"Joshua, stop tapping the table." I am so sorry. Just imagine it's the Enforcers knocking on your door (to sell you fundraising boosters of course. Buying boosters is not optional).
My favourite moment of playing enforcers was using the strategy card lockdown to slam a door on a corpse grinder cult champion taking him out of action.
@@miniaturesrundownI was leaning badzone too! It sorta makes more sense lore wise since I want to have them be GSC corrupted (the group approved it)
I feel like a lot of the "Non-gangs" should be played by a GM like player who uses these factions as setting dresser forces for the other players to fight against, let's say to gangs are fighting it out and each turn from like round 3 onwards there's chance the Enforces will rock up, or other similar scenarios
Yea, enforcers should be GM only (or maybe somebody who assists the GM, but not a "regular" gang/player), I guess same goes for the Squat miners. I'd have enforcers guard extremly critical infrastructure (e.g. if the map has a generator on it) or maybe the most expensive loots, but they will only attack if you get too close or you attack them first, making them a side objective...
Really enjoyed this guys. I played these when they first came out against mostly house gangs and had a really hard time. I tend to play them fluffy and try to only upgrade the weapons of my captain from the trading post (he's using his corrupt contacts to better his own chances). The only thing I think you missed was that the subjugator grenade launchers have 'stun rounds' not stun grenades. They seem intended to function like a bean bag gun, kick the door and hit enemies with bean bags that incapacitate, it loses blast but gains rapid fire (1). I suspect the intent with the original build was to lean into the capturing mechanic using the magnacles with the concussed victim. I think they believed the enforcers would make their cash capturing then selling gangers back or to the guilders as their precinct rule gave the 'rescue mission' a much lower chance of success. The defending palanite gets to control all the conditions on the board for the rescue mission and always is fought using ZM. Since the rules have changed for capturing now as you guys pointed out this advantage (if it was one) is now defunct.
Enforcers are the gang I have the second most stuff for, after Escher. AAMOF, Escher and Adeptus Arbites are the only gangs I have left from N95. I've got Enforcers, Subjugators. Police bots, Tauros vehicle, Ridgerunner, and 2 motorbike cops I converted from Space Marine scout bikes.
Reading some old rules, and correct me if I'm wrong, please: Rookie is a juve. The core rules BEFORE Book of judgement says that all juves are fast learner. That means rookie don't have fast learner as written, because it is in the rule of juve and 'Fast Learner' as special rule didn't exist. It is the dame with group activation with champions, or promotions for ganger.
Awesome video, im off to put magancles on a genestealer now in hive secundus 😂 Question for you guys: How would you go about making an Arbites gang as an arbitrator tool ?
Off the top of my head: Use Enforcer stat blocks but really improve the armor and weapons. Bolters still, Shotguns with the Executioner rounds, better armor, better dogs.
An important point on templates and overwatch: templates do not declare an enemy as the target, and overwatch requires you to declare the enemy that is acting to be target. This will be confusing for 40k players who are used to torrent weapons being the best overwatch weapon.
Are you sure that Rookies can't advance? I read a Goonhammer guide tot Enforcers from 1/29, and it says the opposite. So I googled around and see that question has raised in multiple forums, and while those discussions often begin with someone taking the same stance that you do, the eventual consensus always seems to go the other way. I am still getting familiar with Necromunda rules myself, but the reasoning seems to be that Rookies are Juves, and the rules about Juves have been updated since The Book of Judgement was published, so those updated rules apply to Rookies.
Can we have a deep dive on. House greim outcast's closest thing i can get to astra militarum. I'm hoping that the dust wall garrison are in the book of desolation.
I came across the Guilders Ford Precint 19 fan made supplement. Have you had a chance to look it over? Do you feel it addresses the Palanite campaign weaknesses?
Rookies has weapon limits. (no special or heavy). Also they don't have the gang fighter rule (or similar) but the entire gang only every needs 3 gangers anyway :) Palanite Drill skill - Restrain protocol: It gives bonus to a mechanic that is no longer in the game. My recommendation is to do similar to web. So 3+ to capture, 1 or 2 is out cold. (no negatives for escape) equipment: Subjugation pattern grenade launcher is basic, so it can be used with gun shroud Also if you have a subjugater, it can purcase armor from the subjugator list, like Hardened layered flak armor. It can go to the stash, then it can distributed among palanite patrolmen. They do not have armor restriction like weapon. Also, maybe it has an errata, but Book of judgment says: "They may only choose weapons from the Palanite Weapons List, but otherwise they have no weapon restrictions." For me it sounds like you cannot use for example plasma gun, because it is not in the list, but you can use all weapons from the list.
