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Games Workshop - Necromunda: Palanite Subjugator Patrol

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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! 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. For the main body of the gang, I'm thinking using 5 enforcer boltguns out of the box for the patrolmen. Strength 4, ap -1 rapid fire for 50 points seems a much better choice than the 60 point enforcer shotgun. Is it worthwhile buying the hardened flak armour to help negate ap? 5 ×120 points for the patrolman and enforcer boltgun comes to 600. 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) Mesh Armour is one of the best values in Necromunda, and you should at least consider swapping your Palanites into it, even though they get Flak Armour for free. Subjugators’ Layered Flak Armour is a bit better already – and it’s available from the Trading Post for 20 credits! An Enforcer gang can always consider buying Layered Armour for its Palanites. As well as being fairly effective, this opens up some cool modelling possibilities, using the beefy Subjugator models as Palanites and giving them Enforcer Boltguns, Shotguns and other cool toys. It’s a shame it costs 20 credits when upgrading a Palanite to a Subjugator normally costs 10, but that’s a fair price to pay to retain access to the good ranged options in the armoury.

Including Subjugators in a starting gang makes things difficult as they just chew up the credits, especially if you take a Subjugator Captain because you're then tied to taking two more Subjugator Patrolmen. 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. Gunslinger . Enables some fun with 2 pistols. Probably better if you really lean into it with Plasma Pistols from the Trading Post, wielding Stub Guns akimbo isn’t going to scare anyone. Rating: B- , would be better if Enforcers had natural equipment for it.It’s not all sun lamps and rose-scented fungal fields: Let’s talk about the downsides, starting with the Ambull in the room:

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. Hardened Upgrades . Both types of Enforcer can buy ‘Hardened’ versions of their armour (Flak and Layered Flak). This reduces incoming AP by 1, to a minimum of -1. It’s sort of like an extra point on your Save, but only affects weapons with AP-2 or greater. That’s not terrible, especially on Subjugators, who are on such a good save already against low-AP weapons. It will only become massively relevant later in a campaign, high-AP weapons are expensive, so uncommon at the outset. But you’d have to consider it against the generic (Trading Post) armour upgrades available. For Palanites, we don’t recommend this upgrade because it’s outclassed by simply swapping to an armour that’s not Flak! Again, see the TP section. Wargear The Enforcers’ unique skill tree is available to all of their fighter types as Primary, and there are two great skills here: 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

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First off, I'm thinking that subjugators really aren't worth buying the box. Better armour but very limited choice in weapons means you wouldn't want more than two just to get their subjugation pattern grenade launchers for the krak. Autopistol– Do not buy any of these. Your characters already have free stub guns. The only reason to buy an autopistol is to create some sort of stub gun/autopistol gunfighting sergeant and please do not do this. This hypothetical character will do nothing but disappoint you, we promise.

Sometimes though, crime turns into rebellion, and in instances of extreme societal upheaval, when local agents are overwhelmed, the Imperial House opens its armoury to the Enforcers, granting them the tools of war. S wiftly, the organisation of the Enforcer Precincts changes to meet a militarlsed or powerful enemy, and Palanite Subjugator battalions are formed. These troops are heavily armed and armoured, led by hardened veterans and given special dispensation to operate outside their usual districts. In all but name, the Palanite Subjugators are an army, despite how Lord Helmawr might present their existence to the wider lmperium.More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. When bigger disturbances need to be dealt with, the Subjugators are unleashed, delivering justice with extreme prejudice.

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