too much long-range shooting (Sniper rifle, HCRams, SLGH)
You have five long-range weapons, 4 of which are blasts. Blasts are good, but SLGH and CRams are unwieldy, so you either shoot, or you move. Not good, makes you very cumbersome. Also very terrain-dependent, and unnecessarily expensive.

- No thrown grenades
Enforcers excel at synergy between fighters and their skills and gear, and they are brutal at short-range shooting, thanks to Bolters, but are mediocre at every other field. Get some Flash and Smoke grenades so you can disrupt the enemy, get close, and deliver explosive justice right to the enemy's face. Okay, you gave your GL guy three grenades. What happens after he dies? No grenades for you. Disperse them.

- Skills
Giving everybody Fast Shot (or the same skill in general) makes you look like a cheesemonger. (This can be subjective, but it does in my eyes.) Also, in case you get pinned (and this will happen very often) the Fast shot skill is wasted anyway. Enforcers have a bunch of nice skills, like Got Your Six, which can be invaluable against melee-oriented gangs. Or Threat Response, if you have a brawler space cop. Team Work is also nice if you are going for numerical advantage.

Also, in my opinion, the game gets much more interesting, if you really play into the cop theme, and don't go just for the raw killing power. You basically play a grimdark SWAT team, so throwing grenades into rooms before breaching, stunning, and arresting gangers is fun. I once managed to eliminate the whole enemy team during a single round. Everybody was either seriously injured, blinded, or pinned and cornered. The opponent gave up.
 
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mateyboy3000

Gang Champion
May 29, 2017
275
280
63
- You have too much of long-range shooting (Sniper rifle, HCRams, SLGH)
You have five long-range weapons, 4 of which are blasts. Blasts are good, but SLGH and CRams are unwieldy, so you either shoot, or you move. Not good, makes you very cumbersome. Also very terrain-dependent.
The enforcer heavy weapons aren't unwieldy. They take up 2 weapon slots but they are both in the small number of 2 slot guns that aren't unwieldy
 

Dkay1981

Ganger
Dec 15, 2019
74
45
23
Airdrie
Okay, I thought they are unwieldy, as pretty much every other heavy weapon. Still, it doesn't change my point very much, though.
The biggest thing for me with those weapons is that there is no way you can take a shield as the weapon and pistol takes up all 3 slots. The shield is a compulsory upgrade for subjugators, especially if they are a leader or champ.
 
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Hawkins44

Gang Hero
Yak Comp 1st Place
The biggest thing for me with those weapons is that there is no way you can take a shield as the weapon and pistol takes up all 3 slots. The shield is a compulsory upgrade for subjugators, especially if they are a leader or champ.
True. But if you think about it, how are you to carry a 'heavy' weapon with two hands, AND a riot shield on top of that? You'd have to become genestealer-infested and get your cop a third arm upgrade, haha. Also, I don'T think the shield upgrade is necessary for a beginner gang unless you go for a melee character. With GLs and CRams you can easily stay back.
 
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Dkay1981

Ganger
Dec 15, 2019
74
45
23
Airdrie
I find the shield super valuable, even on a ranged fighter. Not all scenarios give you that option to stay back plus so many gangs now have the ability to get guys to your back lines. Yeah it ain’t doing much against a rampaging butcher with heavy chain cleavers but when you start seeing over the mid range nasty weapons get close to you via infiltrate or general great movement it offers enough protection for you to hold out.
With a shield and stub gun it Atleast gives you some hitting power back in melee which could take out an unsuspecting juve or ganger that tried to either take you out or tie you up.
 
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May 19, 2022
14
16
13


Thanks for the input Hawkins and Dkay. I think I'll try to start again from scratch. I would like to lean a bit more on your wisdom if I could.

It appears that I'll be one of the rookies in the campaign so I'm looking at an uphill battle but while I want the gang to be effective I don't want them to be unfun either for myself or my opponent. With no experience in this version of the game I'm not entirely sure where to go.

