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===Renegades of Vraks=== Renegades of Vraks came back in the updated Siege of Vraks Imperial Armour book. The army list is fundamentally the same, as are the warlord traits, with a couple of exceptions: *'''First''': you make not take the Covenant/Dedication of Tzeentch or Slaanesh anywhere in the army. *'''Second''': Heretek Magus, Mutant Overlord and Bloody-Handed Reaver demagogue devotions are replaced by Ordnance Tyrant and Shock Legion Taskmaster. *'''Third''': Special Characters which are Vraks-only. *'''Fourth''': Chaos Sigil grant stubborn and a re-roll per game turn rather than the ability to completely ignore a failed check. *'''Fifth''': No Valkyries or Arvus lighter. Like you were gonna take a fuckin' Arvus anyway. Beyond that, due to book keeping changes and wording differences: *SPAM PLAGUE ZOMBIE MOBS! yes, no more 0-1 squad limit, fill the table with cheap tarpit fearless bodies and watch your opponent rage-quit the match, with less than a thousand points you can deploy something like 300 FEARLESS wounds and laugh off unfearless troops with Master of the Horde or while in combination with the Ordnance Tyrant and artillery make STEEHL REIHN over enemy heads while you're safe behind a ZOMBIE WALL *Chaos Sp.... Ahem are now Elite choices for any detachment (regardless of) the Master of Renegades rule, rather than being Tzeentch specific [http://www.dakkadakka.com/dakkaforum/posts/list/150/635452.page#7661580| (see here)] as there would be no way to get them in your army despite them being listed. ====Special Characters==== *'''Warbound Uraka: Daemon Prince of Khorne''' - One of two named Daemon Princes from Forgeworld. [[derp|Different]] from the Warfeind version, but his stat line remains unchanged and he still costs 200 points, but no longer has Daemonic Instability whilst his "daemonic gifts" of Rage & Rampage and a 3+ armour save are now built in and he still has his Collar of Khorne for +2 to DtW attempts. His axe still has Fleshbane and Decapicating Blow (ID on a to-wound of a 6).. This is cool and all but he is still likely to get shot to death before he does anything productive. Still not enough of a badass to make us believe he beat a Bloodthirster before gaining daemonhood. Basically all that changed is that he is no longer unstable, but take IMPORTANT NOTE: he is not Fearless to make up for the loss, and with Ld9 he can suffer badly. *'''Mamon Incarnate: Daemon Prince of Nurgle''' -Like Uraka, Mamon suffered the copy-paste fate without the writers actually thinking about what they took away. No longer unstable, but also not fearless and Ld9, and with a lower initiative is likely to get overrun by a sweeping advance if he does not win combat. His stats are similar to a Great Unclean One, putting him at WS7, S6, T7, 5 wounds, I4, 4 attacks and Ld 9. Throw in Feel no Pain, Poisoned 2+ AP2 melee attacks (with Smash), Daemon of Nurgle and a Poisoned 2+ AP3 template weapon. ====Devotions==== *'''Primaris Rogue Witch''' - Same as the core list, except taking a points decrease to 25 (from 35) *'''Master of the Horde''' - Same as the core list *'''Arch-Heretic Revolutionary''' - Same as the core list *'''Ordnance Tyrant''' - A new one that allows the army to select '''Artillery''' ''(Basilisk/Medusa tanks)'', '''Strike''' ''(Wyverns/Griffons)'', '''Heavy Ordnance''' ''(immobile Basilisk/Medusa)'' and '''Bombard''' batteries as Elite choices <u>as well</u> as Heavy Support, in addition, '''Field Artillery''' ''(Quad guns / Heavy Mortars)'' may be taken as non-compulsory Troops. Furthermore, when a model within 12" of the Demagogue fires a barrage weapon, they may place the template over ''Friendly'' models without the usual restrictions. **Becomes [[Rage]]-inducing-ly potent in a Purge FOC *'''Shock Legion Taskmaster''' (AKA '''Shock Legion Get shit done master''') - Renegade Ogryns become [[Awesome|Compulsory Troops]], however when taken in Troops slots they may ''never'' count as Scoring units ''(your Elite units are fine... but you're unlikely to have that many squads)''. Also your Demagogue gets +1 WS, and may cause D3 unsave-able wounds on any Ogryn squad within 12" to give them Fleet & Furious Charge for the turn. Can allow you to make possibly the most elite (not the best though) battleforged army in 40k, that said, the fact that they can never be scoring means you may as well have gone unbound. Also as the wounds are not randomly allocated we must assume the normal rules for wounds apply which means if you get