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Games Workshop - Necromunda: Palanite Subjugator Patrol

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They’re kind of weird, and not as good as the wonderful Hardcase Cyber-Mastiffs, but Grapple-Hawks could be a very cool, interesting conversion for Enforcers. Converted Squat Enforcers. Credit: Fowler Final Thoughts All Enforcers come with a stub gun, armoured undersuit, Magnacles (this is clarified in the FAQ) and armour. For the Palanites that is Flak Armour. For Subjugators, Layered Flak Armour, which grants a 5+ save, 4+ against templates or blasts. All of this equipment is included in the cost of the fighter, so most groups would rule it can’t be sold. You’d rarely want to discard it or transfer it to another fighter, since all fighters come with it. The exception is the Stub Gun. Fighters can only have 3 weapons on their fighter card in Necromunda. So clearly that Stub Gun stands in the way of creating some loadouts. RAW you cannot discard weapons, but this rule is commonly ignored by many groups. Consider discussing this equipment with your Arbitrator and setting some guidelines on what you can do with it. Please don’t try to get cute by taking the Layered Flak off injured Subjugator Patrolmen to equip Palanite Sgts, or anything like that. Enforcer Captain

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.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 long as Necromunda remains loyal to the God-Emperor and the Imperial tithe is paid on time, the Arbites let Lord Helmawr run the planet as he sees fit. While a ganger may have several run-ins with Enforcers, the chances of them ever seeing an Arbitrator are slim. Those who do better hope that they have made their peace with the God-Emperor, because it means they’ve committed a crime so heinous that there’s only one sentence. 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! The difference is you get Stun Grenades. Hmmm. S2, AP-1 grenades with Concussion. They also have a 3” blast, as per the FAQ. That’s a great little special rule, which you can get on a cheaper Carbine which is also S3 for actually damaging enemies. You’re only going to fire these if there’s some specific reason (usually Photon Flash related) to reduce enemy Initiative, otherwise you’d fire a Frag. Just buy Photon Flash grenades for the launcher for 15 credits (see the grenades entry for how these work). Now I’m blinding perps from 24” away. Rating: B with just Frag/Stun; B+ (fine but overpriced) with Frag/Krak; A- with Photon Flash. The Trading Post is also a good way to give Subjugators some punchier ranged weapons. First of all, the generic Grenade Launcher with Frag/Krak (65 creds) is a better value weapon than the Subjugator version with Frag/Stun. It would also be cool to have Subjugators with Combat Shotguns (with Firestorm Ammunition!), Boltguns or even Storm Bolters – all would look awesome being fired around an Assault Shield. World Wide Web Marksman . Double damage on a 6 to hit, and ignore target priority tests – this is good, but not quite as reliable as some other options in this tree. Rating: B

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

We have seen several new Enforcer players ask for advice and be told that Ablative Overlays are a great way to make their patrol effective. Seriously, we advise all Necromunda groups to either ignore these items or house-rule them in some way – they are very effective, they’re too effective, if you don’t curtail their use they become omnipresent and very annoying. Other Wargear. 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.The 40k universe stretches well beyond the war-torn battlefields of distant planets. In Necromunda, violent gangs clash in the tunnels and sewers of the planet’s largest hive city. Starting this week, Dan “Sex Cannon” Boyd and Jules “Merton” O’Hare will be covering everything Necromunda, reviewing new releases, talking strategy, and how to run campaigns. The Pax Helmawr strictly prohibits military intervention in matters of civil unrest. This is not because of any concern for the well-being of Necromunda’s citizens, and only partly because excessive damage to a hive from heavy ordnance might impact production. Rather, this ancient law exists simply to keep the gaze of the Adeptus Terra averted from Lord Helmawr’s domain. Rebellion is bad for business, but it gets even worse should the Imperium decide to turn a hive into a war zone. Part of Helmawr’s relationship with the Adeptus Terra involves constantly assuring them that Necromunda is a loyal member of the Emperor’s domain and completely under control. This is, of course, only partially true. Enforcers’ long range (>24”) firepower in their armoury is restricted to Sniper Rifles and the Heavy Concussion Ram. If you play on big open tables, there is a lot of value in classic long-range Heavy Weapons, although they are expensive, and being Unwieldy practically require an additional upgrade, Suspensors for 60 credits, to work well. Heavy Stubbers are useful, but the Heavy Bolter is a lot meaner (although it will run out of ammo sooner or later). Missile Launchers, Autocannons and Lascannons can all be converted for Enforcer models and are worth using. The fearsome Multi-Melta, which is more mid-range since it’s usable to 24” and terrifying within 12”, is probably the deadliest weapon in the game. Variety of Basic Weapons 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+.

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. Subjugation Pattern Grenade Launcher– A re-named grenade launcher. This one is cheaper than GLs in other gangs, and is the mainstay of the Subjugator “class” in Enforcer gangs. You’ll want at least one of these in every squad as they are crucial for actually doing damage and piercing armor. Enforcers have a lot of low-strength and AP weapons, and you’ll need krak grenades in the late game.

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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.

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