Games Workshop - Necromunda: Palanite Subjugator Patrol

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Games Workshop - Necromunda: Palanite Subjugator Patrol

Games Workshop - Necromunda: Palanite Subjugator Patrol

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I’m pretty confident this gang will do well, but if you think there’s something I missed, feel free to log in to the comments and tell me why it won’t if you have other ideas.

Enforcers are chosen from the hive populace because they show strength of will and initiative beyond their peers. Many begin as rebellious individuals who are broken through savage training. They are stripped of everything they once were and are pledged only to keep Helmawr's regime secure. The training process is so rigorous that few survive it. Those that survive are given new names and stationed far from where they once lived, forming new bonds with their squad mates. [5a] Unfortunately the total number of Gangers (Patrolmen) must be equal to or greater than the number of non-Gangers (Captain and Sergeants) in a starting gang. You've got a Captain and two Sergeants but only two Patrolmen. Running a gang/patrol of five dudes is going to make your start in the campaign pretty gruelling. Some gangs can just pull it off because of damage output (Van Saar and Goliath) but Enforcers have sub-par stats and limited equipment.Precision Shot : Ignore all saves on a 6 to hit – again, good, but not as good as some other choices. Rating: B Update: It is important to note that the 2019 FAQ gave every Enforcer Magnacles for free. While this is certainly cool, it’s not game breaking as Magnacles exist in the same space as Hurl and Headbutt, two skills that are rarely used and rarely impactful. Additionally, Stun Grenades got a 3″ blast added to their profile, making them potentially a worthwhile choice for any Enforcer’s wargear.

Overwatch . A popular reactive skill, very similar to Got Your Six from the Palanite Drill tree. It does require (and cost you) a Ready marker, but you can interrupt and shoot at any activating model, not just one making a Charge action. Which of these skills you take is down to how much melee fighters are a threat in your own group. Rating: A First of all, where to find the rules for Enforcers? The rules for founding a gang are available in the Book of Judgement and in the Dark Uprising version of the rulebook. If you are looking to get into Necromunda now, and aren’t just borrowing a friend’s books or relying on online resources, the Book of Judgement is very useful as a resource for extra equipment and the Law & Misrule campaign type, while the Dark Uprising rulebook has the Uprising campaign type, and of course the actual rules for playing the game. There are some pertinent points in the Necromunda FAQ that update Enforcers’ rules and certain weapons, which will be mentioned in this guide. The Enforcers’ unique exotic beast, the Hardcase Cyber-Mastiff, currently only has printed rules via the Forgeworld special character, Scrutinator-Primus Servalen. But it is available as a generic option and you should access the rules for it online if you want to use those (very effective) metallic canine friends. The other big use of Infiltrate is to seize objectives. Lots of Necromunda scenarios involve gangs starting either end of a table, and interacting with an objective or objectives placed in the middle. If you can be there at the start, the game is halfway won. Be cautious with this, not because it’s not effective, but because the skill sort of breaks these scenarios. After the first time or two, your friends might fairly object to losing simply because you can be running away with that loot crate before they’ve even got near it. Rating: B+ Credit: Greg Chiasson Overall Starting Gang Composition Enforcers bring a slightly unique approach to the Underhive. Although their stats are far from elite, Palanites have excellent weapons available and Subjugators have excellent armour. They have the capability to be an absolute force in the beginning and middle of a campaign. If you’re not forced to play Dominion campaigns with your hands tied, or to abide by the 0-2 limit on your Champions, Enforcers can still keep up with the House gangs later on, but they need to make smart use of the Trading Post to compare to other gangs’ special Champions and extra mechanics. With their access to good skills, equipment and helpful cyber-mastiffs, they can be one of the scariest gangs in a campaign.Update: The 2019 FAQ added a 3″ blast to the Heavy Concussion Ram’s profile making it actually quite viable! It’s now a reliable Crowd Control and damage dealer, and you can get it for a reasonable price! Got Your Six. This skill lets you interrupt enemy charges against a friendly model, taking an immediate shot at them and stopping the charge entirely if you at least pin them. This is a more focussed version of Overwatch (see below) – it only works against Charge actions specifically, so will only frequently come up against gangs that are including significant close combat threats. On the other hand, it does not require the skill-user to be Ready, or remove that Ready marker if they have one. So unlike Overwatch, where you give up your Activation for a single Shoot Action at the right time, with Got Your Six you aren’t giving anything up. This is damn powerful and ideal for punchy mid to close range shooters. It will be intensely frustrating for melee-heavy gangs trying to get into combat with you, if you position models with this skill correctly. Rating: A Stub Guns and Dum-Dum Rounds . We commonly see new players add Dum-Dum Rounds to their starting Stub Guns. This is not a great use of your credits, our advice is really to save up for equipment that makes more of a difference – a Stub Gun is still a Stub Gun, does the bump to S4 make that huge a difference, especially if you’re sacrificing accuracy to do it? Perhaps if you are using a Patrolman without any better ranged weapons, to make up the numbers and run interference. But in that case the whole point is to save credits and just use the extra body on the table. Rating: B+ for Stub Guns, they’re free after all, B- for Dum-Dum Rounds Enforcers bring a really interesting new flavor to Necromunda. Instead of being lightly armored specialists, they’re tanky generalists with the best starting armor and equipment in the game. We both feel like they will be an absolute force in the beginning and middle of a campaign, but due to their weapon and personnel restrictions, they may lag behind house gangs in the late stages of a campaign. But with good skills, equipment and guidance from a crafty Necromunda player, they could easily be one of the scariest gangs out there.

