You absolutely can use Spring up against the concussion, as it happens AFTER you're already pinned. It only matters if something allows you to ignore pinning.
Thank you. These reviews are probably the most important vids to me. I want them to be correct. But even after hours of editing I still missed some mistakes. So expect some corrections on the follow up vid! 😆
@@StaticElf Oh I get it. I just got to the 1+ thing. :D It takes hours to do these videos and when I screw up I'm just like, man...there's no way i can go back and fix it. Just have to roll with it.
Agree. I have had to decide it’s better to get the content out now and do better next time because if I try to get it perfect I would never post anything!?
Great video! In my experience the concussion carbines have been pretty good, 30 creds for what is essentially a shorter ranged frag grenade launcher with a much better ammo roll. Works well on my Champ with fast shot!
Ah I see. When you think of it as a short grenade launcher that would be a beneficial tool since you must take a subjugator to get a regular grenade launcher. The range and pin control template is good (pinning is winning!) but 30 credits for a weapon that gets a serious injury 21% of the time vs the free stub gun with Dumdums that gets a Serious 20% is just so much more value for your credits. (See my vid on serious injury chances for more info)
Also remember that with blast weapons you can fire them through smoke with no problems because you can target a spot on the ground instead of a model. Heavy Shock Ram with fast shot is crazy good because of that. Also if you knockback someone into a wall the attack gets +1 damage. And with how terrain heavy the game is supposed to be, it's very easy to get those knockbacks aimed at walls
Did you forget too look into Errata? The Heavy Concussion Ram also has the blast (3") trait. So it can pin multiple enemies at once (and could prepare multiple enemies for a photon flash grenade).
@@StaticElf Oh, the template makes it into a totally different beast. Considering how much you like stun-locking with templates, this is a beauty, and remember with the template+knockback, if you knock an enemy model into terrain, that is an extra wound caused if they don't make their saves. My choice has been to give it to Champ with the Fast Shot skill and then bounce people around into walls and terrain.
Casper Fertier I totally get it. It does blast things. You can do all that with a 30 point Concussion Carbine and save 40 credits. But for less credits, less weapon slots, and a 10% better chance of getting a Serious Wound the Enforcer Bolter is just more efficient and it shouldn’t be. The Bolter is a basic weapon and the Ram is a “Heavy” weapon that only feels heavy because it takes up the two slots and is expensive. I cover this in the second vid but I’m not a huge fan of subjugators in general. They feel like another gang that got smashed onto the back end of Enforcers because they made cool minis for them but didn’t want to take the time to make them their own separate gang type. I’m not saying you shouldn’t use it I’m just saying in my opinion it was not well thought out which left Enforcer players with some not amazing “Heavy” weapons.
@@StaticElf why don't you like blast weapons? I think they are to good, - You can target the ground next to a model so you don't have the minus for cover to hit. - even is you miss, you can hit if the shot doens't scatter to much - You can hit multiple models if they are close to eachother
@@dirkvandinter2003 I do like blast weapons but not at the cost they must pay for them. 30pt concussion Carbine does the same job for 40 less credits. Blast can be good BUT one guy with an over priced blast weapon is not better than two guys with auto guns (in my opinion)
Agree. But if your initiative is 2 with a gang like Escher then it can be very much as if you ”ignore pinning”. With 3,4 initiative it is less effective but still could be very helpful to be able to pop back up and fight most/half of the time.
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.
Cool vid but completely disagrre with you on 3 points. The seismic weapons for me are great. Auto pin people near ledges with -2 ini. Soo good. Autopin corpsegrinders, yes please. The assault ram is a must take on my leader. Gas grenades, s5, versatile, pulverize. I love it. The shields only work in front arc and not when pinned. So 40 points for a small save boost that dosnt work when pinned, hate it, but love the models.
I know im randomly asking but does anybody know a method to get back into an instagram account?? I stupidly lost the login password. I appreciate any assistance you can give me!
@Shawn Wesson i really appreciate your reply. I got to the site through google and Im trying it out atm. I see it takes a while so I will reply here later with my results.
I have read the rules, but I'm not sure about the Magnacles. Can you use it in the same round you charged, or in the second round of combat? Also, what is your perception of the 0-2 sergeants (champions) when making a patrol? Some say Enforcers can have only two Sergeants in a campaign, but judging by the Corpsegrinder cult, that says "no more than three at any given point", I'd say 0-2 sergeants equals to "Up to two" champions, which is written in the Gangs of the Underhive book, meaning Enforcers can have more than two sergeants.
