Warhammer 40,000/6th Edition Tactics/Renegades and Heretics: Difference between revisions

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Originally printed across [[Imperial Armour]] 5-7 to represent the forces of Chaos on [[Vraks]]. [[Forge World]] gave these guys a bit of a nod by updating their rules for the 5th Edition, while a far cry from being competitive in 6th edition, the way that Forge World are going and revising old rules means it might get a revamp sometime soon... but for the moment here you go.
Originally printed across [[Imperial Armour]] 5-7 to represent the forces of Chaos on [[Vraks]]. [[Forge World]] gave these guys a bit of a nod by updating their rules for the 5th Edition, while a far cry from being competitive in 6th edition, the way that Forge World are going and revising old rules means it might get a revamp sometime soon... but for the moment here you go.
==TACTICS==
===ALLIES===
The Renegades & Heretics function identically to Chaos Space Marines with respect to what they can or cannot ally with.
====Battle Brothers====
*'''Chaos Space Marines''' - probably the most obvious one for both fluff and functionality. You get to combine the Helldrake AND Hydra flak tanks and DOMINATE the skies. As battle brothers your characters can join each others squads and/or benefit from each others abilities, so you can have an impressive number of psykers buffing each other up. Actually, any of the basic HQ units ''(but not Lords - see below)'' make good choices since Dark Apostles can make your massive renegade squads fearless & zealots and Warp Smiths can fix up your multitude of tanks that you'll probably have.
**Weirdly this one probably works better in reverse, becoming allies for the marines instead of the other way around. Your big platoons/troops choices don't need to take up several FOC slots. Also, CSM Cult units ''(like Plague Marines or Khorne Berserkers which Renegades get access to anyway)'' cannot become troops in an allied detachment, so you really have to think about what to use your allies detachment FOC choices on. Since Renegades elite choices weren't particularly varied you never needed that many elites slots for renegades primary detachment anyway.
*'''Chaos Daemons:''' A good source for psykers, good melee units and deep strike deployment, particularly of objective holding troops (such as ubiquitous [[Plaguebearer]]s or the 2+ re-rollable cover save [[Pink Horrors]]). Soul grinders of Nurgle are now unspeakably awesome because they automatically have a 5+ cover save due to shrouded and have 4 HP with AV 13! Fantastic mobile cover, and they pack a punch, too! Troops are no longer obscene amounts of points in this codex, either, and heralds are fuckcheap HQ units; the mandatory units in an allied detachment can cost as little as 135 points, meaning you could take Soul Grinder support in lists as small as 1000 points and still be none the worse for wear. Meanwhile, bloodthirsters follow the flying monstrous creature rules and have WS 10 (10!). Lords of change are mastery level 2 psykers by default, level 3 with the upgrade (which you will always take) and can take either Tzeentchy witchfire powers or Divination powers.
**Protip: Wanna make your Bloodletters or Daemonettes actually survive so they can reach combat? Run them straight towards the enemy every turn, then park a rhino/chimera in front of them and block all incoming fire! Then deliver your delicious, demonic payload right into those helpless loyalist corpse-fuckers' sphincter!
====Allies of Convenience====
*'''Imperial Guard:''' - If you ally with Imperial Guard you've probably missed the point of playing a Renegades & Heretics Army, you have a lot of overlap with your units, but since you're only convenient allies you cannot join each others squads or benefit from orders. Plus, if it's just loads of tanks you want, ally with '''Armoured Companies''' instead.
*'''Necrons:'''
*'''Orks:''' The basic ork are like the '''Worker/Mutant rabbles''', but made worthy. Can be used to screening, in the FieldMek/"biggest ork/grot blob avaliable", (sort of) vanguard in the Warboss/Nobz/Battlewagon or the Bike Warboss/bike Nobz. Also a XBAWSHUEG blob of Lootas can do a good anti-air unit (they go usually at 5+. Going 6 is no great loss).
*'''Tau:'''
====Desperate Allies====
*'''Dark Eldar:''' This could be a good (or at least interesting) pairing, with massive renegade blobs holding down the objectives while the Dark Eldar range ahead and blow things to pieces. Don't worry too much about the whole Desperate Allies thing; Renegades don't have that many abilities that would benefit the Dark Eldar, and the Dark Eldar ARE so much faster than the rest of your army that you don't need to worry about the whole One Eye Open, "we won't work within 6" of you" thing.
[[Category: Warhammer Tactics/Old]]

Revision as of 22:17, 20 October 2016

Originally printed across Imperial Armour 5-7 to represent the forces of Chaos on Vraks. Forge World gave these guys a bit of a nod by updating their rules for the 5th Edition, while a far cry from being competitive in 6th edition, the way that Forge World are going and revising old rules means it might get a revamp sometime soon... but for the moment here you go.