The ram is actually really good imho. It has access to a bunch of different grenades including gas grenades from the outset. Gas can be extremely good for taking out multi wound fighters, plus it ignores armour. Sure it doesn't pin but you have concussion carbines and shotguns for that. Also photon flash are so good, yes fighters who haven't moved but crucially if a fight has moved they can potentially lose their next activation! I love the enforcers, I think they did a good job of making a militarised police force that finds itself outgunned by the gangs its sent to police!
A couple of things I've learned from playing regularly against Enforcers: A Subjugator Captain, equipped with a shock baton and shield, is a great way to get some combat ability into the gang. WS3 with the combination of weapon profiles and special rules is as good as it gets for the enforcers. He still has his stub pistol, so has some firepower. Later on in a campaign, pair him with a hardcase cyber mastiff, and he is a serious threat that is a huge risk to charge into. Regarding the Palenite Rookies, that shotgun is a must buy in my opinion. A BS of 5 is pretty poor, but having any auto hit template weapon negates that and means you have a low cred model that you can push forward with, and start pinning incoming enemy close combat fighters to hold them up. Tactics card wise, the Enforcer deck that came in the Dark Uprising box has a tactic card called something along the lines of "don't trip". It can be pretty funny to force an opponent that's just climbed up a ladder to go back down to the bottom. Also, "lockdown" in a Zone Mortalis game is very effective! Great video, always good to hear someone else's opinion on how to play a certain gang. I definitely agree that these guys are best hanging around the mid range. I look forward to seeing more of these for the other gangs. Thanks for the content, long may it continue 🤘🏻
Threat Response is great if you can get someone later on with bull charge for an automatic interrupt charge with a bonus. Flash grendades and concussion rifles followed with magnacles makes it tough to resist the initial handcuffing if you group activate.
Heavy concussion ram is actually good - it's also not listed correctly in the Book of Judgment - it has the Blast 3" trait per one of the more recent erratas - it's also a heavy weapon SANS the unwieldy trait - which puts it up there with the grav gun and grenade launcher as a good platform for a *fast shot* or if you need a more reactionary piece *hip shooting* skilled champion. Very potent with the right synergy.
loved this video, the enforcers are my second favourite gang behind Orlocks and as always I enjoy hearing your opinions on using them! Im a big fan of boltguns, I feel they do a lot of work! Never used the magacles befoere, so will have to give that a go!
Interesting thoughts. I’ve found synergy between loadout and skills is really key with enforcers, absolutely agree that shooting skills are really useful and Threat Response the better of the Palanite Skills - especially on a CC Subjugator Captain. The other thing I’ve tended to do is keep them in pairs/trios making strategic use of group activations and advancing fairly cautiously. In terms of weapons the Heavy Concussion can be brutal (especially with fast shot). Paired auto pistols with the gunfighter is fun and fluffy and a way to up your chances to pin the enemy. In campaigns the tactics card that allows you to rifle through the pockets of someone you’ve taken out of action (cin CC) is really useful for a few more creds.
Thanks for sharing! I do much the same and run them in teams. We did threat response once and it did provide a very good moment. Unfortunately he interrupted a corpse grinder and whiffed. 🤣
I would add the following point. Economy. You cant hold territories so you need to make up that lost income somehow. Get the fixer hangeron to help bridge that gap somewhat.
