Editing
Warhammer 40,000/7th Edition Tactics/Renegades and Heretics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===LORDS OF WAR=== Beyond those available to all R&H Primary Detachments, the Lords of War you have access to are dependent on your Demagogue Devotions. *'''All Renegades and Heretics Primary Detachments''': Baneblade, Malcador Heavy Tank, Malcador Defender, Minotaur Artillery Tank *'''Primaris Rogue-Witch''': Any of the Apocalypse-level Daemon Lords - An'ggrath the Unbound (yep, you need a psyker to take a khorne daemon), Scabiethrax, Zaraknyei, or Aetaos'rau'keres (can't be more than 25% of the cost of your army because Forgeworld). *'''Mutant Overlord''': 1-3 Giant Chaos Spaw... or 1-3 Spined Chaos Beasts, either of which is taken as a single Lords of War choice. *'''Master of the Horde''': Nothing, besides the default choices. *'''Bloody-Handed Reaver''': Lord of Skulls or Greater Brass Scorpion. *'''Arch-heretic Revolutionary''': Any of the Macharius variants. *'''Heretek Magos''': A Valdor Tank Hunter, Greater Brass Scorpion, Chaos Warhound Titan, or Chaos Reaver Titan. *'''Renegade Baneblade''': Standard Baneblade but with BS2 and Blasphemous Icon, which gives all renegades within 12" fanatic and zealot. Pretty freakin' awesome. For only 500pts with militia training it is pretty much an auto include. *'''Renegade Malcador''': This tank is a rip off. It has worse armour than a Russ, and no extra weapons save the 'mighty' heavy stubber. Only good thing is it has 6 hull points, and can move faster. At 225 points, don't even consider using it. **'''HOLD UP A SECOND''' ***The guy above me is full of it. First off, you can give this baby a hunter-killer missile an an extra pintle mounted heavy bolter. Along with a hull mounted HB and sponson HBs, you're putting out a decent amount of anti-infantry. Personally, I give mine sponson lascannons and a hull mounted HB, but I like swiss army knife units so it comes down to preference. Hugely underrated tank, I see them earn their points back in most games. Also as a superheavy tank this thing can fire an ordnance battle cannon and still open up with its other weapons at full BS. *'''Renegade Minotaur''': This tank has a very good gun, but for less points you could have 2 basilisks, which do exactly the same job. It thankfully has the best armour on the rear, since it's weapons are fixed, facing the back. *'''Renegade Malcador Defender''':This tank is made for one thing: wrecking hordes. It has 7(7!!!) heavy bolters and a demolisher. Enough said. However, if you just want the demolisher, a Russ is a better option. *'''Greater Brass Scorpion''':Hilarious amounts of super-heavy walker rape in a segmented can. For 700 points, you get a Baneblade-level armored big metal arachnid with a Demolisher Cannon for a face, Inferno Cannon-equivalents in both arms, a S6 AP3 <i>Heavy 10</i> splattergun on its tail, and close combat capability that will pretty much make anything that survives its ranged weaponry bombardment shit itself (though it's only WS3). Oh, and it makes enemy psykers explode and goes supernova when it finally gets taken down by the massive ordnance your enemy will inevitably deploy to kill the hell out of it before it does a berserk charge and tears his shiny [[Titan]] seven new assholes. *'''Spined Chaos Beast''': You get up to 3 of these in 1 LoW slot, for 140 pts each. With WS5, S7, T6, and 4 wounds these can do and take a lot of damage, but with only 3 attacks it will take a while. Dedicate it t Khorne(which is free) to give it strength 8 on the charge and it can instant death marines as well as take out light vehicles. Use 2-3 as a sacrificial attack force to kill as much as possible, but bear in mind it is not the toughest so can be killed by medium weaponry. Once in combat though, this wall of muscle will wreck entire squads, striking marines at the same time, hitting them on 3's and killing on 2's with instant death. And can deep strike, has it will not die and daemonic instability. Yep, that means you can regain dead beasts entirely if you roll well, although you can lose your whole