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Warhammer 40,000/7th Edition Tactics/Renegades and Heretics
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===TROOPS=== *'''Renegade Infantry Platoon:''' similar in form to an Imperial Guard platoon: 3-5 infantry squads, one of which is designated a Command Squad <s>for 5 points (have to buy a Champion)</s> not really it only allows you to upgrade your Renegade Champion to a Demagogue for free nothing else. All soldiers have no armour, BS 2 and random leadership, but a lot of options. Command Squad automatically replaces its Champion with a Demagogue, gaining a re-roll on the random Leadership. They also don't have the option to combine squads together, unlike Imperial Guard, but, since you can be running 5 30 man blobs, that isn't a huge sacrifice. Also, special weapon for every 5 men. *'''Mutants Rabble:''' Simply, THE tar-pit squad. Also, a lot of modelling opportunities! No armour, no special weapons - only 10-50 models with pistol + CCW or flashlights While you might be tempted to use rabble for other tasks like objective holding, they don't have the BS, Ld or Sv values to stick around unless you attach an advisor or full squads, even Imperial Fists supplement marines would have trouble boltering 50 bodies off the table with any speed with other threats running around. 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, where 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. Bash them into the ground with even cheaper Cultists. **Add an Enforcer mainly to help them pass the leadership test ''when'' they lose combat and also to provide Combat Drugs, even if you fail the toughness test, you'll have the numbers to absorb D3 losses. **'''Always''' buy the Champion if only to get a Chaos Covenant: Pick a Covenant of Khorne if you're aiming to cause damage with an attached Drugs-Enforcer. Go Nurgle if you want to give them staying power since FnP 6+ is much better than a 6+ save. **They also get ''Curse of Mutation'' as standard, so you can end up outflanking 50 models or charging in with shedloads of S4 HoW. Fear can be an equaliser against non-MEQ but the -1Ld can apply to everyone (or just to you! Double check that rule!) *'''Renegade Infantry Veterans:''' we get ourselves the Veterans, too! Interestingly, they have a BS 3 and WS 4, which is quite useless, since you're gonna use them as a precision strike squad. Comparatively, they are very expensive when considered next to your other Troops choices, despite having a low start-up cost for the unit, they come in at 10 points per model after that ''(expensive compared to 3 point models)''. Plus they may take a '''single''' squad upgrade from the list of: Deep Strike, Scout, Tank Hunters, Furious Assault or 4+ saves. They might combo well with certain covenants but these squads really need to be designed with a specific purpose in mind, otherwise just buy more regular Infantry with Militia training. **Bloody-handed Reaver can buy the Grenadier upgrade to this squad for a flat 15 points (note that since Bloody-handed Reaver requires you take militia training if you don't take the grenadier upgrade, this is effectively just 5 points), giving them +1 BS, hot-shot lasguns, and the option for hot-shot volley guns as a special weapon. Take with Carapace armour and make them Chaos Tempestus (if your brain didn't boil from the Tempestus conversion possibilities, then you have no taste). '''Alternatively''' Take these guys with deep strike and grenadiers, and ODST them wherever they are needed, especially if that place is behind an enemies' high value tank line. This tactic can possibly be the scariest thing for your enemies ever, since this unit can take 2 special weapons of their choosing plus 2 hotshot vollyguns if they take grenadier, which they get to fire at full salvo coming out of deepstrike, and thanks to forgeworld these vollyguns have been given the blessing of not having Gets hot. Attach a 2 meltaguns for squads sneaking behind lines, or 2 grenade launchers/Plasmaguns and 2 vollyguns if you want to deepstrike into firing range of some Jucy MEQ/TEQ swarms. With 40-50 points of special weaponry Grenadiers will turn anything in their path to ASH. Give them mark of Tzeentch if you want them to pack a punch on the defensive too. I have never seen 150-180 point squads pay themselves off so quickly in all my days, but if you want to see the most powerful Veteran-EQ in the game, these are the Troops. *'''Plague Zombies (Arch-Demagogue with Covenant of Nurgle only):''' Super tarpits. Crappy WS2 / I2, Slow & Purposeful and NO customisation or options in exchange for FnP(4+) and Fearless. They get a funny rule: Warp Plague. If the zombies defeat a squad in CQC and force it to flee or destroy it outright, they can spawn D3 additional plague zombies and can go beyond their starting number. Yeah, they only have toughness 3 so scatter lasers will remove your FnP, but most armies won't waste any firepower besides their bolters on these guys.
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