That’s a good question on the manacles and I would reply that it depends on if your Arbiter considers “Fight” and “Attack” the same thing. If so then you can use the Manacles after a charge. If not then you would have to wait until your next activation BUT could make an Attack action and then a FIGHT action in the same activation because they are different things. On the sergeants it seems to me that they can only have 2. In their Gang Composition it says 0-2 (pg.29 Judgement) while Corpse Grinders say 0-3. (Pg.17 Ruin) I cover this in the coming 2nd part
Non verbal communication: Throw it on a subjugator sergeant with overwatch, shield and grenade launcher. That effectively gives you a 360deg +2 armour save against shots, plus a 360deg grenade overwatch.
I view this gang as a control gang not a shooting gang. The ability to hit people up with the concussion template knocking down their initiative by 2 puts even Escher in serious danger of a then getting hit by a photon flash grenade from a subjugator. As Enforcers are almost always outnumbered, you start to wrong foot the bigger gangs and make them think hard about getting close enough to use group activations and spreading out their guys, which then allows you to better leverage the really excellent Palanite Drill skill list with counter charges and using shield armed subjugators as roadblocks at choke points in the terrain. Most players start making mistakes when you start taking away their go to playstyle options.
Maybe but how many times can you pull that off during a game with a grenade due to the grenade trait. I agree that it is a combo you can do but sometimes the combo itself becomes too tedious to be worth the effort and dice rolls needed to concuss then photon one character for one turn. Also you hopefully won’t be outnumbered if you listen to my vids and take heed. Bodies are more important than weapons because in my experience more actions with a full squad is usually better than less actions with a more elite squad with awesome gear. (Especially since the awesome gear is usually only in 3 fighters hands or in a gangers hands that are BS 4 😢). For elite squads never fight their good guys. Focus on taking out the 4-5 regular gangers they have and make their overpriced boyz Bottle. Never fight fair in the underhive! 😆
@@StaticElf The grenades I am talking about are on the subjugator grenade launchers so they are ammo not subject to the grenade trait. Nor do they have the "limited" or "scarce" traits. Further, at a 5+ ammo roll, and a very respectable 15 creds per tube, this is quite cost efficient and reliable. Even more reliable than your very "Nomad-esque" sniper rifle/smoke combo.
Travis Dralle ah ok. Then power on with it 😁. I will always support added range of the launcher for those grenades. I’m the least versed in Subjugator weapons as I run my boyz with none due to their high cost and my preference for 10 fighters minimum for starting gangs. In campaign I would add them in as credits allowed but have yet to run a campaign with Enforcers.
Minute 19. About the stimm-slug, as you write in the background image, it increases move, strenght and toughness by 2. That can make a fighter very durable during the round, besides of being a hard hitter. If you are going to send someone away into melee, he/she is going to get a lot of bashing back, and that extra 2 toughness, combined with skills (nerves of steel, true grit, parry and so on) and equipment can make that fighter a real tank. Back in the times, it was reusable, but new rulebook capped it to one use ony, which I think its ok. 15 credits would be a steal for me, but its open to discussion. Minute 32. About the non-verbal communication and the 360 degree vision arc. It´s usable for subjugators with shield, getting the save bonus no matter where the shoot is coming from. Also, if you go for melee, makes you inmune to backstab trait, and you dont have to turn the miniature for close combat attacks. Maybe not the best skill, but at least it has some uses, specially when used combined with other stuff.
Yeah at 15 credits that would be worth it but at current 30 creds that’s just too much for 1 use! BUT as the Arbiter you can make that call to drop it down. Just make sure you do it across the board. On the Non-Verbal I did not think of those benefits! Those do make it better. I will mention your uses in the 2nd part. Thank you.