unit. Is actually an MC despite the name, meaning it is AP2! *'''Giant Chaos Spawn''': NOOOOAAARGH! Again you get up to 3 gribblies for 1 LoW slot, and at 80 pts each they are probably the cheapest LoW ever. WS4, S&T6, 4 wounds and D6+2 attacks make this a powerful unit when all 3 are present. If you roll decently you can get a shedload of attacks. Has a better mutation table to standard spawn, on a 5 or 6 you get feel no pain 2+ as well as your 4+ armour save. WTF. On a 3 or 4 enemies get -2 I, making you strike before marines. Awesome. Is also a MC not a beast, so moves a bit slower but who cares. *'''Chaos Warhound Titan''':The desecrated Scout Titan is a force to be reckoned with. Costs 730 pts. AV 14/13/12, 9 HPs and 2 Void Shields mean it's quite tough. The Agile special rule allows it to shoot all weapons, fire a single weapon after a Run move or Run twice instead. Has the Dirge Caster by default. The Chaos Warhound possesses two weapon slots and may pick any combination from the list of: Double-barreled turbo-laser destructor, Plasma blastgun, Inferno gun or Vulcan Megabolter. All weapons are powerful but the turbo-laser erases entire chunks of the enemy army with its delicious Strength D Large Blasts (2 from one weapon!). On the other hand the Megabolter is one of the rare Titan-grade weapons that might actually fire at a Flyer or Swooping FMC, and with S6 AP3 Heavy 15 it has a reasonable chance of downing one with a single salvo. What sets it apart from the loyalist version is the ability to dedicate it to a Chaos God. This is advisable for the Daemon 5++ save, the rest are mostly bonuses: **Khorne: The cheapest (along with Slaanesh) at 50 pts., gives Hatred (Slaanesh), lets you re-roll the number of Stomps you get, and gives +D3 attacks on the charge. Because you were going to charge instead of just shooting it with your guns anyways right? Meh upgrade really. **Nurgle: The most expensive at 100 pts., it gives Hatred (Tzeentch) and It Will Not Die. Despite the high cost this seems to be the best option, granting increased survivability to something that is already a huge fire magnet. **Tzeentch: 75 pts. granting Hatred (Nurgle), re-rolls for 1's To Hit, and gives the Inferno Cannon Soul Blaze. Despite Soul Blaze being kind of overkill and not really effective the re-rolls make up for it. Another good option. **Slaanesh: the other 50 pts. option, this one grants Hatred (Khorne) and in CC forces the enemy to take a LD test at a -2 or reduces their initiative to 1. If it wasn't for the fact that most CC threats are I1 anyways (other Walkers maybe?) this would be good. *'''Chaos Reaver Titan''': The largest unit a Chaos army may field. In fact, at 1,460 pts. this Battle Titan costs almost as much as a regular army. Anyway, the Chaos Reaver is extremely tough with AV 14/14/13 and '''18 fucking Hull Points''' protected by '''4 fucking Void Shields'''. It is further equipped with a Dirge Caster and must select one carapace weapon and two arm weapons. The carapace weapons are Warhound-grade whilst the arm slots have even stronger BFGs. The Laser blaster in particular is an enhanced version of the turbo-laser with Strength D AP2 Primary Weapon 3 shots per gun. You can totally equip the Reaver with two of those and a carapace turbo-laser to fire '''8''' Strength D Large Blasts each turn. Why? Because '''MAIM! KILL! BURN!''', that's why. Like the Chaos Warhound it may be dedicated to a Chaos God for the Daemon USR and certain other bonuses: **Khorne: The cheapest (along with Slaanesh) at 100 pts., gives Hatred (Slaanesh), lets you re-roll the number of Stomps you get, and gives +D3 attacks on the charge. Because you were going to charge instead of just shooting it with your guns anyways right? Meh upgrade really. **Nurgle: The most expensive at 200 pts., it gives Hatred (Tzeentch) and It Will Not Die. Seriously, a Daemon Reaver Titan of Nurgle '''will not die'''. Despite the high cost this seems to be the best option, granting increased survivability to something that is already a huge fire magnet. **Tzeentch: 150 pts. granting Hatred (Nurgle), re-rolls