Warhammer 40,000/Tactics/Militarum Tempestus(7E): Difference between revisions
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* '''Tempestus Scions''' - Unlike the basic Militarum Codex, these guys are incapable of platooning it up, making each one a LOT more valuable. They still get to run the options they normally do though, but is this really all you want when this is your only choice for troops? | * '''Tempestus Scions''' - Unlike the basic Militarum Codex, these guys are incapable of platooning it up, making each one a LOT more valuable. They still get to run the options they normally do though, but is this really all you want when this is your only choice for troops? | ||
=== | ===Dedicated Transports=== | ||
*'''[[Taurox]] Prime''' - The Troopers gain the neater Taurox, with the Russ cannon. It's great weakness still stands, as it's still as flimsy as papier mache. Note that if it's not taken as a Dedicated Transport, it counts as Fast Attack - allied battle brothers may utilize. | *'''[[Taurox]] Prime''' - The Troopers gain the neater Taurox, with the Russ cannon. It's great weakness still stands, as it's still as flimsy as papier mache. Note that if it's not taken as a Dedicated Transport, it counts as Fast Attack - allied battle brothers may utilize. | ||
Revision as of 05:53, 27 September 2014
This is not a codex supplement. This is it's own Codex. It would have been nice if it were a supplement, but no, instead you are stuck with your five unit choices, no relics no named characters and not even any forgeworld goodies.
What you'll find here is a mini-force of Storm Troopers, because that's what they are. You can also notice that, again, GW recycled the Allies Matrix from the Inquisition/LoTD/Knights. Also, in a more surprising show of laziness, there are no special relics for this force, forcing you to use what you have, but lose the use of anything else besides the Troopers, Commissars, Tauroxes, and Valkyries.
Also curious is that, unlike the aforementioned other e-dexes, this one lacks the ability to be a unique detachment, meaning you're wasting your allies slot if you take them. Just make sure you actually need these stormies before placing them as allies. As you can now have an unlimited amount of Allied Detachments (if you so desire), you can bring them alongside whatever else you want.
Warlord Traits
- 1: Dauntless Commander - Warlord gets Fearless. With your limited numbers, the ability to remain in the fight becomes even more valuable (and perhaps a lot worse without the option to go to ground).
- 2: Grenadier - Any frag and krak grenades the Warlord throws get twin-linked. Meltabombs and krak genades used in combat get Tank Hunters. If you're willing to throw down for meltabombs, you might as well see how much luck you'll get out of them. Twin-linked Kraks also sound rather nice against light armor.
- 3: Intrepid Leader - All Tempestus units within 12" of Warlord gain Stubborn. Alright for a trait.
- 4: Grav-Chute Commandos - All deep-striking units can re-roll reserves. Also, the warlord and his platoon only roll d6" when deep-striking.
- 5: Drill Chief - Any Tempestus units firing Hot-Shot Lasguns/Laspistols within 6" of the Warlord gain 6" extra range provided they didn't move in the last movement phase.
- 6: Inspired Commander - Warlord gets +1 Leadership. Um....yay? (It's utterly wasted if you use a Lord Commissar)
Unit Analysis
HQ
- Commissar/Lord Commissar - You've dealt with these guys before in the standard AM, they won't be too different here. Just remember that his effectiveness will seriously be put to the test since the Scions lack the raw manpower of the rank-and-file. This means that *BLAM*ming a goon costs much more than it normally would.
- Tempestus Command Squad - They run like a basic command squad, with the need to buy stuff in exchange for their ability to shoot. However, their power is marred by the lack of advisers for use, though the ones that can fire gain the good stuff.
Troops
- Tempestus Scions - Unlike the basic Militarum Codex, these guys are incapable of platooning it up, making each one a LOT more valuable. They still get to run the options they normally do though, but is this really all you want when this is your only choice for troops?
Dedicated Transports
- Taurox Prime - The Troopers gain the neater Taurox, with the Russ cannon. It's great weakness still stands, as it's still as flimsy as papier mache. Note that if it's not taken as a Dedicated Transport, it counts as Fast Attack - allied battle brothers may utilize.
Fast Attack
- Valkyrie Squadron - Because of the decreased volume of troops, transport becomes more valuable. TAKE ONE NOW. Non-dedicated transport, so allied battle brothers may utilize.
Tactics
Hey, do you like Dark Eldar? Ever wanted to go Imperium for some odd reason? Then the Militarium Tempestus is for you, son!
On paper, the Militarium Tempestus has the ability to strike hard and fast, and with AP3 shooting at BS4, anything short of Space Marine Terminators need to beware them, and their ability to Deep Strike is just icing on the cake. However, Tempestus armies depend upon having a plan and executing it successfully (Which is very fluffy)- and if the plan works, you'll have cut the enemy off at the head. If it fails, then a 4+ Armour save and a squishy Toughness of 3 will mean the enemy's retaliation will cripple you - and you do not have the numbers of the IG or the reliable saving throws of the Space Marines to balance this out.
Playing these guys in short is like playing as Dark Eldar - if you can strike hard and fast enough, you will cripple your opponent. However, if you screw up anywhere, it is you who will screw yourself over, so be careful.
On a side note, team up with Inquisition or Grey Knights for Inquisitorial Stormtroopers.
Orders
Unlike the ordinary Astra Militarum, the Tempestus forces have their own unique orders.
