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Grimdark Future/Tactics/Havoc Brothers
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==Unit Analysis== ===Heroes=== *'''Dark Lord:''' A Captain with an edgy paintjob. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee as well as any manner of mobility. They can also grab either Havoc Tactics to add +3" to their allies' shooting and charging ranges or War Chant to give Furious and make charging deadlier. **Shooting: Havoc brothers suffer quite a bit with shooting, and the lord is no different. Your stock assault rifle can grab any manner of attachments, but that's about it. If you go for the pistol, you could grab either a twin assault rifle for two shots or the plasma pistol. You're pretty hosed if you're looking for any better. **Melee: If you're planning to go all=out with offense , then you can sacrifice everything for a pair of energy claws, dumping four AP 1 attacks - you'd be wasting Relentless though. If you grab the pistol, you can swap your CCW for either the energy sword (AP 1 and Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3). **Personal Upgrades: First off, you have access to Chosen Veteran, making you even better in combat. Aside from that, you have all the same options as the normal captain: the destroyer armor gives ambush and Tough 6 if you want to be a tank, the jetpack gives you mobility by being airborne, and the bike gives speed and a twin assault rifle, a good option if you want to maintain Relentless. *'''Dark Champion:''' Take your Dark Lord, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your lord didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting. *'''Dark Engineer:''' Don't be fooled by the name; these guys are your medics for any tough units you drag along, including other Heroes and Destroyers. You should be wary of the limits of the Repair ability, as it only heals a single wound on a single Tough unit within 2" on a 4+. *'''Dark Psychic:''' A costly hero, but they also provide you with psychic casting. Alongside the other upgrade lists, you can also upgrade it to Psychic 2 for extra power. *'''Cultist Champion:''' Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and 4+ quality makes him crumble quickly. However, he is valuable as one of your most varied shooters among your heroes (e.g. sniper rifle with legs for 55pts). ===Infantry=== *'''Cultists:''' Absolutely trash-tier, on level with the conscripts. To somewhat offset this, the cultists are one of the very few models that you can take as a unit of three models. The edge these guys have over conscripts is that conscripts don't get to pick out a variety of guns, all for cheaper than the havoc brothers. *'''Havoc Brother:''' The baseline for your force, meaning a walking tank. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. Of note among the weapons are the cheap shred rifle, giving short-range A2 Shredding, and the autocannon, which gives long-range anti-infantry. *'''Havoc Support:''' You lack the option for Veteran Training, but you do get Relentless and the option to pick any heavy weapon you want. Of note is the option for the reaper cannon and autocannon, both giving long-range anti-armor options that battle brothers don't get. *'''Possessed Brother:''' You want dedicated murderous melee prowess? You'll be looking up these guys. Possessed have Fast (with an option for flight) and more attacks in melee, but have absolutely no shooting power. Their other major feature is their mutations, which you roll up for each model whenever they fight (-1 AP, +1 attack or enemies take -1 to hit them). Though very expensive, you'll be getting your mileage out of them. *'''Mutated Possessed:''' Possessed except better. These guys now drown enemies with 8 attacks each and Tough 3 lets them tank a few blows for a serious premium. In exchange, however, they'll never be fly. Hope you'll get some use out of that extra 80 points. *'''Talon Raptor:''' If you don't want to go all-in on assault, then the raptors give you havoc brothers with jetpacks. While they can take most of the lighter weapons from the base brothers, you can also strap them with energy claws if you feel so inclined. *'''Havoc Destroyer:''' Destroyers are your big slabs of meat with Tough 3 as well as heavy weapons platforms. Sure, you could just give them energy claws and be done with it, but they also can switch their twin assault rifles for assault rifles with a special weapon as an attachment or for a heavy flamethrower or reaper cannon for some more mob-wiping. *'''Mutated Destroyers:''' Take a Destroyer and make them even more uncomfortably swole. Alongside being Tough 6 now, mutated destroyers also take Slow, random mutations, and come with AP 2 claws by default. Fortunately their shooting aspects aren't totally shot as they can grab special guns with 24" A2 AP 2 Rending. *'''Havoc Biker:''' Each comes with Fast and Impact 1, so melee is a viable option. If you're going for shooty, you can get a twin assault rifle or upgrade some of them with more interesting guns. *'''Daemon Spawn:''' A big freaky monster for melee purposes. It's not very strong with Tough 6 but a 4+ Defense, though mutations gives it a chance to get protection. It's more focused on getting stuck in and smashing with Strider and Fear to compliment its A3 AP 1 claws.
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