I'm in the Police myself and have an idea how I would like the gang to eventually be played. When we're clearing rooms in buildings we often move about with 2x shields and a 'driver' who guides them. I would like to try and build the core of my gang with these teams in mind.

Each team of 3 i was thinking could be something like:
One to Photon Flash (Grenade Subjugator)
One to Stun (Concussion Subjugator)
One to put them down (Bolter/Shotgun Palanite)

Out of the three I would look for one of them to be a Leader/Champion but not sure which of the three they would be best suited for. Probably either the Bolter/Shotgun or Grenade Launcher (if using Krak) given those weapons will rely a bit more on Ballistic Skill increases?

As indicated this means I also want to invest in Shields but that seems a bit pricy right out of the gate. Would you recommend getting a Shield or two at the start or is it more important to get the weapons initially and add the shields later?

Also with regards to weapon slots is there a list or guide which suggests which weapons take up two weapon slots of the three allowed per fighter? I don't want to find myself unable to equip my guys with my preferred setup when I can finally afford it.

I think I also need to think carefully about how each member is equipped now if I'm right in thinking that weapons can't be removed/swapped later?

Other things I'm considering is the inclusion of Cyber Mastiffs since I got myself the cool Forgeworld one and have plenty of awesome Dog models from the Dungeons and Doggies sets I'd could make use of.

Hopefully that's not too many things to address!

Thanks again.
 
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Dkay1981

Ganger
Dec 15, 2019
74
45
23
Airdrie
Firstly I would say I love your plan and outlook on the game. Building a fun and thematic list and expanding on a narrative for them over a campaign is the heart and soul of what necromunda is about.

That saying that there are some things I would check with your arbitrator first.

1: how are they running the campaign? Are there any house rules. Are they running the game bare bones or are they running a fluffy narrative campaign as this can dramatically effect how it plays out for you.
For example you don’t have tooo many concerns in a law and order campaign but if you are in a dominion campaign they have some really restrictive mechanics which can make progression tricky.

Enforcers are a team that starts strong but really takes skill to stay competitive as time goes on so gear progression is super important to make up for their average stats.

I am not an advocate of list tailoring but as a new player I would ask your arbitrator what other gangs are in the campaign. Your main 6 gangs have thier surprises but are mostly manageable but if you are the 4th player in a campaign with corpse grinders , ogryns and vansaar you are going to have a bad day with the wrong set up so you need to be somewhat prepared.


Do really get an idea of all the mechanic of the enforcers I would head over to www.Goonhammer.com and check out their necromunda articles. They did a recent update on the enforcers and it’s a really good jumping off point.

Ultimately their not really new player friendly for campaign play but they are new player friendly for skirmish play. It’s really all about how good your Arbitrator is at making it a fair campaign, as they can quickly get out of hand.

I hope some of this helps.
 

Hawkins44

Gang Hero
Yak Comp 1st Place
I'm not able to write anything very complex at the moment, but if you want to try to split your team into two (nearly) identical fireteams, I'd go for a regular Subjugator with a shield and either baton or just pistol, then either with another Sub witn only GLauncher, or Bolter/Shotgun Palanite, and a Palanite with C-Carbine. (Sergeant would be one if the latter two). These three should cost about 400 credits. Times two. Then you have about 200 credits left to equip your captain, and to get misc gear. Not much, honestly.

The Enforcers have a ton of options, but you need to keep in mind they are all very expensive, with mediocre stats, and rely on their gear. And finding balance between number of men (7-8 is the ideal number), versatility, and gear is the biggest challenge for an starting Enforcer patrol.

You can look at my gang I use, and with which I were quite successful.

//Also, Stun Grenades are pretty much useless. All they do is give Concussion, while being S2. C-Carbine also have concussion, and much more to it.
Brotip: Concussion wepons and Magnacles are fun to combine.
 
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Hawkins44

Gang Hero
Yak Comp 1st Place

Here I made a template for you. You have exactly 100 credits to spend, and skills to assign.

