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Games Workshop - Necromunda: Palanite Subjugator Patrol

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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] 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) 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 If you are planning to buy a Patrolman his weapons from the Trading Post, Subjugators are a better buy than Palanites – 10 credits is a bargain for a better save, and the shield is one of the items that can’t be replicated or bettered from the TP. We should mention future-proofing your gang though. As seen with the House of books, the trend in Necromunda has been to restrict Gangers/Juves to their House weapons, and keep TP weapon options for Leaders, Champs, and Prospects. So as great as a Subjugator with a Webber would be, you may find in a future update that model will have to represent a Sgt going forward. Rookies Our advice in previous articles has always been ‘boys before toys’ with the aim of fielding 10 models, or close to it, in a starting gang. This is a stretch with Enforcers, especially if you want to use Subjugators. Because of their included gear, the base bodies are expensive (70 credits for a Palanite Patrolman, 80 for a Subjugator). The cheapest effective fighter you can get is a Palanite with Concussion Carbine, for 100 credits. Because of this, Enforcer gangs often include one or more fighters with a simple stub gun at the outset. These (relatively) cheap fighters let you have sufficient activations in early games. But as we’ve discussed in previous articles, what you really need in Necromunda is for each fighter to have one good weapon they can use to hurt the enemy. So don’t use too many at once, and have a plan to equip them after the first game, even if it means swapping models or playing some options as not WYSIWYG. It’s hard to get more than 7-8 models into a starting Enforcer patrol.

Palanite Rangers are Enforcers who pilot and crew the Palanites' vehicles, such as the Tauros Venator ATV. [9] Palanite Badzone Enforcers 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- 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. You already get pretty much all the grenades you need (Photon Flash) from your armoury. Obviously Incendiary, Blasting and Demo Charges are all great, if not particularly fluffy for Enforcers. Weapon sights are useful, I get a lot of value from a simple Telescopic Sight (25 credits) for a Boltgun, or a Concussion Carbine. But those are luxuries to consider after you’ve got enough weapons.

Terrain

Many guides to Necromunda gangs focus on Gang Creation, and thus on the initial lists of available weapons. We can’t stress enough how much of a difference it makes to use the full gamut of options in the wider Trading Post. When people say that a given gang has access to X good weapons, well, in most cases, everyone has access to those weapons, they just have to take a post-battle action and relatively easy rarity roll to buy them. Enforcers are more flexible than most gangs at time of writing – all of their fighters can use external weapons. Again, you may want to discuss that with your group, since House gangs don’t have this luxury for Gangers or Juves, and it may change in a future book or FAQ update.

Dark Uprising is a fresh take on Necromunda for both veterans and newcomers alike. The box is bursting with amazing models, including modular Zone Mortalis terrain, two complete gangs – the twisted Corpse Grinder Cult and indomitable Palanite Enforcers – plus a rulebook, cards, dice and rulers. 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

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M41 - Damocles Gulf Crusade: The Subjugators contributed a single squad and several armoured vehicles to the crusade. [4] Necromunda exists in a permanent state of controlled conflict. Gang violence is endemic in the hive cities, as commonplace as industrial quotas and recycled water. Criminals, cults and renegades are also an unavoidable side effect of cramming so many souls into such a small space, and these individuals too rail against the society that spawned them. For the most part, gang wars are policed by the Clan Houses themselves, under fear of retribution from Lord Helmawr, while the Palanite Enforcers handle the rest. 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 So overall, I'm thinking 5x patrolmen with enforcer boltguns, a barebones sergeant and a sergeant with a concussion carbine, and then the captain with a concussion carbine.

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