So i have been crafting a letter to submit to my Arbitrator in a last ditch effort to allow my use of the Enforcer Gang. If i could kindly ask those who have the time to read over my (lengthy) proposal and if there are any further advice or issues i might bring up to lend weight to my case then i would very much like to hear your thoughts.
Thanks again to everyone for sticking with me through this thread guys. I very much to appreciate all the help
LETTER
Greetings!
Been having a good look through the Necromunda books and discussing issues with other players online regarding the balance between the various Gangs available.
It appears to be that the consensus regarding the overpowered or underpowered Gangs indicates that there are known issues regarding some of the Gangs built in a manner to break the game but that there are no real concerns regarding the use of Enforcer Gangs in this regard.
Given this i was looking to address the issues raised with the Enforcer Gang in an effort to alleviate any concerns regarding their viability and interaction with other Gangs in the Campaign.
If i recall correctly when the matter was brought to the table (pun intended!) during the Games Night the issues raised regarding the Enforcers being overpowered were:
- Free Juve on death of another Character and that this Juve comes with starting equipment (being Flak armour and a Stub Pistol
- Not needing to pay the same kind of upkeep costs as other gangs due to being fed etc by their precinct
- The whole gang being capable of being equipped with Grenade Launchers
- That they have some form of skill that allows them to circumvent shooting targeting restrictions that other gangs need to adhere to
I will seek to address each of these points.
1. All other Gangs start with a Settlement Territory which they can not lose and can not be staked on the outcome of a battle (page 78 Necromunda Rulebook), this is much like the Palanite Precinct.
This Settlement provides gangs with 1D6x10 Credits at the Collect Income stage of the Post Battle Sequence and allows them to roll 2D6. If they roll 2x6 they get a free Ganger, if they roll1x6 they get a free Juve. This equates to a 2.77% chance of a free Ganger and 27.73% chance of a free Juve.
This Ganger/Juve comes as standard with the basic equipment afforded to each Gang’s respective Ganger/Juve equivalent (this will obviously vary from gang to gang; some will come with skills, extra stats, equipment etc).
This will equate to approximately one free Ganger/Juve every three games and has a possibility of occurring after every game.
The Enforcers instead get their free Juve mechanic when one of their Fighters is killed during the Post Battle Sequence and will not trigger without this.
This equates to a replacement Juve for a deceased Fighter 1 out of 6 times a roll on the Injury Table is required during the Post Battle Sequence (unless the Fighter is instead taken to a Doc via Medical Escort at a cost of 2D6x10 credits in which case said Fighter would only Die on a further roll of a 1 on 1xD6), further reducing the likelihood of a replacement Juve being attained.
Only one replacement Juve can be obtained per game so if the Enforcer Gang is unfortunate enough to have two fighters killed they will only get a one Juve replacement.
The replacement Juve comes standard with Flak Armour, Undersuit and a Stub pistol. They can purchase additional equipment from the Pistols, Basic and Combat Weapons categories (not Special Weapons). They can not be upgraded to Subjugators and thus can not access Shields.
These Juve’s also have just about the lowest stat line of any Juve in Necromunda and do not possess the Fast Learner skill House Juve’s come with.
2. In old Necromunda each Gang took a penalty on their income to ‘upkeep’ the Gang. This was to represent feeding their Fighters, repairing or maintaining equipment etc. These costs increased depending on the number of Fighters present in said Gang. These rules however appear to be relics of the past and not present in the new version of the game. Enforcer Gangs follow the same Income rules as all other Gangs.
3. While the Leader, Champions and Gangers of an Enforcer Gang that are upgraded to Subjugators can all be freely equipped with Grenade Launchers these do not come with the standard Frag and Krak Grenades; instead coming with Frag and Stun. Krak grenades would cost a further 35 credits bringing the cheapest Ganger built in this manner to 165 credits. Other Gangs have similar options such as Chaos Cultists who can also field massed Grenade Lauchers (with Frag and Krak) at a price of 90 Credits per Ganger, Genestealer Cults can do the same for 100 Credits per Ganger.