@@StaticElf I used the stimm packs with my Goliath gang with good success. T6 fighters for one turn is all you need many times to do what Goliaths do best. On them they are "just" 25 credits, and I find them useful enough to use them on melee oriented characters who really need the movement and toughness boost (strenght is also welcome). On Enforcers, the boost is not that great, and you add 5 credits on that price, but for a tanky melee character with shield and such, could be useful. I havent played the Enforcers myself though, but being mostly on the other side (receiving end :D) For the Non-Verbal, if the action would be basic, would be ok/good. If passive, it would be great. For a double action, it´s a bit too much, but with the shield working on 360 degrees, maybe stimms and a parry weapon, a subjugator could be a good tank. If you do some test, please tell us what do you think about it. Our group talked about this in theory, but never actually used that in a game :(
AmaroK Wargames totally agree. I don’t play with my Goliaths much BUT I did slap as many stim slugs on them that I could. Just going from STR 4or5 to 6 makes a big difference to double most fighters toughness allowing a 2 to wound. So I guess what I’m saying is Stim slugs can be good but they just aren’t that good for 30 credits on Str 3 Enforcers. 😀
@@amarokwargames6620 stimm packs are great if your character is designed for close combat, but Enforcer lack the wargear and stats to get much use out of it. But extra movement (so longer charge range), extra str (better wound) and better toughness (for when the counter attack comes that will most likely catch you out of cover) is a great tool to turn a chainsword welding ganger or juve into a legit threat, even if only lasts one turn a game.
can you pleas tell me if you can include rookie patrolmen into your starting roster? It does not say anything contrary. Sure you can get a single one fresh from the academy as soon as someone dies but ive not seen anything about being unable to include them into your starting roster. So can you include 3 heroes, 3 patrolmen, all kitted out well and add in 4 rookies? Ive never seen anybody on youtube include them in their roster but every other gang does include their respecive juvies.. I dont see why not. It just says under gang composition that you need to inlcude one patrolman ganger for each other member of the gang (captain and champions), not counting rookies. So that DOES imply that you can actually include rookies when starting your gang? For me coming from a mordheim background and reading it for the first time it is pretty clear, that you at least can include them when creating a new gang but noone else seems to do it. oO
No sorry. A 0 cost rookie that you could fill your team with as many as you liked would break the game as you would have unlimited free troopers. The way to get a rookie is as a replacement for enforcers that have been lost. More of a punishment than a boon.
Im curious how do u guys read their faq about buying weapons (not equipment) in trading post? cuz there is lots of discussion in the community even after FAQ. in our gaming group we basically not allow them to buy weapons, how bout u?
I like that idea of gear only not weapons but just to keep it very simple because I have a lot of new players in our group that are totally new to the world of tabletop war gaming we play Dark Uprising campaign with only a few add ons. We have yet to use any of the Trading Post variants but we may try soon. It is probably the most confusing and in my opinion the easiest way to break the game during a campaign.
StaticElf I don’t want to argue about it here. We just read it the other way and think it’s healthy to play like that both rule- and narrative-wise. Anyways, looking forward for more vids!
I would lead towards letting the leaders and champs use what they want in weapons, since that how book of chains and blades handle things. Having played Enforcers without trading post access when they first came out, the lack of upgrades in the late game can really hurt when heavy bolters start turning up across the table.
Unfortunately it depends what book you are reading. In the core rule book (pg. 95) it says “no fighter can discard weapons that they add to their card” but in Gangs of the Underhive (pg. 116) it says “Should fighters purchase new weapons or war gear then old weapons or war gear may be added to the stash”. My group goes by this 2nd ruling. I see no reason to be super restrictive on what a fighter can have from the communal stash as long as they are observing the 3 weapon limit and rules for what that Leader/Champ/Ganger/Juve is allowed to equip.
As starting Van Saar player I feel bit cheated that Palanites get shield tats 10 points cheaper whit extra rule. But still Van Saar are not the best in close combat but I might try to make few characters to fit that role as funny test. Some say that Archeotec is the best to that cause aracno-rig close combat weapon.
You absolutely can use Spring up against the concussion, as it happens AFTER you're already pinned. It only matters if something allows you to ignore pinning.
love the judge dreadd paint job at the start
Thanks! That’s my take on making the Palanites resemble Mega-City One Judges
I am thinking of starting a Necromunda gang and I am thinking of playing the Palanite Enforcers. You helped me a lot here.
Good job as always. I'm 7 minutes in and learning a ton. You've done your homework.
Thank you. These reviews are probably the most important vids to me. I want them to be correct. But even after hours of editing I still missed some mistakes. So expect some corrections on the follow up vid! 😆
@@StaticElf Oh I get it. I just got to the 1+ thing. :D It takes hours to do these videos and when I screw up I'm just like, man...there's no way i can go back and fix it. Just have to roll with it.
Agree. I have had to decide it’s better to get the content out now and do better next time because if I try to get it perfect I would never post anything!?
It´s a good review for enforcer players, and your videos are also great. Keep up with the good work both of you.