Or hear me out, Subjugators with Grenade launches, gas, and flash. Then 3 Patrol with concussion carbines, give all the champs fast shot. 6 grenade shots a turn, with 3 pseudo grenades from concussion rifles
Probably because they balanced them around being a gang not a GM Tool. I honestly think the stats suit your regular (dirty) cop moreso than the Enforcers who are your SWAT type and really shouldn't be available as a regular gang
Hey guys, what would you suggest as a decent 1000 point list consisting of just palatine enforcers and not subjugates models. I’m only just getting into Necromunda and need some advice haha 😂
Car-been and car-byne are both technically acceptable - I think the channel "Forgotten Weapons" has a video where they went over that, with the former being the technically correct one.
@@miniaturesrundownI think "been" is the british pronounciation, while "byne" is the US one. And since the UK one came first, its technically correct. Might be misremembering though...
56:27 would you also rule that an Armsmaster can't use the arc hammer and another melee weapon then, or rule that the fighter doesn't get the save bonuses from the shield on reaction attacks? Seems like a lot of rules adjustments just becaus3 you don't like the modeling aspect of it
Well the arc hammer has unwieldy, which means there's actual rules for that: you CAN'T use it with another melee weapon unless you have suspensors. Which, suspensors seems like a good solution here too that we didn't think of!
@@miniaturesrundown and now you are changing weapon traits and forcing players to spend money on suspensors in a gang that gets the least amount of money because you don't like the modeling aspect? Why?
"Joshua, stop tapping the table." I am so sorry. Just imagine it's the Enforcers knocking on your door (to sell you fundraising boosters of course. Buying boosters is not optional).
Guys you are doing just fine and people complaining are just annoying and pedantic. There's literally nothing wrong with your videos.
Don't worry that was a self-crit after watching this back - thank you so much!
My favourite moment of playing enforcers was using the strategy card lockdown to slam a door on a corpse grinder cult champion taking him out of action.
Saw this and I audibly shouted "ITS MY BOIS!" Thank you so much for covering them guys. You're awesome 🙏😃
Stoked for the enforcer video! I’ve been thinking over an enforcer gang for a while now, I haven’t been able to decide between badzone and palanites
Personally I (J) still recommend the Badzone enforcers, they're just more flexible overall. Plus, disposable hive scum are fun!
@@miniaturesrundownI was leaning badzone too! It sorta makes more sense lore wise since I want to have them be GSC corrupted (the group approved it)
Great review guys, thanks for covering the Palanites!! Great strategies and tactics.
Yay it's a good day when you guys give my game love. Thank you very much.
I feel like a lot of the "Non-gangs" should be played by a GM like player who uses these factions as setting dresser forces for the other players to fight against, let's say to gangs are fighting it out and each turn from like round 3 onwards there's chance the Enforces will rock up, or other similar scenarios
Yeah. Enforcers could have a lot of off-book advantages like control of bridges and doors etc, to reflect their authority to control infrastructure
Yea, enforcers should be GM only (or maybe somebody who assists the GM, but not a "regular" gang/player), I guess same goes for the Squat miners.
I'd have enforcers guard extremly critical infrastructure (e.g. if the map has a generator on it) or maybe the most expensive loots, but they will only attack if you get too close or you attack them first, making them a side objective...
Really enjoyed this guys. I played these when they first came out against mostly house gangs and had a really hard time. I tend to play them fluffy and try to only upgrade the weapons of my captain from the trading post (he's using his corrupt contacts to better his own chances). The only thing I think you missed was that the subjugator grenade launchers have 'stun rounds' not stun grenades. They seem intended to function like a bean bag gun, kick the door and hit enemies with bean bags that incapacitate, it loses blast but gains rapid fire (1). I suspect the intent with the original build was to lean into the capturing mechanic using the magnacles with the concussed victim. I think they believed the enforcers would make their cash capturing then selling gangers back or to the guilders as their precinct rule gave the 'rescue mission' a much lower chance of success. The defending palanite gets to control all the conditions on the board for the rescue mission and always is fought using ZM. Since the rules have changed for capturing now as you guys pointed out this advantage (if it was one) is now defunct.
Enforcers are the gang I have the second most stuff for, after Escher.
AAMOF, Escher and Adeptus Arbites are the only gangs I have left from N95.
I've got Enforcers, Subjugators. Police bots, Tauros vehicle, Ridgerunner, and 2 motorbike cops I converted from Space Marine scout bikes.
Can I say, singing the tune from Mario 2 made me giggle? Also, great reviews gentlemen.
Reading some old rules, and correct me if I'm wrong, please:
Rookie is a juve. The core rules BEFORE Book of judgement says that all juves are fast learner. That means rookie don't have fast learner as written, because it is in the rule of juve and 'Fast Learner' as special rule didn't exist. It is the dame with group activation with champions, or promotions for ganger.
Awesome video, im off to put magancles on a genestealer now in hive secundus 😂
Question for you guys: How would you go about making an Arbites gang as an arbitrator tool ?
Off the top of my head: Use Enforcer stat blocks but really improve the armor and weapons. Bolters still, Shotguns with the Executioner rounds, better armor, better dogs.
My gang
These credits from these waste land territorys are now police evidence
I love this series. Have you ever thought of doing some battle reports of your campaigns? I'm sure they would a great resource for everybody!
