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Games Workshop - Necromunda: Palanite Subjugator Patrol

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The support is really limited at the moment. The starter box is great, but there are two gangs plus one more on the way, which is nowhere near the dozen factions of the original. Considering that you need 5-6 people to play, you’ll be seeing many of the same models for quite some time. 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. 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

Palanite Rangers are Enforcers who pilot and crew the Palanites' vehicles, such as the Tauros Venator ATV. [9] Palanite Badzone Enforcers Expensive Things. Cheaper bolters are good to have, but they’re still pricey, and so having them as the de-facto basic service weapon means Enforcers can’t afford to roll as deep as Cawdor, and will frequently be outnumbered by everyone except possibly Van Saar. 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 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- 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

The Box

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 I think the Webber, a weapon designed to non-lethally incapacitate groups of enemies, should have been a weapon available to the cops. Obviously the fact it’s one of the most effective weapons in the game is just a coincidence. Ignoring armour and circumventing Wounds and the Injury Dice, Webbers are infuriatingly good. As an auto-hitting template weapon, they go great on Rookies or on Sgts with Infiltrate. I don’t think they would be as easy to convert and make look good, but Web Pistols and Web Gauntlets are also great. Melee Options The Enforcers’ unique skill tree is available to all of their fighter types as Primary, and there are two great skills here:

Date Unknown - A force of 10 Subjugators honoured the Chapter's oath to protect the Tophet System by participating in the defence of the Forge World Tophet VI against Chaos Space Marines of the Iron Warriors Traitor Legion. Fighting alongside the Titans of the Legio Debellator and a force of Skitarii from the nearby Forge World of Agripinaa, the Subjugators lost at least 4 Marines during the battle to defend the planet's hive capital. [11] 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! Your patrol has been through years of rigorous training, which has given them – and, in time, you – access to an exclusive set of skills. It includes things like Got Your Six , which allows your partner to shoot an enemy that is trying to Charge you. Warhammer Community: The ‘Sanctioner’ Pattern Automaton Is a Ogryn-sized Dreadnought Violently Enforcing Lord Helmawr’s Peace (Posted on 27/02/2023) (Last accessed on 27/02/2023) I'm getting into necromunda, and I'd like to start a palanite enforcers gang. I'm wondering what does and doesn't work for a 1000 point gang to star off a campaign.Enforcers don’t have restrictions on their basic Patrolmen (or indeed Rookies) using things like Special Weapons. Instead, the house list is divided into Palanite and Subjugator options, so that’s how we will look at them: Palanite Weapons 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

Here we can use a mix of Subjugator models, to lay the groundwork for a passable melee Captain and some resilient models, and Palanites for fire support. This isn’t as good in the first game of a campaign as the purely shooting-focussed Palanites above, but it will give you more variety and options to develop during a campaign:The Subjugators are unusual in that they only field the Annihilator variant of the Predator. [8] They are described in one source as "idiosyncratic". [7] Notable Battles 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. 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 Fast Shot . If you’re in position to shoot, shooting twice is obviously great. Bear in mind that even your Capt and Sgts have a starting BS4+, not Van Saar’s infamous BS2+, so it’s not quite the same. This skill is still straightforwardly powerful, especially since you can access good weapons that aren’t Scarce or a 6+ Ammo Roll. Rating: A

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