Would love to hear your thoughts on how I will run them in the next campaign. I'm trying to go non-lethal with full crowd control as a challenge: Side note: Our group skips the "Must take 2 Subj if take Subj Captain" rule as it's kinda stupid (but if you must run it then drop a concussion carbine on a patrol man, and take dum dum rounds for their stub gun, this will give you the spare creds needed) : Judge Dredd | Subjugator Captain | Wargear: Stub Gun, Dum-Dum Ammo, Armored undersuit, SLHG Assault Ram*, Magnacles, Layered Flak Armor, Skills: Fast Shot | Judge Biggs | Subjugator Sergeant | Wargear: Stub Gun, Dum-Dum Ammo, Armored undersuit, Grenade Launcher (Subjugator), Magnacles, Layered Flak Armor, Grenade Launcher-Photon Flash, Grenade Launcher-Smoke, Skills: Fast Shot | Judge Anderson | Palanite Sergeant | Wargear: Stub Gun, Armored undersuit, Flak Armor, Enforcer Shotgun, Magnacles, Skills: Hip Shooting | Judge Hershy | Palanite Patrolman Specialist | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles | Judge Carter | Palanite Patrolman Specialist | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles | Judge Creed | Palanite Patrolman | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles | Judge Fish | Palanite Patrolman | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles | Game-plan: Apply concussion with patrolmen. Judge Biggs uses fast shot to lay down smoke either twice, or once, and to also shoot flash grenades at concussed enemies to lose their turn or miss next turn. Judge Dredd fires choke grenades at low T targets, otherwise Frags twice or charges to fight. Judge Anderson yeets up to any location with 10" + shredder template. Use Magnacles on anyone concussed, hopefully it works! I can pump out up 9 templates a turn so should makeup for the average shooting skill.
@@ZodiusXx that looks pretty nasty! The concussion carbine is actually a good weapon. It can concuss but can also take out a T3 fighter at AP1. Plus with blast everywhere. I wouldn’t want to face this list 🙂
Have you taken a look at the Badzone Enforcers in White Dwarf 477 (2022-06)? The changes they make make the gang feel more modernized. Losing hardcase cybermastiffs hurts, but gaining real "juves" and full customizability is worth it. It's a pretty easy Google. Also, yay! I'm not dead. Just super busy with university and other life related things. I saw this title pop up on my phone and had to comment.
Was wondering where you went! :) I have not rolled with the updated changes yet. I'm not a White Dwarf subscriber so I guess I'm out of the loop. Thanks for the info!
If the Enforcers get another book (which they really need) I simple change that in my opinion would fix the gang without ruining the "all gear no idea" theme Subjugator Cpt & Sgt. = WS 3 BS 4 Palanite Cpt & Sgt. = WS 4 BS 3
Don't have to go as far as the extra attack most champs have because they are meant to less skilled and deadly but more tactical! @@MiniatureGameMontage
the problem with amazing armor saves is just that you pay these ridic sums of money but more often than not you will still die to the first boltgun shell or plasma or any dedicated melee fighter anyways so investing in armor is never really worth it. Maybe mesh+undersuit but any more than that is better invested in more guys. Very sad that the armor in necromunda does not feel rewarding at all because an enforcer in full armor with shield and shock baton is the coolest thing ever. Does not deliver sadly.
I love the enforcers. I made my gang based on Denzel in training day. They are a corrupt police unit who shake down local gangs. They are pretty fun to play.
Full confession, I built my Enforcers before I got my hands on their rules, so I might've given my Captain a plasma gun from some Tempestus Scion bits. I do proxy it as a concussion carbine in my official roster, but when the gang gets credits to spare, I pick one up for reals from the Trading Post! Kind of did the same for my Orlock Arms Master, where I gave him the cool servo arm from the standard kit, but alas it isn't part of their equipment lists. As for Subjugators, always remember that the base kit stubgun eats a weapon slot, so you either get a shield and another weapon, or get the heavy weapons of dubious quality. I feel like what they do are done better by the boltguns, grenade launchers, and shotguns you can combine with the Assault Shield. At least they don't have Unwieldy so you can shoot them after moving, so that's something, I guess!
Yeah plasma is so good. The Enforcer bolters are excellent. I wish they would at least make the champions a WS of 3 and 2 attacks so I would be enticed to make one CC oriented.
Another helpful video thanks. Still waiting for my first game but got my delaque and enforcers close to being painted! Quick question re campaigns. If I pick my basic gang and as it goes on get more specialist weapons do people expect you to switch a model out to another one to visually represent what they are carrying? Oh and the outtakes 🤣
Lol! Nobody has mentioned the bloopers yet! 😂 So I’m totally cool with proxy models but I’m also very used to seeing the gangs we play. It’s one of those things were you and your opponent or group need to agree. I love to game but also keep costs reasonable.
@@garretwoeller7669 just double check that subjugators are eligible for the equipment. I don’t have my rulebook handy right now. I’m not totally sure they can carry that weapon.
