N18 First time 1k Cred Enforcers

As Jaytee said this is an illegal list. The concussion carbines are good so if you make them regular patrol man they will do you well.

My concern is your leader. He has a pretty basic build with threat response. The last thing you wanna do is put your leader in unwanted melee engagements. You really want to keep him alive as much as you can. With his current load out he is better with overseer. If you could shave points you could also give home a grenade launcher with iron will to help with bottle tests.

The other option is make him a regular captain with a Bolter and give him got your six. This basically does the same thing as threat response but from a safer range.
 
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As Jaytee said this is an illegal list. The concussion carbines are good so if you make them regular patrol man they will do you well.

My concern is your leader. He has a pretty basic build with threat response. The last thing you wanna do is put your leader in unwanted melee engagements. You really want to keep him alive as much as you can. With his current load out he is better with overseer. If you could shave points you could also give home a grenade launcher with iron will to help with bottle tests.

The other option is make him a regular captain with a Bolter and give him got your six. This basically does the same thing as threat response but from a safer range.

You cannot outright make the Captain an Overseer, or give him Iron Will since the Enforcers have access to the Leadership skills only as Secondary skills, not primary.

However I agree with you he'd be a better off as a ranged fighter. The 3+ WS is a trap.
 
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You cannot outright make the Captain an Overseer, or give him Iron Will since the Enforcers have access to the Leadership skills only as Secondary skills, not primary.

However I agree with you he'd be a better off as a ranged fighter. The 3+ WS is a trap.
Perfect. I’m at work and don’t have the book handy and I could for the life of me remember if they had leadership as primary or secondary….. I chose …..poorly 😂.

And yeah I can’t agree more that the Ws3 is a trap.
 
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To thine own self be Blue (my last cop joke, I swear!). Stick to your guns (hey, that's a pun, NOT a joke!). But, these suggested tweaks are just to stay legal (Oops, I did it again!). Narrative is NOT ineffective. Effective is not Over Powered. A gang that can hold it's own is more fun for both players. And, I've played Enforcers enough to know you can't make them OP out of the gate, anyway. They get good stuff, but it's pricy. And, they have mediocre stats. A Subjugator can probably be an effective H2H fighter. I think. But, it's gonna cost ya.
 
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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.

Doh! Back to the drawing board!

Subjugator Captain - 150
Flash Grenades, Shield - 55
Threat Response

Palanite Sgt - 100
Bolter - 50
Trick Shot

Palanite Sgt - 100
Bolter - 50
Fast Shot

Palanite Patrolman - 70
Concussion Carbine - 30

Palanite Patrolman - 70
Concussion Carbine - 30

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

Subjugator Patrolman - 80
Flash Grenades, Shield - 55

Total - 1000 credits
 
I get that the Captain's loadout isn't great for Threat Response; the plan is to get him something more worthwhile later and use his shield to knockback potential chargers in the meantime.
 
If you wanna keep your leader as a melee guy which is totally up to you, consider giving him a shock staff. Atleast if some is knocked back an inch you can still hit them again in the next round depending on activation order.
 
If you plan making your captain a melee powerhouse (or an attempt of), give him a melee weapon (shock stave) as has been advised before, and give him the Bull Charge skill for some extra punch and once you are able (during the campaign), give him a power weapon. And a robo-dog, for some staying power, and the sweet interference bonus.
 
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If you plan making your captain a melee powerhouse (or an attempt of), give him a melee weapon (shock stave) as has been advised before, and give him the Bull Charge skill for some extra punch and once you are able (during the campaign), give him a power weapon. And a robo-dog, for some staying power, and the sweet interference bonus.
If i were to give the Captain a Shock Stave would it not lock him into use of that weapon and prevent me from equipping him with a different weapon later on?
 
Leaders can have multiple weapon load outs. You just need multiple player cards for them as they can only carry 3 at a time.
All Enforcers can have multiple loadouts, not just leaders and champions iirc.

Some groups also disregard the rule of locking weapons to a single fighters, or have some houserule around this. Ask around.
 
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All Enforcers can have multiple loadouts, not just leaders and champions iirc.

Some groups also disregard the rule of locking weapons to a single fighters, or have some houserule around this. Ask around.
Absolutely! I just focused on leaders as that was the current topic and it’s something that applies to all gang leaders.

Hawkins is spot on there. If I’m running a campaign I’ll actually discount all enforcers by 5 credits and make the stubb gun a 5 credit choice of weapon so players have some freedom.
 
Don't tell a New Guy to break the rules. The Enforcer's service revolver is iconic. That's the problem with you kids these days. No respect for tradition. A House Rule that removes the 3-gun limit? Be careful what you wish for.

The only issue with multiple load out cards is you got to randomize which one is used in a scenario. They can both even have the same weapons. But the omnipotent Rules Designers made it difficult to circumvent their decades old 3-weapon rule.

I'll say it again, Trying to field an Enforcer who is decisive in Close Combat is fraught. Shooting is cool. If you miss (when you miss), you can walk away. H2H, not so much. You lose, you die. No halfway measures. This is the last time you get off with just a warning.
 
Thanks for all the advice everyone though seems i'll not get to use the gang as my Arbitrator doesn't want anybody using Enforcers due to being overpowered 😢

I've been told i can use the models i've bought as 'counts as' another gang. Anybody got any advice on other gangs that could be built somewhat similarly to the Enforcers?
 
Enforcers are most definitely not overpowered. If he insists you don't, do a orlock as lucky (legendary name) with threadneedle worms and say 'enforcers are op and this isn't?'.

Doing this once should get your point across
 
The best way to ruin newbie's interest of the game is to dictate them not to play a faction they like the most for reason that isn't true.

I mean, if you picked the Corpse Grinders, then I would understand, but this...

Orlocks, Outcasts or Venators can be built similiarly. With Orlocks having similar playstyle, and the other two being a sandbox gang.
 
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