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Warhammer 40,000/6th Edition Tactics/Renegades and Heretics
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===TROOPS=== *'''Renegade Militia Platoon''' - similar in form to an Imperial Guard platoon: 1 command squad and 2-5 militia squads. The basic soldier has the same stats & equipment as a standard guardsman but with the stupid leadership rule. Nothing particularly impressive here weapons or rules wise. **Perhaps the best thing to do would be to use the '''combined squad''' rule and bunch your separate units into one big super-unit. That gives all your heavy and special weapons an excellent measure of protection via wound-allocation by model positioning and also has added effect of delaying the effect of the random leadership after taking shooting casualties. ''If you go this route, there's also less need for having as many '''voxcasters''' in the unit, where if you had the platoon as separate units you'd need voxcasters everywhere! You also need less Enforcer/Priest as having one would apply its effects to the entire combined unit, this could save you a LOT of points in the long run as a tooled up Enforcer can cost the same as a militia squad.'' *'''Renegade Armoured Fist Squad''' - a single militia squad with all the same options, but must purchase a [[Chimera Transport|Chimera]], you know how this works. *'''Worker Rabble (Defenders of Vraks)''' - 20-40 sub-conscripts with sub-flak armour, Init 2 and Ld 6. For every 10 models you can take a grenade launcher or flamer (forget heavy stubbers) which you should because those weapons don't rely entirely on BS to shoot thing and flamers work well for overwatch. **Use a the unit as a suicide tarpit and no other purpose. While you might be tempted to use workers for other tasks like objective holding, they don't have the Ld or Sv values to stick around unless you attach an advisor. Their job is to tie elite units down and let your other squads do their jobs. So, ironically they are best suited for fighting Fist or TH/SS terminators, since they can't be sweeping advanced over and they still strike before them where you might kill a model or two in your opponent's units by sheer weight of numbers, **Add an advisor mainly to help them pass the leadership test when they lose combat (they will). If you go for an overcosted priest, this is the unit to add him to since 60 re-rollable attacks on the charge for a minimum sized unit is handy, even at WS2. **The unit is marginally overcosted though, when we compare it to '''auxilia''' units in the [[Warhammer_40,000/6th_Edition_Tactics/Tyrant's_Legion|Tyrant's Legion]] it's 30% more expensive per man (ie: one point) but the workers have Init 2, so are actually worse off overall. *'''Mutant Rabble (Servants of Slaughter)''' - this is more like it! you get 20-50 of the above dudes with 5 Ld but 3 Init. This makes them a lot better than workers at the same job, because they strike at the same initiative as guardsmen and before Orks, Tau & Necrons so have a greater chance of doing some damage before you lose the unit to a sweeping advance. Because they were intended for suicide the loss of leadership isn't really issue since you can still mooch leadership off of an advisor. ''this unit is also cool for modelling opportunities''. *'''Bloodgor Beastman Attack Squad (Servants of Slaughter)''' - Remember when beastmen were actually part of 40k so many years ago? Well they're back and are actually not a terrible unit either. 10-20 strong at 6 pts each for a Toughness 4 model with two close combat weapons, Furious Assault and the ability to rally below half strength. They are more reliable tarpits and with a packmaster leader they get a more reliable Ld7, rather than the goofy random leadership. **You have to pay 1pt extra to replace a CCW with a laspistol or lasgun but it's probably not worth unless you're really desperate for lasfire it since they are BS2, but they can take Frag Grenades at 1pt per model which depends where you might want to assault them. **''Makes for easy modelling too, since GW produce fantasy beastmen that you can kitbash with guard stuff'' *'''Plague Zombies (Servants of Decay)''': Almost the zombies from codex: Chaos Space Marines, but not quite. These ones lose a point of WS to gain a point of strength, which means they can be S5 on the charge if you have '''Necrosius''' in the army. ''(Which can be hilarious when they start tearing apart tanks in melee through sheer weight of numbers)'' They also have a unique form of shambling gait which forces them to roll random movement all the time.
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