Just getting into Necromunda and this video is CLUTCH
Great video! In my experience the concussion carbines have been pretty good, 30 creds for what is essentially a shorter ranged frag grenade launcher with a much better ammo roll.
Works well on my Champ with fast shot!
Ah I see. When you think of it as a short grenade launcher that would be a beneficial tool since you must take a subjugator to get a regular grenade launcher. The range and pin control template is good (pinning is winning!) but 30 credits for a weapon that gets a serious injury 21% of the time vs the free stub gun with Dumdums that gets a Serious 20% is just so much more value for your credits. (See my vid on serious injury chances for more info)
Also remember that with blast weapons you can fire them through smoke with no problems because you can target a spot on the ground instead of a model.
Heavy Shock Ram with fast shot is crazy good because of that.
Also if you knockback someone into a wall the attack gets +1 damage. And with how terrain heavy the game is supposed to be, it's very easy to get those knockbacks aimed at walls
Did you forget too look into Errata? The Heavy Concussion Ram also has the blast (3") trait.
So it can pin multiple enemies at once (and could prepare multiple enemies for a photon flash grenade).
I will clear that up in the next vid but I still don’t know if I would rate the weapon as significantly better even with that.
@@StaticElf Oh, the template makes it into a totally different beast.
Considering how much you like stun-locking with templates, this is a beauty, and remember with the template+knockback, if you knock an enemy model into terrain, that is an extra wound caused if they don't make their saves.
My choice has been to give it to Champ with the Fast Shot skill and then bounce people around into walls and terrain.
Casper Fertier I totally get it. It does blast things. You can do all that with a 30 point Concussion Carbine and save 40 credits. But for less credits, less weapon slots, and a 10% better chance of getting a Serious Wound the Enforcer Bolter is just more efficient and it shouldn’t be. The Bolter is a basic weapon and the Ram is a “Heavy” weapon that only feels heavy because it takes up the two slots and is expensive. I cover this in the second vid but I’m not a huge fan of subjugators in general. They feel like another gang that got smashed onto the back end of Enforcers because they made cool minis for them but didn’t want to take the time to make them their own separate gang type.
I’m not saying you shouldn’t use it I’m just saying in my opinion it was not well thought out which left Enforcer players with some not amazing “Heavy” weapons.
@@StaticElf why don't you like blast weapons? I think they are to good,
- You can target the ground next to a model so you don't have the minus for cover to hit.
- even is you miss, you can hit if the shot doens't scatter to much
- You can hit multiple models if they are close to eachother
@@dirkvandinter2003 I do like blast weapons but not at the cost they must pay for them. 30pt concussion Carbine does the same job for 40 less credits. Blast can be good BUT one guy with an over priced blast weapon is not better than two guys with auto guns (in my opinion)
the jump up / spring up skill does not let you ignore pinning it lets you make a free stand up action if you pass an initiative check
Agree. But if your initiative is 2 with a gang like Escher then it can be very much as if you ”ignore pinning”. With 3,4 initiative it is less effective but still could be very helpful to be able to pop back up and fight most/half of the time.
Great job!! Two thumbs up!! 👍👍
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.
Thank You for Your video! Great job! I am waiting for continue :)
It will be coming soon! I want to make sure it is more cleanly edited than this first vid with fewer mistakes so hopefully about 48 hours
you use the concussion (-2 I) to knock some one of a walkway
And to easier put magnacles on them later too :)
Cool vid but completely disagrre with you on 3 points.
The seismic weapons for me are great. Auto pin people near ledges with -2 ini. Soo good. Autopin corpsegrinders, yes please.
The assault ram is a must take on my leader. Gas grenades, s5, versatile, pulverize. I love it.
The shields only work in front arc and not when pinned. So 40 points for a small save boost that dosnt work when pinned, hate it, but love the models.
I know im randomly asking but does anybody know a method to get back into an instagram account??
I stupidly lost the login password. I appreciate any assistance you can give me!
@Zechariah Lukas Instablaster ;)
@Shawn Wesson i really appreciate your reply. I got to the site through google and Im trying it out atm.
I see it takes a while so I will reply here later with my results.
@Shawn Wesson It did the trick and I actually got access to my account again. I'm so happy:D
Thanks so much, you really help me out!
@Zechariah Lukas no problem :)
I have read the rules, but I'm not sure about the Magnacles. Can you use it in the same round you charged, or in the second round of combat?