unlucky you will kill an Ogryn outright using the Neural Goad which as hilarious as it might sound is 60 points down the drain for a pretty mediocre bonus. ====Detachments==== Renegades & Heretics now have two unique FOCs for them to choose from, in addition to the Combined Arms detachment, both are Renegades of Vraks only (drawn from the Renegades of Vraks list... not the core Renegades & Heretics list) Alternative take: Both formations only list "Chaos Renegades" as their faction requirement, surely that means both the Renegades of Vraks and the core Renegades & Heretics lists can use them as they are both Chaos Renegades army lists? =====The Purge===== No fast attack slots whatsoever, but you get 8 Troops slots, six Elites, and 4 Heavy. The only compulsory slots are 1 HQ and 2 Elites. The other restriction is that no unit may have a Mark/Covenant with any god other than Nurgle. The bonus for using this detachment is that any barrage weapons you fire leave the markers in place, and count as dangerous terrain until your next turn. Also any flamer weapons or frag missiles in the army may get the ''Shred & Gets Hot'' rules for free. *Combo with an Ordnance Tyrant to make your Artillery units into Elites & Troops choices (as well as staying in Heavy) and "literally" carpet the entire board with templates, you're better off using circular paper cut-outs considering the large quantity of templates you can throw out and can lay them carefully over the top of opponents models without damaging them or be flat on the tabletop for them to walk over. *Despite it saying that the Purge detachment can include units from Chaos Renegades or Chaos Space Marines, ''you don't get both in the same detachment, and have to choose one or the other. [http://www.dakkadakka.com/dakkaforum/posts/list/150/635452.page#7661580| (see here)], otherwise that could open the ENTIRE selection of unaligned & nurgle units (except Fast) to each other.'' (I might look into this further, i'm not seeing evidence, and forgeworld has not released a formal FAQ that i am aware of to resolve this.) *Running it with CSM is harder, but you can spam Decimators, Hellbrutes, and Achilles, and not go far wrong. Wedging in a bare-bones Cyclopia Cabal can help in this regard, netting you more Infernal Relic unlocks. *Also, a Fortress of Redemption goes well with this Detachment, adding cover and armor suppression to your anti-infantry game. *If not using this detachment as your primary, you can basically view this as allied detachment plus as it lets you take elites and heavy support with no troops and stay battleforged - need some anti-horde? 2 Squads of Chosen w/ shredding chemical flamers! Need some Psykers? Take a Rogue Psyker demagogue along with extra psykers who are now elites instead of HQs! =====Vraks Renegade Unending Host===== Holy shit. This is awesome. Drown your opponent in a tide of bodies, laugh as he/she gives you the finger, rage quits the match and refuses to play you ever again. You will then become a daemon prince dedicated to awesomness. Troops, Troops and more Troops... You get 12 Troops slots, and four of them are compulsory, furthermore, your Demagogue ''must'' have the Master of Hordes devotion. You also only get one Fast attack and Heavy slot each, and two Elite slots. As mentioned it's all about the troops. What you get though, is that your renegade infantry units may return to the table on a 2+ rather than 5+ and may outflank when they return, as well as gaining another dice on run moves (and choosing the best) for the turn that they arrive on the board. '''In addition''' cover saves derived from the enemy firing through your Infantry squads are increased to 3+ for your units only. Combine with camo netting to get 2+ save russes. This might easily be the most broken thing in the game at the moment. At 1850 point, you can fit a Baneblade (for that nice 12" zealot bubble) and at least 180 well-equipped models (or almost double that if you skip krak grenades and militia training). Having your 15 man squads (with 3 melta/plasmaguns) not only come back to play on a 2+, but also outflank, meaning you often end up closer to the enemy than you were before dying, is just too much awesomeness for any opponent to handle. Opponent dropping pie-plates and flamers like there's no tomorrow? Fuck that shit, just die and get in a better position to blow his face up! He starts targeting specific special weapon squads? Just put your other dudes in front and enjoy the 3+ cover save!
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