You'll find that subjugators are pretty expensive. I would not build any close combat enforcers personally. Lots of Bolters, the concussion carbine is also good. Also a long rifle for a champion. The enforcer shotgun is good so yeah. Grenade launchers took a nerf but that's ok. They still look cool!
Must admit we found the Palanites really dissappointing, they seemed very underwhelming, poor stats, abilities and skils and overcosted... playing against and comparing to an average gang like the orlocks they always came off worse... dont know whether things get better with them down the line in campaign play... if you compare palanite boss to orlock boss, they just dont stack up, orlock is way better for less points...
The ram is actually really good imho. It has access to a bunch of different grenades including gas grenades from the outset. Gas can be extremely good for taking out multi wound fighters, plus it ignores armour. Sure it doesn't pin but you have concussion carbines and shotguns for that. Also photon flash are so good, yes fighters who haven't moved but crucially if a fight has moved they can potentially lose their next activation! I love the enforcers, I think they did a good job of making a militarised police force that finds itself outgunned by the gangs its sent to police!
Thanks! That’s a “pinner” comment!
@@MiniatureGameMontage Thanks for the content, really enjoying the what I've learnt series.
A couple of things I've learned from playing regularly against Enforcers:
A Subjugator Captain, equipped with a shock baton and shield, is a great way to get some combat ability into the gang. WS3 with the combination of weapon profiles and special rules is as good as it gets for the enforcers. He still has his stub pistol, so has some firepower. Later on in a campaign, pair him with a hardcase cyber mastiff, and he is a serious threat that is a huge risk to charge into.
Regarding the Palenite Rookies, that shotgun is a must buy in my opinion. A BS of 5 is pretty poor, but having any auto hit template weapon negates that and means you have a low cred model that you can push forward with, and start pinning incoming enemy close combat fighters to hold them up.
Tactics card wise, the Enforcer deck that came in the Dark Uprising box has a tactic card called something along the lines of "don't trip". It can be pretty funny to force an opponent that's just climbed up a ladder to go back down to the bottom. Also, "lockdown" in a Zone Mortalis game is very effective!
Great video, always good to hear someone else's opinion on how to play a certain gang. I definitely agree that these guys are best hanging around the mid range. I look forward to seeing more of these for the other gangs. Thanks for the content, long may it continue 🤘🏻
Thanks - awesome feedback! And don't trip is a good one for some shenanigans!
Gang tactics card wise I love informant. Redeploying your opponents stuff can really help when you grab an ambot to ambush it
Munda is the best man. Thanks for these vids
Threat Response is great if you can get someone later on with bull charge for an automatic interrupt charge with a bonus. Flash grendades and concussion rifles followed with magnacles makes it tough to resist the initial handcuffing if you group activate.
I've been playing Enforcers exclusively and honestly the Heavu Concussion Ram is spectacular. I wouldn't leave hone without it.
Awesome. I've been running without lately but maybe I need to bring it back.
That poor arms master totally got punked by a rookie.
Never underestimate the cuffs! 😂
Hey, thank you for the shout out! This is an excellent video and extremely informative! It'll help new players to join the Underhive!
My pleasure. You’ve taught me a lot.
Building my gang right now, thank you for your video.
Heavy concussion ram is actually good - it's also not listed correctly in the Book of Judgment - it has the Blast 3" trait per one of the more recent erratas - it's also a heavy weapon SANS the unwieldy trait - which puts it up there with the grav gun and grenade launcher as a good platform for a *fast shot* or if you need a more reactionary piece *hip shooting* skilled champion. Very potent with the right synergy.
loved this video, the enforcers are my second favourite gang behind Orlocks and as always I enjoy hearing your opinions on using them! Im a big fan of boltguns, I feel they do a lot of work! Never used the magacles befoere, so will have to give that a go!
Thanks friend! Enforcer bolt guns are awesome and magnacles can be so much fun.
We have esprit de coprs, moral superiority!
Stay down ganger, I am not done with my donut yet...
lol
Interesting thoughts.
I’ve found synergy between loadout and skills is really key with enforcers, absolutely agree that shooting skills are really useful and Threat Response the better of the Palanite Skills - especially on a CC Subjugator Captain.