I am also assured that any Gang is more than capable of breaking the game when the strong points of their respective gangs are lent into or exploited. Corpse Grinder Cult spamming Infiltrating Hand Flamer Juves, Goliath Genesmithing (and both causing issues with their melee monsters in the cramped spaces of 2D Sector Mortalis games), Van Saar spamming Plasma gunlines (especially in 3D Sector Mechanicus games), Delaque phasing Nachtgouls, Lucky Legendary Name Orlocks with Cans of Worms and Cawdor spamming cheap one shot flamer upgrades are among a few of the examples i have seen brought up.
Most of Games Workshop’s Games are capable of being bent or broken in this matter however Necromunda has always struck me as a game where there was an unwritten ‘Gentleman’s Agreement’ between players when it came to the building of Gangs. With players encouraged to build balanced and narrative Gangs rather than leaning into or exploiting a Gang’s strengths with a view to breaking the game.
I can assure you i have no intention of making any attempts to abuse the game in this manner. My intention is to build a narrative and balanced gang making use of the various equipment and weapons available. I’m sure the other players intend to play in the same manner.
4. Enforcers are restricted to the same shooting targeting rules as all other Gangs.
You are correct in that Enforcer Gangs are problematic specifically in Dominion Campaigns however it appears that this is to their detriment rather than their benefit.
With the rules as they are currently written the following apply to Enforcer Gangs in Dominion Campaigns (Page 30, The Book of Judgement):
- Can’t be awarded the Dominator Triumph and instead are awarded the Peacekeeper Triumph if two or more players hold the same number of Territories
- If Enforcer Gangs gain control of a Territory they can either pass over control of the Territory to another Gang of their choosing in an effort to maintain the power balance between Gangs (and help them obtain their Peacekeeper Triumph) OR
- They can keep control of the Territory however gain no Boons from said territory
With no Boons this means no income from these Territories, no free/discounted equipment, no re-rolls on ammo checks, no reputation bonuses, no bonus skills or infiltrate/tunnel deployment abilities, no free/discounted Hired Guns/Hangers-On etc.
This would limit Enforcer Gangs to a Maximum of 1D6x10 Credits of Territory income during the Income phase of the Post Battle Sequence and puts a significant limit on their revenue allowing other Gangs to quickly pull away from them in such Campaigns.
Due to these restrictive income issues Arbitrators appear to have come up with various methods to help Enforcers not fall behind in Dominion Campaigns; a couple of the options i have read being utilized were:
- Ignoring the Enforcer Gangs Dominion Territory rules instead allowing them to utilize the Territory Income and Boons in the same manner as other gangs
- Ignoring the Enforcer Gangs Dominion Territory rules, instead allowing them to utilize the Territory Income but denying access to all other Boons provided by the Territory
Other issues that Enforcer Gangs contend with are some of the lowest main line stats out of the currently available Gangs with the Champions and Gangers sitting on 4+WS/BS/Initiative and 1Attack. The Leader is the only Fighter who gets bonuses in this regard with his 3+WS and 2Attacks (the other main stats being the same as the Champions/Gangers).
In summary it seems to be that the consensus regarding the power level of the Enforcers is at best in line with the House Gangs/Corpse Grinder Cults but are more likely a step below them on the power scale. Given this i would appreciate if you would consider the points raised and spare a thought to allowing my use of the Enforcers in the Campaign.
An article that may also help shape an opinion on the matter can be found at:
https://www.goonhammer.com/necromunday-gangs-of-the-underhive-palanite-enforcers/
In which there is an up to date (30/05/2022) comprehensive review of the Enforcer Gangs strengths and weaknesses including the writer’s opinion on their current ‘power level’ compared to the other Gangs.
If the answer is still no after this consideration then i will humbly accept the decision and not bring it up any further (until the next Campaign of course!).
Best regards and see you on the tabletop!