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Warhammer 40,000/9th Edition Tactics/Renegades And Heretics
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===Elites=== Elites are the hammer of R&H armies, with all of the elite choices quite killy. They will be making your plays while your troops soak up the hits; also note that every one of these choices except Plague Ogryns has access to frag grenades. Taking a Renegade army of nothing but Vanguard detachments and Transports is a hilarious waste of CP in 9th edition, which you should be saving for overwatch if you're just fielding a dedicated R&H list. If you're doing the right thing and fielding them as allies, you're sadly gonna be burning 3 CP to field more than two elites (more like more than one elites because you are almost certainly taking an enforcer) so an allied vanguard detachment isn't a terrible idea per se. * '''Renegade Command Squad:''' A squad for boosting the morale of nearby units, or reducing enemy morale. Their Banners provide either allow anyone to heroically intervene (Apostate) or re-roll charge distances. Keeping them near the front lines is advisable, so that they can use their banners to full effect - if you just want their good WS/BS, you want the next option. Otherwise, give them a special weapon (heavy weapon optional) and get near close quarters so that you can give the banner benefits to nearby hordes/enemy squads. * '''Renegade Disciple Squad:''' 5-15 Veteran equivalents, with 3+ to shoot and hit in melee. Good for when you need accurate shooters and the best squads for taking Heavy weapons; these guys should be fielding lascannons and other high-power single-shot weapons to take advantage of their good shooting. Unfortunately, Can only take 1 special weapon and heavy weapon, so they lack the volume firepower of the militia, but can field up to 15 bodies to compensate. * '''Renegade Enforcer:''' Massively retooled, has a nearly identical statline to the Commander. Instead of killing D3 models whenever a squad is called on to take an attrition test, he now grants friendly core units +2 Ld. This combines very well with the Commander's aura that removes negative modifiers, and the two of them can make nearly unbreakable tarpit blobs. Can also take a shotgun for free or a ranged weapon along with a melee weapon; you will certainly be seeing close combat with this guy so build accordingly. * '''Renegade Marauder Squad:''' Another unit heavily re-worked from Warhammer Legends. They now have ALL the specialist doctrines at once: they re-roll to-hit rolls of 1 in CC, get +2 to their saves while in cover and a 4+ save along with frag and krak grenades. Gone is that stupid rule where they all die on a D6 roll of a 1 when they have to take a morale test, instead they gained Covenant of Chaos on top of all of their stuff! Models can take an autogun, shotgun, lasgun or an auto or laspistol and brutal assault weapon while two of them can switch out for a special weapon, including sniper rifles (no more heavy weapons, though). The Champ can take a boltgun or a pistol and CC weapon and the brutes? They came way down in price costing 14 points and a PL each (max 2 brutes per squad) and now they hit at S5 AP-2 with their 3 attacks and wounds. You will be torn between building them for sniping and cover camping or charging into CC, leaving two build types: **Close support: meltaguns and/or grenade launchers for special weapons (flamers are a bit of a waste on their high BS), shotguns and brutal assault weapons for the rank and file; tool the champ for close combat and grab two brutes. Think of them as nastier cultists or mutants. **Cover camping: sniper rifles and/or plasmaguns for special weapons, autoguns/lasguns and maybe a shotgun or two for defense for the rank and file; give the champ a bolter and brutes are optional for defense. * '''Renegade Ogryn Beast Handlers:''' 3-6 Hounds and an Ogryn Pack Master. The hounds lost that ability to reduce enemy morale, which is lame. The Ogryn Pack Master is equipped with a Ripper claw (S+1 AP-2 D2) and Mauler Goad (Suser AP-1 D1, but makes 3 additional attacks), meaning it also lost the ability to buff the hounds' attacks - which is also lame. These guys have taken a beating in the update as they lost their damage boosting special abilities. Their only saving grace is that they're less than half the cost per model of an Ogryn brute squad. * '''Renegade Ogryn Brutes:''' 3-12 Ogryns, but without guns. Have Ogryn weapons, which are S+1 AP-1 D2 and one guy can have a drill that does sx2 AP-2 D2. They have the same avalanche of rage ability as beasts plus combat stimms. They can take and deal multiple, reliable wounds. Remember, 3-4 wounds is all you need to bring most characters down and you get 12 attacks on the charge at S7, so if you want to remove an SM Captain, or a pesky Primaris squad, this is the unit. Keep in mind this is relying on them hitting first, so don't go charging a howling banshee squad and expect to come out on top (though at proper numbers you should). * '''Renegade Plague Ogryns:''' As 3-9 Ogryns above, they have a Covenant of Nurgle that gives them a full 6+++ FNP, their weapon is S+1 AP-2 D2 like the other brutes but now re-rolls a wound of 1. No longer do they explode on death, and they only get +1 attack on the charge instead of +1 A and S - bummer. They are interesting, able to deal out more damage melting away tarpits but contrasted with their generic brethren, they're actually better at taking down tougher targets - like vehicles. They cause more wounds and can withstand damage better than regular Ogryn brutes due to their special rules.
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