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I recently was introduced to necromunda and have been drawn towards the Enforcers roster (they remind me of an elite SAS team on patrol), so doing a quick browse I've not seen much on them. I was also noted that they're rather tricky to play but I really do like how they work so before buying and gluing are done I wanted to hear some opinions on them and possible list ideas.
I've not actually played enforcers. From what others have said, they're difficult to do for a sustained campaign. I believe mostly because the Enforcers don't really evolve like other gangs do, and can't hold territory.
It's more or less always the same gang, and not a lot of options for gear.
They do get the best starting gear options. the combat shotgun is nice.
they might be good to try for a little while, but I'm not sure how much I'd want to play them for say.. 10-15 battles. but then again, maybe I've just played in some bloody campaigns.
check out Farmpunk's blog:
the Back 40k
There's a revamped version of the enforcers. It allows them to have territory and better weapon selections.
"stupid overtime zombie virus."
"I'm glad that worked. Those would have been horrible last words."
They're a'ight, but as said above, they don't evolve to well. Playing them is kinda like playing skavies, since you can't hold areas. Though, im sure with a few chats with the other players in your campaigns, you can work something out to where they can hold areas.
Either way, they're still great to throw in the food pot for my skavies, so play away!
Yes, I did deep-strike your sister...
Necrons : W-8 D-3 L-7 (Sleeping in their TombFoam, waiting for a new codex)
Chaos Forces (CSM/CD): W-42 D-19 L-28
Apocalypse Games : W-4 D-0 L-1 (4 Titans, Brass Scorp, 3 Baneblades, 2 Bombers, 3 Fighters, and a Partrage in a Pear Tree)
The thing is, scavvies have the advantage of being cheap and.. er.. easy to feed, so their meagre income isn't so much of a problem.
Enforcers are tough to play.. Really tough, I'm told. Carapace armour isn't as great as it might look due to the fact necromunda still uses save modifiers, and while enforcer weapons are nice, when you're outnumbered 2 to 1 (maybe 3 to 1 later in a campaign) it's just not quite enough.
And as mentioned, they don't advance well at all.. Though injuries and deaths won't matter so much, you're not likely to get much better throughout the campaign, which will start to suck after a while. You're also mandated to keep the same equipment, which makes the whole thing a bit less exciting as you don't get the 'yay.. only a few more credits and I get my second plasma gun!' effect.
If you wanted a similar experience (small elite gang) maybe consider Spyrers. They're a huge ammount of fun and add a very different dimension to the game as they play completely and radically different to any other gang out there, they also advance more logically.
wht_rbbts rules look pretty solid, but you'd need opponent permission to use them, and certain things do concern me a little (like the lack of expenditure.)