N18 How do Enforcers work as a Dominion Campaign progresses?

Brother Xavier

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Jun 6, 2016
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So RAW, the enforcers can only gain D6x10 credits per round, plus whatever they get from winning.

As the campaign progresses and other gangs gain territories, won't they gangs leap ahead on power, and leave the Enforcers struggling?
Or is there something I'm missing that evens the field?

We're house ruling that Enforcers can use the trading post, but without the benefits of territories (except D3+1 Rep for new ones), I'm wondering if the Enforcers will end up severely outmatched.

How have enforcer players faired in your campaigns? What works and what doesnt?
I just want the Enforcers to have a fair go, not to be the bane of the campaign.

We have Cawdor, Delaque, Orlock,
 

TopsyKretts

Hive Lord
Dec 29, 2017
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Dominion is such an unbalanced campaign not even taking Enforcers into account. But yeah, you're probably right. Enforcers using the trading post isn't a house rule though, all gangs can visit trading post (and black market). Enforcers together with anyone who lose battles and/or suffer many permanent injuries and deaths will be severly outmatched yes. The easiest solution is to treat enforcers like any other gang.
 

Brother Xavier

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Jun 6, 2016
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Dominion is such an unbalanced campaign not even taking Enforcers into account. But yeah, you're probably right. Enforcers using the trading post isn't a house rule though, all gangs can visit trading post (and black market). Enforcers together with anyone who lose battles and/or suffer many permanent injuries and deaths will be severly outmatched yes. The easiest solution is to treat enforcers like any other gang.
Thanks.

So ignore the enforcer territory rules and use the normal boons.

Any other changes?
 

Brother Xavier

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Jun 6, 2016
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Dominion is such an unbalanced campaign not even taking Enforcers into account. But yeah, you're probably right. Enforcers using the trading post isn't a house rule though, all gangs can visit trading post (and black market). Enforcers together with anyone who lose battles and/or suffer many permanent injuries and deaths will be severly outmatched yes. The easiest solution is to treat enforcers like any other gang.
What campaign is recommended as the most balanced?
 

TopsyKretts

Hive Lord
Dec 29, 2017
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What campaign is recommended as the most balanced?
There are no official ones, but previous editions of Necromunda had strong balancing mechanics to limit snowballing and prevent winner-takes-all. You will find similar mechanics in all other campaign games from GW, like Blood Bowl, GorkaMorka, old Necromunda, Mordheim etc. Stuff like:
  • Income Tax / Spiralling Expenses / Expensive Mistakes
  • Petty cash
  • Underdog bonus & Giant killer bonus
It feels like all new campaigns (Dominion, Law & Misrule, Uprising, Assault on Precinct) are inspired by some single player pc game. If you win, you win big, but everyone else loses. That's fine when playing against AI, but kinda sucks when playing against friends.
 

Ironside83

Ganger
Feb 8, 2018
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Dominion campaigns can be rough for Enforcers... but there are mechanisms available for arbitrators who want to level the playing field or Hardcore Helmawrs who want to rise to the challenge.

In a dominion campaign, Enforcers rely on income generated from missions. Keeping this in mind, I have found maximising ability to select mission to be a huge benefit for the Fuzz.

Being restricted to holding a single territory means enforcers are more likely to be choosing the mission anyway. Throw in a Narker or two, a ratskin map and if you're desperate, a House Greim alliance can give +/- 6 to the mission selection roll. At that point, your opponents are never choosing the mission and Enforcers have a very good chance (4+ on 2D6) of selecting the mission (and the choice of ZM/SM) to benefit them...
 

TopsyKretts

Hive Lord
Dec 29, 2017
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The problem with that is you're repeating the same most profitable scenarios each battle instead of adventuring through all the 86 different scenarios available.
 

Ironside83

Ganger
Feb 8, 2018
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The problem with that is you're repeating the same most profitable scenarios each battle instead of adventuring through all the 86 different scenarios available.
That may be true, but even without mission selection modifiers, gangs usually end up playing the same 4-6 missions, just because you're more likely to roll 4-9 than 2-3 or 10-12.

Also, to be fair... the query was about remaining competetive with Enforcers in Dominion Campaign, not how do you explore all the different scenarios available.

There is of course nothing stopping an Enforcer gang from choosing a less profitable scenario... or they could introduce some variety into the missions by including Bad Zone Perils.
 

Brother Xavier

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Jun 6, 2016
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That may be true, but even without mission selection modifiers, gangs usually end up playing the same 4-6 missions, just because you're more likely to roll 4-9 than 2-3 or 10-12.

Also, to be fair... the query was about remaining competetive with Enforcers in Dominion Campaign, not how do you explore all the different scenarios available.

There is of course nothing stopping an Enforcer gang from choosing a less profitable scenario... or they could introduce some variety into the missions by including Bad Zone Perils.
What scenarios do you recommend?
 

TopsyKretts

Hive Lord
Dec 29, 2017
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That may be true, but even without mission selection modifiers, gangs usually end up playing the same 4-6 missions, just because you're more likely to roll 4-9 than 2-3 or 10-12.
Oh right, I never roll for missions :p I joined a fresh vanilla campaign once with some new players and we rolled on that. Let's just say it was not newbie friendly.
 

Ironside83

Ganger
Feb 8, 2018
89
140
58
Australia
What scenarios do you recommend?
That really depends on the make up of your gang and that of your opponent. It can also be dictated by how competetive your campaign is...

You really want to select missions that have high income opportunities when you have a degree of confidence that you are going to win - otherwise, you're just gifting more credits to your competition. Forgotten Riches, Smash and Grab, Caravan Heist, Ghast Havest or Archeo Hunters are good. The Gauntlet can draw in huge credits, but I wouldn't recommend playing it on repeat.

If you're less confident of a win... and your playing group is fun focused, pick the missions which reduce the risk to your own gang... Shoot Out, Down Town Dust Up or even some of the narrative missions in the 'House of' Books. They are less lucrative, but sometimes, conserving what you have is the right choice.

If however your campaign is hyper competetive... or even if there is one opponent which is dominating, you could throw in a Trap, Ambush or if you are feeling particularly heinous... Last Stand.

Note: Last Stand will not win you friends!