Also, what is your perception of the 0-2 sergeants (champions) when making a patrol? Some say Enforcers can have only two Sergeants in a campaign, but judging by the Corpsegrinder cult, that says "no more than three at any given point", I'd say 0-2 sergeants equals to "Up to two" champions, which is written in the Gangs of the Underhive book, meaning Enforcers can have more than two sergeants.
That’s a good question on the manacles and I would reply that it depends on if your Arbiter considers “Fight” and “Attack” the same thing. If so then you can use the Manacles after a charge. If not then you would have to wait until your next activation BUT could make an Attack action and then a FIGHT action in the same activation because they are different things.
On the sergeants it seems to me that they can only have 2. In their Gang Composition it says 0-2 (pg.29 Judgement) while Corpse Grinders say 0-3. (Pg.17 Ruin) I cover this in the coming 2nd part
Non verbal communication: Throw it on a subjugator sergeant with overwatch, shield and grenade launcher. That effectively gives you a 360deg +2 armour save against shots, plus a 360deg grenade overwatch.
Not sure how'd you get 2+ against shots. Shields only offer +1 vs ranged, unless you have a 4+ carapace armor or some such along with your underarmor.
@@MiBasse my bad! You're right!
I view this gang as a control gang not a shooting gang. The ability to hit people up with the concussion template knocking down their initiative by 2 puts even Escher in serious danger of a then getting hit by a photon flash grenade from a subjugator. As Enforcers are almost always outnumbered, you start to wrong foot the bigger gangs and make them think hard about getting close enough to use group activations and spreading out their guys, which then allows you to better leverage the really excellent Palanite Drill skill list with counter charges and using shield armed subjugators as roadblocks at choke points in the terrain. Most players start making mistakes when you start taking away their go to playstyle options.
Maybe but how many times can you pull that off during a game with a grenade due to the grenade trait. I agree that it is a combo you can do but sometimes the combo itself becomes too tedious to be worth the effort and dice rolls needed to concuss then photon one character for one turn. Also you hopefully won’t be outnumbered if you listen to my vids and take heed. Bodies are more important than weapons because in my experience more actions with a full squad is usually better than less actions with a more elite squad with awesome gear. (Especially since the awesome gear is usually only in 3 fighters hands or in a gangers hands that are BS 4 😢). For elite squads never fight their good guys. Focus on taking out the 4-5 regular gangers they have and make their overpriced boyz Bottle. Never fight fair in the underhive! 😆
@@StaticElf The grenades I am talking about are on the subjugator grenade launchers so they are ammo not subject to the grenade trait. Nor do they have the "limited" or "scarce" traits. Further, at a 5+ ammo roll, and a very respectable 15 creds per tube, this is quite cost efficient and reliable. Even more reliable than your very "Nomad-esque" sniper rifle/smoke combo.
Travis Dralle ah ok. Then power on with it 😁. I will always support added range of the launcher for those grenades. I’m the least versed in Subjugator weapons as I run my boyz with none due to their high cost and my preference for 10 fighters minimum for starting gangs. In campaign I would add them in as credits allowed but have yet to run a campaign with Enforcers.
What do you recommend right now to build? I have just started and I am a little bit lost, have 10 palanite enforcers and 3 subjugators.
@@Javigarcia222 I would start with 5 regular dudes with pistols and as you learn build out form there.
Minute 19. About the stimm-slug, as you write in the background image, it increases move, strenght and toughness by 2. That can make a fighter very durable during the round, besides of being a hard hitter. If you are going to send someone away into melee, he/she is going to get a lot of bashing back, and that extra 2 toughness, combined with skills (nerves of steel, true grit, parry and so on) and equipment can make that fighter a real tank. Back in the times, it was reusable, but new rulebook capped it to one use ony, which I think its ok. 15 credits would be a steal for me, but its open to discussion.
Minute 32. About the non-verbal communication and the 360 degree vision arc. It´s usable for subjugators with shield, getting the save bonus no matter where the shoot is coming from. Also, if you go for melee, makes you inmune to backstab trait, and you dont have to turn the miniature for close combat attacks. Maybe not the best skill, but at least it has some uses, specially when used combined with other stuff.
Yeah at 15 credits that would be worth it but at current 30 creds that’s just too much for 1 use! BUT as the Arbiter you can make that call to drop it down. Just make sure you do it across the board.
