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Warhammer 40,000/6th Edition Tactics/Renegades and Heretics
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===FAST ATTACK=== *'''[[Hellhound Tank|Hellhound]]''' - '''(one only, no squadron)''' The standard Hellhound is a very handy infantry-killer. If they're not Marine-equivalents (and even they will be hurting once the wounds pile up and they start failing saves), and not in a transport, they will die. What's that? You opponent has Rangers/Heavy Weapons Teams/snipers holed up in a building somewhere giving your commanders and high-value units a hard time? The Inferno Cannon laughs at cover. The range of the IC means that you can expect them to hit enemy infantry starting on turn 1 (move 12", fire 12", cover another 8" with flame template). Ran in support of longer-ranged anti-tank weapons for popping enemy transports, Hellhounds can also serve to finish off units from disembarked vehicles. In 6th edition, Fast vehicles can now fire 2 weapons at full BS at cruising speed, so enjoy the possibilities of hull weaponry combinations. *'''[[Sentinel|Scout Sentinel Squadron:]]''' With such weak armor, most likely they are going to die on a second turn. Fun choice of weapons. Key part here is that they have Scout - so three Sentinels outflanking from the side or scouting into cover blasting away, causing havoc in the enemy ranks, is a good idea. But still - they are going to die. They are open topped. They are going to die. They have 10 armor. They are going to die. But they may as well take a tank or two down with them. If you want to be insane, having Heavy Flamers all around can result in hilarious infantry murder. Otherwise, most of the time you'll take them as a 40 point autocannon on legs since they are cheap and effective against most things. *'''[[Sentinel|Armored Sentinel Squadron:]]''' Armored Heavy Weapons Team, practically. Can move around and fire, unlike Heavy Weapon Teams, but you only get one for the price of the whole squad. Can do decent in close combat, stomping on or bogging down the enemy. Now this works only with fearless units without krak grenades or other S6+ weapons (like, say Thousand Sons, gaunts, or Ork boys without klawnob). Even better choice of awesome weapons when compared to Scout Sentinels, such as plasma cannons - though, you can overheat and lose one of the two Hull Points you have, making you even more dangerously paper-thin. Use Lascannon against vehicle, Rocket Launcher or Autocannon if you can't decide what you want to do with them. Never hurts to take Hunter-Killers in case you end up fighting vehicles. Take in threes so they can be generally more efficient in anything you want them to do. ** Forge World allow both scout and armored Sentinels to take Multiple Rocket Pods. Big frak blasts does horrible things to infantry blobs, but with 24" range it's too risky even on armored. *'''Blight Drone (Servants of Decay):''' Possessed hovering flyer with a BS2, 5+ invulnerable save, reaper autocannon and a mawcannon (without tongue). At 120 pts., it's a vehicle so long as your army has a squad of Plague Marines. Pretty decent armour for a cheap flyer, but it will also explode when wrecked so be sure you get this thing as close to the enemy as possible! They can be taken in squads of 1-3 too. *'''Chaos Spawn (Servants of Slaughter & Decay)''' Going back to the crappy unit of ye olden times in 5th edition. Though the 6th edition improved them slightly by removing some of the flaws with slow & purposeful, they still aren't as good as their 6th ed Codex counterparts. No marks, more expensive and still no control over them. You can get better choices in a renegades list, so use them instead. *'''Salamander Scout Squadron:''' The chaos version of the fast scout tank, they comes with AV12/10/10, Autocannon and Heavy Bolter. Being Fast, they can fire both on cruising speed, so a squadron of them can threaten any light vehicle in great range. Being Scout and Fast they as well as AV12 they can do Sentinel job - but unlike sentinels they are better riding in the open rather then wandering through terrain.
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