for 1's To Hit, and gives the Inferno Cannon Soul Blaze. Despite Soul Blaze being kind of overkill and not really effective the re-rolls make up for it. Another good option. **Slaanesh: the other 100 pts. option, this one grants Hatred (Khorne) and in CC forces the enemy to take a LD test at a -2 or reduces their initiative to 1. If it wasn't for the fact that most CC threats are I1 anyways (other Walkers maybe?) this would be good. ***'''Note: This will make your opponent cry and most likely strangle you until you die...then revive you just to kill you again;''' '''Prepare the tear cup Loyalists!''' Prepare for the uttermost mature cheddar. As you all know the Reaver Titan is an utter beast of a machine. Are you now prepared for an Invisible 2++ Invul Reaver? Yeh. Didn't think so. It takes A LOT to do but is hilarious. Reaver Titan. Daemon Titan of Nurgle (IWND and a 5++) with give a 4++ from Divination, and add the Grimoire for 2++ ! Throw Invisibility on it and bring in the tear cup! Your opponent will hate you for this. Chaos is fickle. ***Luckily for Loyalists Daemon Titan of Tzeentch doesn't give Daemon of Tzeentch or else you would have a Re-Rollable 2++ Reaver that can only be hit on 6s, and that is immune to most ordnance (as they are mostly blasts).(Daemon-Titans of Tzeentch 'count as' daemons of Tzeentch, so would that mean this can be done?) Or just go the whole distance and put it in the center of a (apocalypse) tetrahedron of darkness, re-rolling daemon saves. You can hate me in advance *'''Khorne Lord Of Skulls''':Khorne's big badass close combat death machine. It starts with only 4 attacks, but gets more (up to ten) for each hull point it loses - even if it recovers those lost hull points later! This is made better by it having It Will Not Die and a 5+ Invulnerable save and the fact that his CC weapon is Strength D! This thing also has two ranged weapons. His arm weapon is a 48" Heavy 12 gatling gun with Pinning but can be replaced with a 60" S9 AP3 Apocalyptic blast that forces successful saves to be re-rolled. His belly gun is an MEQ killing Hellstorm Template that can be replaced with either a 48" S7 AP2 Large blast gun or an even deadlier Hellstorm Template that has Gets Hot but also has Instant Death. Well worth considering. *Note: The following Lords of War can only be [[FAIL|25% of your army cost]]. [[Rage]] if you must. **'''An'ggrath, the Unbound''' - "Ill kill you so hard that you will die to death" Costs thrice as much as a normal Bloodthirster pointswise at a whopping 888 (sacred numbers are fun) points but is an unholy monster in close combat - anything within range of his axe is pretty much dead but is just too stupid to realize it. And when I say "anything", I really mean anything - not even an Imperator titan or Hierophant would survive close combat with this thing. His melee capability is pretty much unmatched; if it's in base contact with him, it's going to be dead within the turn. He costs A LOT and is a massive firemagnet, but as a flying gargantuan creature he is now insanely durable (as in T8 2+/3++ save with FnP that you can only hit on 6's durable), and can rip apart enemy fliers. On the plus side, he eats titans and superheavies like Abaddon eats people; hell he could eat Abaddon for breakfast. He gets +D6 attacks on the charge and has a lovely 2+ Deny the Witch. Thanks to the new Gargantuan Creature rules he can now be locked in close combat, so be wary of tarpits should anything survive your charge. On the brighter side you now no longer have to trade all of your attacks to Stomp attack, so once you have launched all of your strength 10 AP 2 Instant Death on 6's hits, throw down some Stomp attacks on anyone that managed to survive. He's still overpriced though - Zarakynel does it almost as well for 222 points less, regenerates wounds and Dat Ass.... On the other hand, because superheavy vehicle rules regarding D-strength hits are much better than gargantuan creature rules, he can get ganked with horrible ease by D-Strength weapons , keep him flying and away from anything that can smack him with an SD hit like your life