On the Non-Verbal I did not think of those benefits! Those do make it better. I will mention your uses in the 2nd part. Thank you.
@@StaticElf I used the stimm packs with my Goliath gang with good success. T6 fighters for one turn is all you need many times to do what Goliaths do best. On them they are "just" 25 credits, and I find them useful enough to use them on melee oriented characters who really need the movement and toughness boost (strenght is also welcome). On Enforcers, the boost is not that great, and you add 5 credits on that price, but for a tanky melee character with shield and such, could be useful. I havent played the Enforcers myself though, but being mostly on the other side (receiving end :D)
For the Non-Verbal, if the action would be basic, would be ok/good. If passive, it would be great. For a double action, it´s a bit too much, but with the shield working on 360 degrees, maybe stimms and a parry weapon, a subjugator could be a good tank. If you do some test, please tell us what do you think about it. Our group talked about this in theory, but never actually used that in a game :(
AmaroK Wargames totally agree. I don’t play with my Goliaths much BUT I did slap as many stim slugs on them that I could. Just going from STR 4or5 to 6 makes a big difference to double most fighters toughness allowing a 2 to wound. So I guess what I’m saying is Stim slugs can be good but they just aren’t that good for 30 credits on Str 3 Enforcers. 😀
@@amarokwargames6620 stimm packs are great if your character is designed for close combat, but Enforcer lack the wargear and stats to get much use out of it. But extra movement (so longer charge range), extra str (better wound) and better toughness (for when the counter attack comes that will most likely catch you out of cover) is a great tool to turn a chainsword welding ganger or juve into a legit threat, even if only lasts one turn a game.
can you pleas tell me if you can include rookie patrolmen into your starting roster? It does not say anything contrary. Sure you can get a single one fresh from the academy as soon as someone dies but ive not seen anything about being unable to include them into your starting roster. So can you include 3 heroes, 3 patrolmen, all kitted out well and add in 4 rookies? Ive never seen anybody on youtube include them in their roster but every other gang does include their respecive juvies.. I dont see why not. It just says under gang composition that you need to inlcude one patrolman ganger for each other member of the gang (captain and champions), not counting rookies. So that DOES imply that you can actually include rookies when starting your gang? For me coming from a mordheim background and reading it for the first time it is pretty clear, that you at least can include them when creating a new gang but noone else seems to do it. oO
No sorry. A 0 cost rookie that you could fill your team with as many as you liked would break the game as you would have unlimited free troopers. The way to get a rookie is as a replacement for enforcers that have been lost. More of a punishment than a boon.
Im curious how do u guys read their faq about buying weapons (not equipment) in trading post? cuz there is lots of discussion in the community even after FAQ. in our gaming group we basically not allow them to buy weapons, how bout u?
I like that idea of gear only not weapons but just to keep it very simple because I have a lot of new players in our group that are totally new to the world of tabletop war gaming we play Dark Uprising campaign with only a few add ons. We have yet to use any of the Trading Post variants but we may try soon. It is probably the most confusing and in my opinion the easiest way to break the game during a campaign.
Also to answer your first question I would say the FAQ gives them full access to the Trading Post
StaticElf I don’t want to argue about it here. We just read it the other way and think it’s healthy to play like that both rule- and narrative-wise. Anyways, looking forward for more vids!
I would lead towards letting the leaders and champs use what they want in weapons, since that how book of chains and blades handle things. Having played Enforcers without trading post access when they first came out, the lack of upgrades in the late game can really hurt when heavy bolters start turning up across the table.
Isn't the problem that you normaly can't unequip a weapon?
Unfortunately it depends what book you are reading. In the core rule book (pg. 95) it says “no fighter can discard weapons that they add to their card” but in Gangs of the Underhive (pg. 116) it says “Should fighters purchase new weapons or war gear then old weapons or war gear may be added to the stash”. My group goes by this 2nd ruling. I see no reason to be super restrictive on what a fighter can have from the communal stash as long as they are observing the 3 weapon limit and rules for what that Leader/Champ/Ganger/Juve is allowed to equip.
I would never pick Threat response before Bull charge on a captain.
Bull charge is way more useful every day of the week.
As starting Van Saar player I feel bit cheated that Palanites get shield tats 10 points cheaper whit extra rule.
But still Van Saar are not the best in close combat but I might try to make few characters to fit that role as funny test.
Some say that Archeotec is the best to that cause aracno-rig close combat weapon.
Паланите
Maeh boring