N18 Starting Enforcers Gang - New player help - 1000 credits

Nov 2, 2022
13
6
18
Birmingham, AL
Hey everybody! A bunch of my friends want to start playing Necromunda and only one of us has played before (he's going to be the arbiter for the first campaign). I decided to play Palanite Enforcers after doing a little research (I like the Dredd vibe), but I have some questions that may be more easily answered here than skimming through the books.

First, here's what I have so far for my starting gang of enforcers (Precinct 087).

I only have a box of Palanite Enforcers, so no Subjugators in the list. A lot of starting Enforcer lists seem to have around 7 or 8 gangers. I know I could get rid of my 8th patrolman to give out some grenades to other members, but is it more beneficial to have more patrolmen in the beginning to potentially upgrade later as opposed to having very kitted out patrolmen? I keep reading that Enforcers can't buy more gangers like other Gangs but get their people replaced when they die. I guess I'm still trying to understand the balance, so any information would be helpful.

I want to be able to have some fun with my Enforcers (don't really care if I win every match), I just don't want to feel behind the eight-ball throughout the entire campaign.
 
My personal view is that a good starting gang for Enforcers is 7 models. They’re expensive due to all the gear and 7 strikes a good balance between enough bodies and being able to equip them effectively.

I wouldn’t give your Sergeant a sniper rifle. I prefer my leaders / champions to be more flexible and lead from the front. I would give the sniper to a Patrolman and give the champion a Bolter or Enforcer shotgun.

Your Patrolman with two stub guns isn’t much use. I’d get rid of him and upgrade weapons elsewhere. A Subjugator Patrolman with grenade launcher is pretty handy in a starting gang, though make sure you buy him krak grenades too. You don’t need to buy him a shield.

I wouldn’t go with 3 Patrolmen with concussion carbines. Not a bad weapon, though I think 1 or 2 concussion carbines is enough.

So yeah, my suggestion would be to get rid of one guy and soup up the weapons. You might need more creds than just the 75 you save from getting rid of the Patrolman with stub guns. I’d not get fancy grenades for now (especially on models that don’t have a grenade launcher) and go with harder hitting weapons instead.

EDIT: Just on the point about not being able to buy more bodies. Yes, the rules state this. I think allowing the option to buy more men is a good house rule though. Just depends on whether the Arbitrator / group as a whole agrees.
 
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I'd make very few changes tbh, a spare body is useful for loot crate grabbing/recovery roll assists/getting shot first so I'd be inclined to keep it, id drop the dum dums and the photon flash to upgrade one of those concussion carbines to a boltgun but thats the only change.

I'm going to disagree with Torro and say sniper rifle on a sergeant is fine, because of overwatch (which you've already chosen as a skill) - this exerts a lot more board control than a trooper with a sniper rifle can.

Well done on avoiding the temptation to turn your captain into a melee model, thats the biggest "noob trap" in the enforcers list and it trips a lot of players up.

If you can get your hands on some subjugators for future campaigns they open up a lot more options for you, palanites have a very limited (albeit effective) arsenal at their disposal.
 
Despite the shock batons and staves in the kits enforcers are a shooting gang. You can get patrolmen in the same way other gangs can recruit gangers but unless your arbiter/group allows them to hold territory income is hard.
The weapons list is very limited but with ammo 4+ Bolters who cares? Make sure to read the latest faq it officially adds trade post access and tweaks your equipment and weapons well.
A few subjugator patrolmen are a good idea. Grenade launchers rule and you start with a ammunition with a 4+ ammo roll which is a great way to reload.
Most of the enforcer list weapons are good for dealing with the average T3/4 ganger save up for a heavy hitting weapon from the trade post, melta heavy bolter or such, to deal with later campaign brutes and souped up champions. Looks like the Horus heresy heavy weapon should fit on a few of the model poses.
It is helpful that patrolmen have access to special or heavy weapon proficiency.