- Directed Firestorm Sanctioned! (Otherwise known as First Rank, Fire! Second Rank, Fire!) - When shooting, the ordered unit gets twin-linked. For the wins. FRFSRF is still the better command because volume of fire, but this does effects things First rank fire does not like Melta guns or the new Hotshot Volley gun. So while your lasguns put out less shots, your special weapons get that much better, whatever gets the job done, eh?
- Autonomous Fire Sanctioned! - Ordered Unit gets Preferred Enemy when shooting a target. Nice enough.
- Close Assault Doctrine Sanctioned! - Ordered unit gets Crusader for the rest of the turn. I guess if you need some goons to die, then let them die in style!
- Advance on Target! (Otherwise known as Move! Move! Move!) - Ordered unit gets Fleet.
- Suppression Doctrine Sanctioned! (Otherwise known as Suppressive Fire!) - Ordered units firing Hot-Shot Laspistols/Lasguns can only fire one shot, but that shot gets Sniper and Pinning. Also, the scions cannot charge in the assault phase. Weapons retain AP3 and are not heavy, so you can deep strike, issue the order, and wound on 4s with your ap3 unit. Amazing against Eldar Wraith units.
- Elimination Protocol Sanctioned! (Otherwise known as Bring It Down!) - Ordered unit gets Rending against an enemy MC/Vehicle. it's better against the monsters since even with rending, hot shot lasguns have trouble against even rhinos - wrong, order applies to special weapons too, so this means that your plasma guns can pen/glance land raiders. It is notable that the rending rule is added to the "entire shooting attack," not just the intended target, in the case of flamer or frag grenade throwing/launching.
Allies
Battle Brothers
- Astra Militarum -
If you run AM as your primary detachment and aren't taking other allies, a good way to get Scions as scoring troops (as opposed to their elite role within the AM codex)NOT ANYMORE, 7th EDITION. Now that you don't need Troops to hold your Objectives, the only need for Scion Troops is for them to have Objective Secured, or because you have filled out your Elite slots with Scions and want even more of them. If Scions are your main detachment, the AM can provide the numbers and heavy artillery that the Scions lack. - Adepta Sororitas - They don't have anything better than you besides their AoF and power armor, so if you're expecting something effective out of this, don't waste your breath. I mean, giving you power-armored, mid-range anti-infantry shooting serving as an anchor so you don't get tabled before your reserves arrive is entirely useless. Its not like your fast Taurox Primes with 2 fire points on either side could benefit from four rending heavy flamers either considering the relatively small size of the Taurox model.
- Blood Angels - More Deep Strike with your Deep Strike. Supplements the Blood Angels' Assaults with AP3 mid-range shooting and MOAR special weapons.
- Dark Angels - Decent if they're allies, Deathwing Knights are great deep striking in and soaking up fire while smashing shit, especially if an Interrogator Chaplain is with the squad. Vise versa, MT as allies brings them the fliers they need, and cheap scoring units (When put aside with Deathwing) makes their job easier in hunting
the Fallen Angels of the chapterTHE ENEMY OF THE EMPEROR THAT HAS NO RELATIONS WITH THE DARK ANGELS!! - Imperial Knights - Taking these things can take a fuckton of heat from you. Just make sure the Knight can actually survive whatever you throw it at.
- Inquisition - Do take them. With the limited number of orders you can give, Divination buffs can really help what you have stretch a lot further. Plus they can give you some actually sturdy transports. Plus, you get a free allies slot!
- Grey Knights - "I never created anything called Grey Knights." Emperor Text to Speach jokes aside, they are similar to the Inqusition. They make up their lack of ability to be a free allies detachment and being the Warlord with lots of psykers and being great in close combat with close range dakka.
- Legion of the Damned - They might have some good armor, but don't trust on them to be there for you unless you made them warlord and rolled Never Too Late, Never Too Early. Don't forget to nab another ally, though.
- Space Marines - Can take quite a few locator beacons to drop your guys where you want. A few drop pods and a scout bike squad can keep the enemy penned up and ready for the scions to drop in.
- Space Wolves - Grey Hunters, Thunderwolf Cavalry, Long Fangs and Wolf Guards? Oh my, the Wolf chapter have a lot of options to take indeed. Their flyers are a really helpful way to deliver more forces to the field with the massive capacity of the Stormwolf or the devastating power of the Stormfang. They're also capable of bringing some big firepower if you opt to take all the free Lone Wolves you can get.
Allies of Convenience
- Eldar -
Desperate Allies
- Dark Eldar -
- Tau -
Come the Apocalypse
- Necrons -
- Chaos Space Marines -
- Chaos Daemons -
- Orks -
- Tyranids -
Formations
Bizarrely, the Militarum Tempestus actually has Dataslate Formations in the same book as the actual army. Why they'd do it is anyone's question. Perhaps because you can't take platoons? It is how these guys can be a full army at any point level.
- Airborne Assault Squadron - A Commissar, a Command Squad, and 3 Scions take 4 Valkyries as transport (And the Commissar must join one of the squads). Aside from the normal counts-as-one-unit Reserves rule, the formation also allows re-rolls for Grav-Chute Insertions and all disembarking units (Even by Grav-Chute) gain Split Fire and Twin-Linked. Just don't go thinking that you're gonna impress those Deffwing boys there.
- Ground Assault Formation - The troops are the same as above, but now replace their Valkyries with Taurox Primes. This allows the them to begin on-field, but doing so forces them all to be on-field or force them all to be in Reserves (Which counts them all as one unit). Now any disembarking units gain Pinning and Twin-Linked for spam-happy asses to get shot at.