I'd give captain a Boltgun, and either some grenades, or shock staves Subjugators,.

Or

Give the fireteams both shotgun and boltgun, and keep the captain lightly armed.

Or replace one sergeant with the captain, and have one sergeant cause mayhem elsewhere, or get a cyberhound. But remember to have 7 fighters minimum.

But you are free to experiment. Just clone the gang and enjoy!
 
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Psyan

Ganger
Sep 2, 2016
113
74
28
Olympus Mons, Mars
Don't sleep on Boltguns. Enforcers get the best Boltgun in the game at the best price. Focus on those, with an occasional Combat Shotgun (you'll want some sort of template upgrade, otherwise you might as well have a Boltgun), Concussion Carbine and Grenade Launcher w/Krak.

I've found a few other things useful, too. A Sergeant with a Sniper Rifle, Infrasight and Got Your Six and a Subjugator Captain with a SLHG and Threat Response. If you're getting a Cyber Mastiff, he should be hanging out with that Captain. Double Threat Response could be fun.

I view Enforcers as a 75% shooting gang with a small 25% sideline in melee.
 
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Heart of Storm

Gang Hero
Mar 8, 2019
941
1,426
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- You have very few effective melee capabilities (Either some CC weapons or cheap guys you can sacrifice)
You have one SLGH, which is a weird combination of long-range shooting and melee. Capable of both, not good in any of that for the credits. I guarantee you your captain will get shot 9/10 times before he gets to use his weapon.

- No thrown grenades
Enforcers excel at synergy between fighters and their skills and gear, and they are brutal at short-range shooting, thanks to Bolters, but are mediocre at every other field. Get some Flash and Smoke grenades so you can disrupt the enemy, get close, and deliver explosive justice right to the enemy's face. Okay, you gave your GL guy three grenades. What happens after he dies? No grenades for you. Disperse them.
two bits of feedback id disagree with from your otherwise excellent feedback on the gang.

First is Enforcers have no business being in melee, they have one model with 3+WS, and no access to Spring Up or Nerves of Steel. They have no melee weapons that do more than d1 so even if they get a charge, they're unlikely to get a kill, and will get destroyed by any of the melee specialists other gangs can field

Melee is a trap for enforcers, don't spec into it, buy guns instead.

On Thrown grenades, id agree they're a useful tool, but rarely do I find they're worth going for in a starter gang, and certainly not in a gang with models/gear as expensive as enforcers.

Heck hes got two models armed with stub guns, if he has creds spare it should be buying those boys some dakka, grenades are a third or fourth game priority for this gang at best
 

Scabs

Gang Hero
Feb 4, 2014
503
609
103
San Diego. CA, USA
Ask any DA. "Spammy" ain't no crime. And, even if it was, Enforcers would at most get charged with a misdemeanor. They don't have many choices, and the ones they do have are pretty limited in effect. Multiple Fast Shots? Eh. He's a rookie.

Blast weapons are time consuming to adjudicate? So is taking a H2H beatdown from a Goliath Tyrant or a Corpse Grinder Butcher with paired cleavers. NO one complains about how long it takes to roll all those dice. This game ain't Rocket Surgery.

A beatdown by skilled players? C'mon, this ain't the Queen's Gambit. I'm a skilled player, and I lose routinely. Dice, Tactics Cards, dice, setup, dice, scenario, dice, whatever. Psst...if you do win every game, you are doing something wrong. You ain't playing by the same self-imposed campaign rules and restrictions as everyone else. And, you just might not get invited back for the next campaign.

Yep, Enforcers do not have the tools to build effective Close Combat fighters. They just don't. And, ineffective ones get knocked out of action quickly. React to close combat, don't go looking for it. Bolters are the most cost-effective weapons available to Enforcers. Avail yourself of them.

