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enforcers idea

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16 replies to this topic

#1
Full_Blooded_Ork

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Don't know if this would work, or if I'm reading the list wrong. It's been years since I played but rereading their rules I noticed that you can take power mauls, supression shields, and the ranged weapons. Since it doesn't say you exchange your pistol for the boltgun, shotgun, heavy stubber or plasma/flamer/grenade launcher.

 

So I was thinking, could it work to give them all shields and mauls, and give them all boltguns and shotguns, save for the special weapon, the heavy stubber, and the sarge? The idea of them all running around with a 2+ save and still having a range weapon makes me believe I'm reading something wrong :lol: but if it is an option, I"ll be considering it the next time I play.



#2
LuckGod

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Don't want to offend but that smells like power gaming. Plus most versions of the enfocers rules don't allow for buying equipment. They normally have "load outs"

 

40k Kill team might be a better option for this. Necromunda is more rag tag team of misfits than elite geared super soldiers 


Check out my Wargaming blog its about things Necromunda, 40k and Warmachine related http://luckgod84.blogspot.co.uk/


#3
Full_Blooded_Ork

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I was just curious if it was legal within the offical enforcer rules. It was just an idea since they are quite underpowered expecially in a campaign.

 

No offense taken.



#4
Dim_Reapa

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Besides, there's the weapon swapping mechanics that just make this not particularly practical. On a turn you charge, you can make one swap with one hand. That means either bringing out a one-handed weapon, with to add to another, or a two-handed weapon (which offers barely any bonus) or swapping one one-handed weapon for another. Putting away a two-handed weapon and pulling out two one-handed is not doable on the way to combat. You'd have to anticipate one or the other at least a turn in advance.

 

So yeah, you could do this, but it wouldn't be remotely practical in combat.



#5
Full_Blooded_Ork

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Turns out I was reading it wrong, it's pick one option.

#6
Dim_Reapa

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By the way by Official, do you mean the modern reboot? Because that's your rules problem right there. Community Edition or 1st Ed. Any other version is wrong.



#7
Full_Blooded_Ork

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I ment the article that was on the gw website for enforcers.



#8
Dim_Reapa

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Yeah, the wrong one. Get Necromunda 1st Ed. It doesn't suck.



#9
Full_Blooded_Ork

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Ok, but weren't they just arbites back in that edition and not useable as a gang? Last time I played I used the first edition rules combined with the enforcer more modern rules and it worked ok. Unless there's an eariler version of enforcers that was after the arbites.



#10
Dim_Reapa

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Yeah they were arbites, but that actually makes sense, and yes they had rules (grab yourself a copy of Tales From The Underhive) as a gang. They were a bit nasty, but the rules are more or less the same, except that they caused Fear in Gangers and Terror in Juves. Seeing as the rules are more or less the same, and the equipment is similar, it's not difficult to adapt.



#11
Full_Blooded_Ork

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I thought they were a dm thing rather than a gang and broken as a gang. If they aren't broken I could combine the two, use the arbiter special rules with the enforcer options.

#12
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Nothing is broken compared to Underhive Redemption. The Enforcer options are the same, apart from taking heavies. That's the only thing you'd have to add, and you're paying a lot of points for it. Enforcers are nasty, but they're not unstoppable. Whereas Enforcers are regularly underpowered. Arbites can get nasty with campaign rules, but so can Spyrers and I don't see a difference.



#13
Full_Blooded_Ork

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Should I take them in a squad of five then? Plus the dog and not rotate?

#14
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It's up to you. A potential pragmatic approach is to use the Underhive rules as you do normally, but just add the bit about them causing Fear in Gangers and Terror in juves. It might be a small enough boost to give you a few more options. There are issues with both versions, having revisited them. Generally though, Enforcers or Arbites are best used cooperatively between a group, figuring out a way to make them work and give them a chance. Enforcers are cool to use, but they're easily outgunned.

 

When I've had players using them, I've either given them a few extra perks or used them alongside my GMing to interrupt certain scenarios and whatnot. Enforcers and 1st Ed Arbites always cause problems in that regard.

 

If you're looking for alternative gangs for something a bit different, they are worth trying, but they're often not competitive, and they have similar issues to Spyrers, where they're either stretched thin and whittled down against numbers, or they curb-stomp their enemy. They're seldom in-between.

 

Generally speaking, if you want a competitive gang, Enforcers aren't it. Arbites are a slight improvement, but they were used more for GMing. Don't think the Arbites had the cyber mastif in there either, as that was a offshoot from Inquisitor. If you want to make them work and have a bit of teeth you might want to do some house ruling.

 

A lot of the alternative gangs vary between overpowered and impractical. Some of them are okay (Guilders leap to mind), but generally if you care about winning a campaign, House Gangs are the way to go, or in Underhive, you abuse the crap out of Redemption, and the broken nonsense it is. Along with the ruleset in general.



#15
Full_Blooded_Ork

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How was redemption broken in underhive?

#16
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Apart from the fact it's a perpetual Juve generating machine? Seeing as you can potentially get a new Devotee after each game, you equip them with the cheapest gun (auto pistol), and move from place to place without upkeep costs, without House Gang tax, and the whole mob could still scavenge, meaning the bigger your gang got, the more you could scavenge, and if you stopped at specific places through the ruleset, you also didn't need to pay the 3 creds each to avoid starvation. Meaning lots of models = pure profit = more models = more profit = gang so big no one can actually stand a chance of making them bottle. Abused sufficiently, you had to be a really good player to deal with it.

 

You could win quite a lot of your games against them, but the Redemption had every advantage in the Post Battle sequence and no drawbacks whatsoever. I mean there was literally no point playing anything else.

 

Underhive is a joke of a system, fixing what didn't needed fixing and generally either making the non-house gangs even better, not remotely changed or actually worse. I think the only rules I like of the new edition were a lot of the fan-submitted stuff (like Nik Jakos' bestiary entries) but of the official, only Skavvies were much of an improvement, and even then I thought they were borderline broken.

 

The only good thing about all of Underhive is the High Impact rule, which I use as a House Rule alongside the original ruleset which we use. Now that GW have removed Underhive from their Website there is no reason to support that edition whatsoever, as it is inferior in every way to every other version of the game. Either play the community edition, written by the Necromunda Community who intend to keep the game alive and not just make a quick buck on a damp squib (which is what Underhive is, and I'm being generous with that) or the original ruleset, which is flawed, but most of the flaws can be fixed with a few pragmatic and simple House Rules. I don't agree with Underhive's house weapon lists, I don't agree with removing catch fire (just make catching fire on 6s rather than 4+ like the Community Edition does it) and removing so much of the useful content from the Hardback just to resell a brainless and uninspired, half-baked, mistake ridden knockoff is a detriment to what made Specialist Games good in the first place, and I'm half inclined to suspect that the awfulness was deliberate.

 

So yeah, as you may guess I'm not a fan of Underhive in general.



#17
Full_Blooded_Ork

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So in the nce ruleset, their is two versions of enforcers, to bad I didn't see them when I made this thread.