depends on it (this is now only a secondary priority now strength D only ignores invun on a 6, although it will still ignore your armour and FNP no matter what). Because going down to two turbo-laser shots is not fun. If you see a Tau Manta or Tigersharks; prepare to cry because they're going to sodomize you and there's nothing you can do about it. **'''Scabeiathrax, the Bloated''' - Will never, ever, ever, ever die. He is to Great Unclean Ones as An'ggrath is to Bloodthirsters. Though he costs 777 points, with 6 wounds, Feel no Pain (4+), Invulnerable saves (3++), Daemon of Nurgle (Shrouded), and toughness 9 (which means that heavy bolters and down can't hurt him and he has a pretty good chance of just laughing off lascannons on toughness alone) there is practically nothing in the game that will kill him. He has a bunch of Nurgling attacks, though not that many of his own - but any wounds he inflicts become 2 wounds to the model he strikes should they fail a toughness test. Additionally should anything that doesn't have Mark of Nurgle or is not a Daemon be within 6" of him they must take a toughness test or suffer a wound with no armor or cover saves allowed. This helps considerably should something try to keep him locked in close combat thanks to the new Gargantuan Creature rules. He's kind of like Typhus if Typhus were mutated by nuclear waste that had Papa Nurgle had spilled his latest concoction on. He's a big firemagnet, but given the amount of effort it takes to kill him; that won't do anything to him and in fact will be very good for the rest of your army. <strike> All the same, watch out for Strength D shooting weapons </strike> FAQ is out on destroyer weapons and they no longer ignore invulnerable saves, making them a minimal threat to Ol' Scabies. Unless they roll a 6. Then he's just dead. **'''Zarakynel, the Bringer of Torments''' - Essentially the An'ggrath of Keeper of Secrets. While she is the weakest of the Uber Greater Daemons at 666 points, she is no slouch and will bring massive levels of oh so literal assrape to everything in her long reach. She has both Init and WS 10, gains D3 attacks on the charge, counts as armed with assault grenades when charging and re-rolls all failed to-hit and to-wound rolls - pretty much guaranteeing that she will go first and hit rather regularly with her AP1 instant death sword that replenishes her wounds on a 2+. For extra lulz, non-fearless units have to pass a leadership test before they can try and hit her back. The latest edition gives her a 36" S6 AP3 shooting attack with D6 shots and pinning albeit at BS3. So essentially, like Lucius the eternal turned up to eleven. Plus [[DISTRACTION CARNIFEX|DISTRACTION BOOBS]]! **'''Aetaos'Rau'Keres''' - 999 points of titleless pain. He's been changed up recently but still grows your army at the expense of your opponents' with Riftbringer or heals himself with Soul Eater. For the shooting phase, he comes with Wind of Chaos, a shooting attack which summons horrors with 48" of him AND his staff can exchange his shooting attacks to drop an '''INFINITE RANGE''' (AP3) poisoned, haywire, apocalyptic barrage that can hit up to 9 times. In addition to his high toughness, large number of wounds, 3++ invulnerable save, and flyer rules, this Daemon Lord is a Mastery Level 4 psyker that can rebound psychic powers back onto their caster with after a successful DtW and a 4+ on a D6. The only catch is that he MUST roll at least 2 powers on the Tzeentch table and can only generate from one additional table (Divination is recommended). If you see this guy leading a tetragon of darkness you're getting screwed. The only winning move is to find the tournament organizer and punch them in the throat. Aetaos'Rau'Keres does have a set of drawbacks however: if he gets within 18" of a Greater Daemon, Daemon Prince, or another Daemon lord, he'll direct all his shooting attacks upon the poor sod. Second, he has to pass a leadership test to call down his apocalyptic barrage and if he fails, your opponent gets to place the blasts.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information