Real life police tactics might need to be slightly modified to fit the real life game. Necro gangs are supposed to be ragtag mobs of criminals and miscreants. In fact, compared to Enforcers, they have access to better weaponry, decent armor, and come with better stats and skills. Adapt and adjust. Instead of a team of two cops with non-lethal grenades and one using lethal force, simply reverse the ratio.

Stay true to you roots. But you didn't come to protect and to serve. You came to beat down and dominate. In the Underhive, Snitches get riches, and NO lives matter.
 
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Hawkins44

Gang Hero
Yak Comp 1st Place
Melee is a trap for enforcers, don't spec into it, buy guns instead.

On Thrown grenades, id agree they're a useful tool, but rarely do I find they're worth going for in a starter gang, and certainly not in a gang with models/gear as expensive as enforcers.

On the grenades, I love them. Especially the smoke, if you need to block LoS, and the flashbangs to really mess the enemy up with a proper use.
But this can be subjective, and bound to experience.
 
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Dkay1981

Ganger
Dec 15, 2019
74
45
23
Airdrie
Ask any DA. "Spammy" ain't no crime. And, even if it was, Enforcers would at most get charged with a misdemeanor. They don't have many choices, and the ones they do have are pretty limited in effect. Multiple Fast Shots? Eh. He's a rookie.

Blast weapons are time consuming to adjudicate? So is taking a H2H beatdown from a Goliath Tyrant or a Corpse Grinder Butcher with paired cleavers. NO one complains about how long it takes to roll all those dice. This game ain't Rocket Surgery.

A beatdown by skilled players? C'mon, this ain't the Queen's Gambit. I'm a skilled player, and I lose routinely. Dice, Tactics Cards, dice, setup, dice, scenario, dice, whatever. Psst...if you do win every game, you are doing something wrong. You ain't playing by the same self-imposed campaign rules and restrictions as everyone else. And, you just might not get invited back for the next campaign.
I somewhat agree and disagree with these statements. Yea there is nothing wrong with someone who is playing a spammy list but it’s a double edged sword for a new player it makes things easy to remember but it also can create a very repetitive play style.
There is a hell of a lot to digest as a new player for this game and I’ve been playing a few years and I still struggle lol.

I’ve played people with a boatload of blast weapons and for people who don’t have a full grab of the rules and all the holes in them blasts can can absolutely take time to plough through especially is you are looking at up to 8 in a turn.
For an experienced play is no prob but for new players this can be a chore.

Hell no people should not be winning every game and if there are then they are probably minmaxing things. But even a balanced list in a new players hands can get curb stomped on due to their inexperience. I’ve been on the reciving end of not knowing what every gang does and walked out into a van Saar firing line or a cawdor flame template.

For me it’s all about how do we make a new players experience a good as is can be so they stay playing. Especially as this game does not have the community size that 40K does and you may not have much choice on who is around to play with.
 
May 19, 2022
14
16
13
Thanks for the advice everyone. Think i'm gonna go something along the lines of the following:

Subjugator Captain - 150
Dumdum Rounds, Shield - 45
Threat Response

Palanite Sgt - 100
Bolter - 50
Trick Shot

Palanite Sgt - 100
Bolter - 50
Fast Shot

Subjugator Patrolman - 80
Concussion Carbine – 30

Subjugator Patrolman - 80
Concussion Carbine – 30

Subjugator Patrolman - 80
Grenade Launcher, Frag, Stun, Flash – 65

Subjugator Patrolman - 80
Dumdum Rounds, Flash Grenades, Shield - 60

Total - 1000 credits

Probably not the most incredible of lists but i want to lean into the fantasy i have for them. I'll build out my small teams from there with priority purchases being another Grenade Launcher, Krak Grenades, Shields, another weapon for the Captain (thinking Shotgun), more Patrolmen, Cyber-Mastiff and an Ambot converted from a 3D print of ED209 from Robocop 😅
 

JayTee

Ganger
Jun 14, 2015
227
433
63
Sadly not a legal list, Concussion carbines are not on the Subjugator list so you'll need to bring along Palanites for those. That does save you 20creds though.
 
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