Update: The 2019 FAQ clarified that enemy fighters are indeed taken Out Of Action by a Retrain action, so there you have it. It’s a solid B+. SLHG Pattern Assault Ram “Sledge Hammer”– This is a high-strength, versatile melee weapon with a built-in grenade launcher with frag and choke grenades. It’s a weird one, reader. Grenade launchers want to be far from their targets, but this is a melee weapon with an attached GL. It doesn’t make a ton of sense. It could, however, be deadly in the hands of a later-campaign champion or leader.

4 – Knock, Knock!

In all honesty, you get a much better load out just running Palanite Enforcers without Subjugators as you'll have more numbers along with more Enforcer Boltguns and Shotguns which are the real workhorses of the Patrol. Got Your Six : Another flavor of the Overwatch skill, this one is only triggered when a visible enemy declares a charge, rather than when they activate. On the other hand, it does not require nor remove a ready marker, making this a valid side-grade option if you’d be using it to cover a fire-team that expects to be advancing towards the enemy into melee range. RATING: A- As armour more than as a weapon, the Vigilance Assault Shield is the iconic piece of kit for Subjugators, and realistically all of yours will end up with one, unless you are carrying a heavy weapon and your group won’t let you trade in the starting Stub Gun. Rating: A , basically mandatory.

Skill groupings also make a departure from the norm, in that Enforcers are the first gang where the captain (their leader) does not have Primary Skill access to Leadership. Instead, the gang primaries are Shooting and the new Palanite Drill Skill list. If you only have access to Palanite models, say because you only bought that one box, it makes sense to focus your starting gang on shooting. Bear in mind the 10-model kit comes with options for 4 boltguns or shotguns, but only 2 concussion carbines and 2 sniper rifles, so some proxying may be needed. Stub Gun– Every Enforcer comes with one of these automatically. So you’ll undoubtedly get a lot of use out of yours. Grab some Dum-Dums to give it some extra punch and hit the range, rookie! Perhaps the best skill tree in the game, this has a lot of great choices for Enforcers fighters, which complement their good special and basic weapon choices, but work equally well with Trading Post weapons. It is available to Captains, Sergeants and Patrolmen specialists as Primary (but not at all to Rookies): Infiltrate . Deploy after all other models, anywhere not visible to the enemy and not within 6” of them. This skill opens up a lot of options, provided you aren’t using such wide open tables that you can’t find anywhere to deploy out of sight (and you shouldn’t be). It is most commonly used to get destructive short range weapons or melee fighters into range, but that runs the risk of the user being isolated and destroyed in turn. We only advise using Infiltrate aggressively if you have a fighter geared up enough to inflict a devastating blow. It can also be used to seize safer, longer range firing positions, which is great for some Sergeants.I'm not sure where to go next. Got to have an enforcer captain, who I'm tempted to give either the spare enforcer boltgun, a concussion carbine, or a sniper rifle. I'd want 2 sergeants too, ideally, but one of them would have to be unequipped to fit it in the 1000 credit limit. Enforcers have a variety of interesting weapon options. Some will be familiar to Necromunda players, but some are brand new and could prove to be extremely deadly. We’ll take a look at each option and provide a bit of commentary to help guide our rookie Enforcer players. Basic Weapons Law in the Imperium is enforced in a million different ways – the cruel whims of each planetary governor dictating how the Lex Imperialis is implemented on their world. Few are more cruel than Lord Helmawr of Necromunda, and the forthcoming Book of Judgement fleshes out how his Palanite Enforcers keep the peace. Today, we delve into this new publication to look at Necromunda’s various law enforcers. Enforcers Admittance into the Subjugator battalions is reserved for those who have proved themselves to be both utterly loyal to House Helmawr and pitiless in the execution of their duties. An Enforcer is given little choice in the receipt of this honour once they have been singled out by their superiors. The induction into this inner circle of the Palanites involves the taking of an oath to their battalion commander and gene-marking. From this point on the Enforcer is part of an organisation within an organisation, and can expect better access to resources and,more favourable missions. When their commander calls, however, they are expected to forsake their patrol in favour of the battalion, and follow wherever it leads.



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