The other thing I’ve tended to do is keep them in pairs/trios making strategic use of group activations and advancing fairly cautiously.
In terms of weapons the Heavy Concussion can be brutal (especially with fast shot). Paired auto pistols with the gunfighter is fun and fluffy and a way to up your chances to pin the enemy.
In campaigns the tactics card that allows you to rifle through the pockets of someone you’ve taken out of action (cin CC) is really useful for a few more creds.
Thanks for sharing! I do much the same and run them in teams. We did threat response once and it did provide a very good moment. Unfortunately he interrupted a corpse grinder and whiffed. 🤣
Ah yes. The dreaded whiff. Can’t do much about that with enforcers.
I would add the following point. Economy. You cant hold territories so you need to make up that lost income somehow. Get the fixer hangeron to help bridge that gap somewhat.
Would love to hear your thoughts on how I will run them in the next campaign. I'm trying to go non-lethal with full crowd control as a challenge:
Side note: Our group skips the "Must take 2 Subj if take Subj Captain" rule as it's kinda stupid (but if you must run it then drop a concussion carbine on a patrol man, and take dum dum rounds for their stub gun, this will give you the spare creds needed) :
Judge Dredd | Subjugator Captain | Wargear: Stub Gun, Dum-Dum Ammo, Armored undersuit, SLHG Assault Ram*, Magnacles, Layered Flak Armor, Skills: Fast Shot |
Judge Biggs | Subjugator Sergeant | Wargear: Stub Gun, Dum-Dum Ammo, Armored undersuit, Grenade Launcher (Subjugator), Magnacles, Layered Flak Armor, Grenade Launcher-Photon Flash, Grenade Launcher-Smoke, Skills: Fast Shot |
Judge Anderson | Palanite Sergeant | Wargear: Stub Gun, Armored undersuit, Flak Armor, Enforcer Shotgun, Magnacles, Skills: Hip Shooting |
Judge Hershy | Palanite Patrolman Specialist | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles |
Judge Carter | Palanite Patrolman Specialist | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles |
Judge Creed | Palanite Patrolman | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles |
Judge Fish | Palanite Patrolman | Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine, Magnacles |
Game-plan:
Apply concussion with patrolmen.
Judge Biggs uses fast shot to lay down smoke either twice, or once, and to also shoot flash grenades at concussed enemies to lose their turn or miss next turn.
Judge Dredd fires choke grenades at low T targets, otherwise Frags twice or charges to fight.
Judge Anderson yeets up to any location with 10" + shredder template.
Use Magnacles on anyone concussed, hopefully it works! I can pump out up 9 templates a turn so should makeup for the average shooting skill.
@@ZodiusXx that looks pretty nasty! The concussion carbine is actually a good weapon. It can concuss but can also take out a T3 fighter at AP1. Plus with blast everywhere. I wouldn’t want to face this list 🙂
Great video man, good insight and very interesting as i am trying to learn more about these guys. Thanks 👍
Thanks for watching 🙂
Great video, thank you for making it. Im subscribing. Just putting my Enforcers together now and looking forward to playing with them.
Lots of Bolters! It's a great gun!
Have you taken a look at the Badzone Enforcers in White Dwarf 477 (2022-06)? The changes they make make the gang feel more modernized. Losing hardcase cybermastiffs hurts, but gaining real "juves" and full customizability is worth it.
It's a pretty easy Google.
Also, yay! I'm not dead. Just super busy with university and other life related things. I saw this title pop up on my phone and had to comment.
Also, web guns are in your equipment lists for sergeants and captains if you are Badzone.
Was wondering where you went! :) I have not rolled with the updated changes yet. I'm not a White Dwarf subscriber so I guess I'm out of the loop. Thanks for the info!
Excellent stuff, many thanks!
If the Enforcers get another book (which they really need) I simple change that in my opinion would fix the gang without ruining the "all gear no idea" theme
Subjugator Cpt & Sgt. = WS 3 BS 4
Palanite Cpt & Sgt. = WS 4 BS 3
Yes they totally need that WS boost in my opinion.
