Really enjoy listening to your videos which I find quite detailed and really help in teaching me the game. Showing the equipment list or fighter cars while you talk is great. Why don't you show more of your models? Watching someone talk gets old quick but looking at great art from the books or boxes or looking at your models or gangs while you talk really adds to the replay value. Your videos are getting better and better. Keep up the great work!
I think that 360' vision arc skill pairs nicely with a shield, but it's still pretty situational to get the most out of it. I think it could line up pretty sweetly with the interruption skills too. When the opponent pushes you get a shield guy infant of the big guns and put 360' on 'em, then interrupt the incoming charges. Takes some lucky coordination.
Underpowered as balls, occasionally wreck shop. The boltguns with a telescopic sight has single-handedly won me games and I think I once had a subjugator patrolman who was responsible for the deaths of 5 or so Cawdor. TK-911. Hero.
Great review as always! But you forgot to mention Hardcased Cyber-Mastiffs!! Enforcers are horrible stat-like, so having that pet is awesome. I like to use one in conjunction with a Threat-Response Subjugator Captain (your only average CC guy so using him as a ranged threat is a waste imo), so suddenly you get a beefy and capable CC anti-charge platform. If you use him with an SLHG Assault Ram you're getting a 6" countercharge with versatile 2", so you basically get a WS 2+ (because of the assist on your charged model) with S+2, D2, Pulverize + Knockback (so you can negate the charge if you don't put them OOA) captain and +1 A because you're effectively charging! Also, the Assault Ram isn't unwieldy so you could slap a shield later on if you want to add more survivability... The dogs come with the same skill too, so they work great as a counter-charge bubble. They get T4, 4+ Save and 2 A with shock and rending. For 70 creds each you may as well buy two and place your captain in the middle of the board with them, gasing any multiple wound enemy he comes across. About carbines it's worth mentioning that gangers don't come with restrictions so any palanite can take them and their strength relies not only in their blast but in their seismic trait, which can negate saves and effectively negates nerves of steel and maybe spring up? (not sure on that one). Also, concussion adds +2 to initiative rolls so if you follow that with photon flash from your grenade launchers you can negate most actions on the enemy, even if you're playing vs Eschers! That's a bit cheesy though, but can come in handy. A great list to me would be: Subjugator Captain + SLHG (Threat Response) with Hardcase Cyber-Mastiff (if you can squeeze him in). Subjugator Sergeant + Concussion Ram (Got Your Six). Palanite Sergeant + Shotgun (Hip-Shooting). Subjugator + GL. Then you would need to choose how to gear up the other subjugator you need to include and a palanite, because the bill is already quite steep. A shield on the subjugator would be nice and a bolter on the palanite would be great, but that leaves you without the dog option, which you can add later on or either go for a sniper/concussion carbine on the palanite or replace the ram for a carbine on the sergeant. It's just an example anyway. All in all great review, enforcers are very simple but need a little bit of strategy in my opinion if you want to cover up for their weaknesses (dreadful CC and few bodies). That's why they get so many blast weapons. As you always say, don't be the guy who spams them ^^.
I totally did forget the Hardcase 🙄 I think naybe I rushed this one a little and missed a few points that you've raised very well. Will do better next time 👍
@@wellywoodwargaming Your vids are great mate, your insight is brilliant and I'm sure they help a ton for new players. Its just difficult to review every aspect of the game:))
@@lordnazara7320 To be honest I just use a compendium so can't really tell... Necrodamus is the name of it and you can find it around on PDF. Nevertheless, I'd say they must be in the same place where they gave every single enforcer magnacles for free and access to the trading post (they used to be the only gang that couldn't have access to handcuffs, lol) But can't really tell, sorry.
I actually like the idea of Hemlars justice. Its kind of harsh but its great storytelling . Like the disney version of robin hood when the sheriff of nottingham takes the money from the rabbits. Makes you absolutely hate him. Sometimes you need emotion for a good story. Imagine that awesome feeling when your opponent experiences when they cream your gang leader later in the campaign.
I mean aside from Rookies palanites don't care about special weapons vs basic weapons you can just pick your patrolmen full of conc carbines and sniper rifles. Also you don't get a specialist. Also probelm with melee enforcers is that they don't have great melee weapons they have ok ones but not great ones
Also - when it comes to the Palanite Rookie (Juve) he/she does not have the Fast Learner like other Juves, so advances "only" like a normal ganger - random upgrade pr. 6XP, right? How would you equip a Subjugator Sergeant? Say - if one of your two Sergeants was killed (66) mid-campaign, and you wanted to replace him with a Subjugator instead?
So since their gear is rolled into their cost, would you be able to sell it since technically your being forced to buy it with the model? For example, can I sell their flak armour for 5 credits and buy mesh armour for 15 at the Trading post. Also, if an Enforcer dies, would I be able to keep his free issued stub gun and give it to another Enforcer? Or keep the dead enforcers armoured undersuit and sell that since it isn't considered armour.
That's a question for an individual arbitrator. We've had issues with people abusing that a little in the past even though it's hardly a big problem. I'd say that if you come with it for free then you can get rid of it for free. It just feels right that way for some reason but everyone will view it differently
@@wellywoodwargaming I see what your saying. I just dont think you're getting it for free because if you add up the cost of the stub gun, armoured undersuit, and flak armour (40 credits), it's the exact same cost as a hive scum who buys that wargear. I feel like being able to sell some of that gear off of dead fighters like all other gangs do somewhat mitigates their difficulty in getting credits in a Dominion campaign due to not being able to generate income from territories. But I only have 1 campaign under my belt so I absolutely could be missing something. How was it abused in your campaign?
I would be new to game , Rule of cool for me is Palanite Enforcers/Subjugators At "shop/trader" you wouldn't be able to buy and use web guns or lasguns ?
@@wellywoodwargaming The Sanctioner-Automata is a cool model - but very expensive for what it does, compared to - say - an Ambot. Their had-case cyber-mastiff is also really expensive now, at 130 Credits, so I am not sure whether it is worth the cost?
Too bad these guys have such lame stats... like scum! A trained palanite has the same cool as a lousy hivescummer, that doesnt make sense to me. But with lots of GW I have problems. Always the same factions that are being granted with better things.