N18 New to Necromunda - is this a good Enforcer list 1000 credits?

Edersa

New Member
Jan 3, 2023
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Palanite Captain
Wargear: Armored undersuit, Shock Stave, Concussion Carbine, Hardened Flak Armor, Magnacles,
Skills: Team Work

Subjugator Patrolman
Wargear: Armored undersuit, Grenade Launcher (Subjugator), Vigilance Assault Shield, Hardened Layered Flak, Magnacles,

Palanite Patrolman
Wargear: Armored undersuit, Flak Armor, Enforcer Shotgun, Magnacles,

Subjugator Sergeant
Wargear: Armored undersuit, Grenade Launcher (Subjugator), Vigilance Assault Shield, Hardened Layered Flak, Magnacles,
Skills: Overwatch

Palanite Patrolman
Wargear: Armored undersuit, Flak Armor, Enforcer Boltgun, Magnacles,

Palanite Patrolman
Wargear: Armored undersuit, Flak Armor, Sniper Rifle, Magnacles,
 
It is a little light on bodies, armor is not as good as activations/bodies.

I'd recommend dropping the undershirts and shield from the starter list you can buy them later.

Remember your deaths are auto replaced by rookies. While they are not as good they are free.

You'll also want both Sargents you are allowed from the hop. Even if it is just a basic armed patrol for the after battle actions and experience spending.
 
You've spent 70creds on Hardened Armour, which is almost always useless. Hardened Flak is worse than Mesh armour for the vast majority of weapons, but 5creds more, and Hardened Layered Flak is a very marginal upgrade over Mesh for 15creds.

80creds on 2 Shields is also a lot of creds for again a very marginal increase.

So if you drop the two shields and all the Hardened Armour that frees you up enough creds to pick up the second Sergeant and give them a weapon like a Boltgun.
 
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One thing I'd ask is how you got magnacles on all your guys for a starting squad. They aren't on the Palanite house list in the BoJ, only in the Black Market and they aren't listed as starting equipment (like the stub and armor) on any of the fighters' entries.
 
Actually, I see that the Yak manager automatically adds them to a new fighter, but I'm still not sure why. Is there a piece of errata or something that added them to starting equipment?
 
One thing I'd ask is how you got magnacles on all your guys for a starting squad. They aren't on the Palanite house list in the BoJ, only in the Black Market and they aren't listed as starting equipment (like the stub and armor) on any of the fighters' entries.
A FAQ added manacles to all enforcers for free. It's on Warhammer Community.
 
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Palanite Captain
Wargear: Armored undersuit, Shock Stave, Concussion Carbine, Hardened Flak Armor, Magnacles,
Skills: Team Work

Subjugator Patrolman
Wargear: Armored undersuit, Grenade Launcher (Subjugator), Vigilance Assault Shield, Hardened Layered Flak, Magnacles,

Palanite Patrolman
Wargear: Armored undersuit, Flak Armor, Enforcer Shotgun, Magnacles,

Subjugator Sergeant
Wargear: Armored undersuit, Grenade Launcher (Subjugator), Vigilance Assault Shield, Hardened Layered Flak, Magnacles,
Skills: Overwatch

Palanite Patrolman
Wargear: Armored undersuit, Flak Armor, Enforcer Boltgun, Magnacles,

Palanite Patrolman
Wargear: Armored undersuit, Flak Armor, Sniper Rifle, Magnacles,
Drop all the extra armour and shields to get a second sergeant even with a cheap weapon.
I typically would have no armour on juves prospects and gangers in other gangs initially to save credits at the start. Even with garbage flak the undersuit your squadies come with boosts your initial save to 5+ 4+ blasts which is streets better than nothing. You can RAW always sell your flak later and get better armour as it is wargear.
Having extra bodies is key especially post battle action capable ones.
All your men also come with a stubgun as default. RAW you are stuck with it as you cannot get rid of weapons from a fighter card (this post assumes you are following rules as written not house rules). Many people maligne the humble stubgun but it has the same range as other pistols so it does not suffer in that regard, similarly priced pistols have the same strength. It has a good short range and accuracy bonus and while it lacks rapid fire it has plentiful so will fire for days. I am toying with the idea of running a enforcers squad with the bosses with bigger guns and everyone else with only stub guns to start buying better ones later.
 
What type of campaign will you be playing?
Rules as written enforcers in Dominion campaigns, the original one in the core rule book, cannot occupy additional territories so will suffer in earning credits so will struggle to get the credits for your expensive men and bigger guns.
The subsequent campaigns have no such restrictions so you are at less of a disadvantage.
 
The latest FAQ also gives you acces to the Trading Post and as a legacy gang, no house of... treatment, thier fighters can equip all manner of gear and weapons from the Trade Post.
Plasma guns for when a bolter just isn't enough anyone?
 
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