It's come up - we've tried a few times but we struggle to make it visually interesting. It's a long-term project we're working on.
An important point on templates and overwatch: templates do not declare an enemy as the target, and overwatch requires you to declare the enemy that is acting to be target. This will be confusing for 40k players who are used to torrent weapons being the best overwatch weapon.
Good catch, and one that is often overlooked (or house ruled).
Are you sure that Rookies can't advance?
I read a Goonhammer guide tot Enforcers from 1/29, and it says the opposite. So I googled around and see that question has raised in multiple forums, and while those discussions often begin with someone taking the same stance that you do, the eventual consensus always seems to go the other way. I am still getting familiar with Necromunda rules myself, but the reasoning seems to be that Rookies are Juves, and the rules about Juves have been updated since The Book of Judgement was published, so those updated rules apply to Rookies.
Can we have a deep dive on. House greim outcast's closest thing i can get to astra militarum. I'm hoping that the dust wall garrison are in the book of desolation.
Thanks for this!
Doesn't the shield have a rule already for moving and using another weapon?
Also this was great!!!
Any chance on squats next? Also do you guys have any plans to create a members program or publish actual play or painting stuff?
Can you do the corpse grinders or slave ogryns next
Badzone Enforcers next - but Corpse Grinders are after that!
I came across the Guilders Ford Precint 19 fan made supplement. Have you had a chance to look it over? Do you feel it addresses the Palanite campaign weaknesses?
I am!
THE LAW!
Rookies has weapon limits. (no special or heavy). Also they don't have the gang fighter rule (or similar) but the entire gang only every needs 3 gangers anyway :)
Palanite Drill skill - Restrain protocol: It gives bonus to a mechanic that is no longer in the game. My recommendation is to do similar to web. So 3+ to capture, 1 or 2 is out cold. (no negatives for escape)
equipment: Subjugation pattern grenade launcher is basic, so it can be used with gun shroud
Also if you have a subjugater, it can purcase armor from the subjugator list, like Hardened layered flak armor. It can go to the stash, then it can distributed among palanite patrolmen.
They do not have armor restriction like weapon.
Also, maybe it has an errata, but Book of judgment says: "They may only choose weapons from the Palanite Weapons List, but otherwise they have no weapon restrictions." For me it sounds like you cannot use for example plasma gun, because it is not in the list, but you can use all weapons from the list.
The FAQs cover visits to Trading Post and making purchase of other weapons from outside their normal starter list.
Yep, it got FAQ'd! They can take basically anything.
Thanks!
Which faq is this change in please?
@@ThaDenz69 Check Warhammer Community's downloads section for Necromunda, it's all one big FAQ now.
Or hear me out, Subjugators with Grenade launches, gas, and flash. Then 3 Patrol with concussion carbines, give all the champs fast shot.
6 grenade shots a turn, with 3 pseudo grenades from concussion rifles
I don't understand why enforcers have such bad stats! A player in our new campaign is having a very bad time
Probably because they balanced them around being a gang not a GM Tool.
I honestly think the stats suit your regular (dirty) cop moreso than the Enforcers who are your SWAT type and really shouldn't be available as a regular gang
Hey guys, what would you suggest as a decent 1000 point list consisting of just palatine enforcers and not subjugates models. I’m only just getting into Necromunda and need some advice haha 😂
I am hopelessly confused by how sentries work since the 2023 book. I hope you can cover it in a future video.
Lol that intro
12:12 Guys, what if its a 2 player campaign...?
Hail all
360 vision arc is also good for shield cops, but it's still not a great skill. All those steps and a double action - oof
Your discord link has stopped working!
Woops, we'll fix that real quick
who here says: carb-eye-ne??
Car-been and car-byne are both technically acceptable - I think the channel "Forgotten Weapons" has a video where they went over that, with the former being the technically correct one.
@@miniaturesrundownI think "been" is the british pronounciation, while "byne" is the US one. And since the UK one came first, its technically correct.
Might be misremembering though...
56:27 would you also rule that an Armsmaster can't use the arc hammer and another melee weapon then, or rule that the fighter doesn't get the save bonuses from the shield on reaction attacks? Seems like a lot of rules adjustments just becaus3 you don't like the modeling aspect of it
Well the arc hammer has unwieldy, which means there's actual rules for that: you CAN'T use it with another melee weapon unless you have suspensors. Which, suspensors seems like a good solution here too that we didn't think of!
@@miniaturesrundown the arc hammer doesn't have unwieldy... It just takes up 2 weapon slots
@@miniaturesrundown and now you are changing weapon traits and forcing players to spend money on suspensors in a gang that gets the least amount of money because you don't like the modeling aspect? Why?
Why waste a time in 2024 talking about outdated Palanites when there's new shiny Badzone Enforcers list actualized for the modern rules
That's next! And we think that (without the Dominion rule) they are a perfectly playable gang, if not 'top-tier.'