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Warhammer 40,000/7th Edition Tactics/Renegades and Heretics
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===FAST ATTACK=== *'''Renegade''' '''[[Hellhound Tank|Hellhound]]''' '''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 7th edition, Fast vehicles can now fire 2 weapons at full BS at cruising speed, so enjoy the possibilities of hull weaponry combinations. **Keep in mind that Forgeworld buffs these tanks by making them torrent 18" instead of the standard 12". They list these things in the Weapon Summary page, for no discernible reason. It also comes cheaper than an IG hellhound for the same battlefield efficiency, templates aren't affected by the difference of BS 3 and BS 2. **In addition, you also have the two variants available. The Bane Wolf sacrifices most of your range for the potential to wipe out MEQ units in one shot, but if anything survives the chemical spray you will feel some pain. The Devil Dog on the other his a tank squadron destroyer, with its melta cannon able to threaten bunched up armor and does a decent job against TEQ. Being blast instead of template, the Devil Dog is also the only Hellhound variant to lack ignores cover on its main gun, and while that 1 inch of reduced scatter you'll get from militia training isn't much, it's more than the absolutely nothing your template weapons get. *'''Renegade''' '''[[Sentinel|Sentinel Squadron:]]''' With such weak armor, most likely they are going to die on a second turn. Fun choice of weapons. 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 and hey, they cost similar to a special weapon infantry, what do you expect of them, to be immortal? If you want to be insane, having Heavy Flamers all around can result in hilarious infantry murder and complete disregard of the low BS. Otherwise, most of the time you'll take them as a 25 point autocannon on legs since they are cheap and effective against most things. **'''Renegade''' '''[[Sentinel|Armoured Sentinel Squadron:]]''' Now an expensive upgrade for Sentinel Squads, they lose Move Through Cover and remain open topped. They're practically Armored Heavy Weapons Teams. They are always taken in groups of at least three, up to six. 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). Sadly renegade Sentinels never get plasma cannons, but they would probably just 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 (buy BS/WS upgrade first, flat cost per unit) 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. ** Forge World allow both regular and armoured 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. **'''Alternative take:''' take 5 of these fuckers with no upgrades. for 100 points you have 10 AV 10 HP that will tar pit the shit out of anything **'''Alternative alternative take:''' Go hard or go home. Take at least two squads of five with no upgrades other than heavy flamers then watch your opponent struggle with target priority. They absorb decent amounts of bolter fire away from your squishies, and if your opponent is silly enough to lascannon them then its one less shot hitting your useful tanks. Not bad for 200 points. You'll likely make a good chunk of those points back if a couple actually make it into flamer range too. *'''Salamander Squadron:''' The chaos version of the fast scout tank, they comes with AV12/10/10, Heavy Flamer (which can be freely changed for a Heavy Bolter, or an 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 Fast as well as AV12 they can do Sentinel job - but unlike sentinels they are better riding in the open rather then wandering through terrain. The new codex has a typo saying that they have BS 3, but we are honest heretics... Right? *'''Renegade Valkyrie Squadron:''' Goddamnit, why don't you have one? Renegades start with a BS2 version since they are piloted by muppets, thats not so bad because they're cheaper and Multiple Rocket pods are not so reliant on BS to-hit rolls. It has BY DEFAULT Extra Armor in its profile, which means the bad bitch can never be stunlocked. If you keep your Valkyries zooming around the table, it's rare for them to die. Keep them alive to support your armor with a hard-hitting blast from its Multiple Rocket Pods. Valkyries eat infantry and shit brass and work best with Veteran Squads, deep-striking the squad in the most annoying place possible, and then flying off to rain hell on the enemy. You won't go far wrong spamming these with your mechanized gribblies, either.
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