Don't have to go as far as the extra attack most champs have because they are meant to less skilled and deadly but more tactical! @@MiniatureGameMontage
Hail all
the problem with amazing armor saves is just that you pay these ridic sums of money but more often than not you will still die to the first boltgun shell or plasma or any dedicated melee fighter anyways so investing in armor is never really worth it. Maybe mesh+undersuit but any more than that is better invested in more guys. Very sad that the armor in necromunda does not feel rewarding at all because an enforcer in full armor with shield and shock baton is the coolest thing ever. Does not deliver sadly.
I agree. I take a subjugator or two because they are fluffy but you're paying a lot for armor that can still be shredded on a 50/50 roll.
I love the enforcers.
I made my gang based on Denzel in training day.
They are a corrupt police unit who shake down local gangs.
They are pretty fun to play.
“I didn’t know you like to get wet” 😃
@@MiniatureGameMontage apparently my hive scum recruits do
Full confession, I built my Enforcers before I got my hands on their rules, so I might've given my Captain a plasma gun from some Tempestus Scion bits. I do proxy it as a concussion carbine in my official roster, but when the gang gets credits to spare, I pick one up for reals from the Trading Post! Kind of did the same for my Orlock Arms Master, where I gave him the cool servo arm from the standard kit, but alas it isn't part of their equipment lists.
As for Subjugators, always remember that the base kit stubgun eats a weapon slot, so you either get a shield and another weapon, or get the heavy weapons of dubious quality. I feel like what they do are done better by the boltguns, grenade launchers, and shotguns you can combine with the Assault Shield. At least they don't have Unwieldy so you can shoot them after moving, so that's something, I guess!
Yeah plasma is so good. The Enforcer bolters are excellent. I wish they would at least make the champions a WS of 3 and 2 attacks so I would be enticed to make one CC oriented.
Cool vid
I've had some amusing experiences using two infiltrating shotgun sergeants each with a hardcase cybermastiff.
We are getting ready to add that cybermastiff as soon as I have the credits. She's all painted up!
4+ ammo check on enforcer boltgun right? Important detail.
Yeah pretty hard to beat. It’s a great gun.
Enforcers aren't easy, but damn they are fun.
Another helpful video thanks. Still waiting for my first game but got my delaque and enforcers close to being painted!
Quick question re campaigns. If I pick my basic gang and as it goes on get more specialist weapons do people expect you to switch a model out to another one to visually represent what they are carrying?
Oh and the outtakes 🤣
Lol! Nobody has mentioned the bloopers yet! 😂 So I’m totally cool with proxy models but I’m also very used to seeing the gangs we play. It’s one of those things were you and your opponent or group need to agree. I love to game but also keep costs reasonable.
On sub Sargents can they have both a shield and sniper rifle or do I have to pick one or the other
I believe they can have both. Feels kinda odd but I don’t see anything preventing it
@@MiniatureGameMontage alright bet I was thinking about running one as a tanky sniper and the other as a GL user
@@garretwoeller7669 just double check that subjugators are eligible for the equipment. I don’t have my rulebook handy right now. I’m not totally sure they can carry that weapon.
Your videos are so cool necromunda best in the net 😊
Why dont you play van saar?
They are on the workbench 🙂
would you consider this one a new player friendly gang? i want to do lots of crazy stuff, but i havent played a single game yet
Absolutely! Very new player friendly and I honestly think that was some of the intent with the box they originally came with.
So ive just bought a box of enforcers and subjucators should I build them as whats on the box? Im worried incase i screw myself
You'll find that subjugators are pretty expensive. I would not build any close combat enforcers personally. Lots of Bolters, the concussion carbine is also good. Also a long rifle for a champion. The enforcer shotgun is good so yeah. Grenade launchers took a nerf but that's ok. They still look cool!
Thank you very much sir
my favorite gang ! say hi for me to Talos ;)
Must admit we found the Palanites really dissappointing, they seemed very underwhelming, poor stats, abilities and skils and overcosted... playing against and comparing to an average gang like the orlocks they always came off worse... dont know whether things get better with them down the line in campaign play... if you compare palanite boss to orlock boss, they just dont stack up, orlock is way better for less points...
@@ScottBowman I’m starting to learn that bad zone enforcers are the way to go!