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===Heavy Support=== The meat and potatoes of the Tyrants Legion - after filling your compulsory FOC slots you should look here first. You get more options than ANY OTHER army since you get the entirety of the Space Marine codex to sift through and most of the options available to Imperial Guard players. This is also why your other FOC choices come off as bland, since marching your giant space marine squads forward while covered by Medusa/Basilisk artillery squadrons is pretty amazing. ''Big Guns Never Tire''. *'''[[Leman Russ Battle Tank|Auxilia Battle Tank Squadron]]:''' Leman. Fucking. Russ. It's a big tank. Holds the proud title of best tank in the galaxy for its size and cost. Side effects include: Templates, lots of dice, lots of AV. Take in units of 1-3. While you don't get as many choices as the standard [[Imperial Guard]] however, the same tactics apply and you can never go wrong with a Leman Russ. In 6th edition, Leman Russ lost "Lumbering Behemoth" rule, and became a Heavy vehicle, instead. This means that you are limited to only 6 inches of movement. However, you can fire all your non-ordnance weapons at the same turn, as if you haven't moved, meaning that non-ordnance Russes (Exterminator or Annihilator) are made even more rapetastic, at slight disadvantage of Ordnance ones (Battle Tank). Remember this, and kit out your tanks accordingly. **'''Leman Russ Battle Tank:''' Though it comes in many flavors, the basic tank is the most useful. With its S8 AP3 72" gun and thick armor, it is good against anything for decent points. This is your runner-and-gunner, your go-to tank, and the majority of your Leman Russ pool at any time should be these. Kit em out with heavy bolters all around, or save points and go with no sponsons at all, since you are going to be forced to snap fire non-cannon weapons. **'''Leman Russ Exterminator:''' Armed with a 4 shot twin-linked Autocannon means this thing is death incarnate for 4+ armour and light vehicles. Kit it with 3 extra Heavy Bolters for beautiful infantry shredding. It doesn't have Skyfire or a Targeting Computer but you will still put a big dent on anything you do end up hitting. **'''Leman Russ Annihilator'''- The alternative to a Vanquisher, ''(which the Tyrant's Legion doesn't get.)'' While not as nasty when it hits, it is more likely to hit being twin linked and you don't get access to Pask. Use the same way as a Vanquisher. *** Really think hard before taking though because the downgrade just sucks. You do need something to aim at opposing AV14 but if it's at all practical then grab a Thunderer which is far better rounded. You'd maybe take one of these to be the last Russ in a squadron when your out of HS slots but it still not great. *'''Auxilia Siege Defense Squadron''' - This is where the big guns start showing their teeth. Take in units of 1-3, mix/match to taste. (Probably a bad idea, maybe better to focus here since they all have mismatched weapon ranges) ** '''Thunderer ([[Forge World]]):''' It's a Leman Russ chassis with hull-mounted [[demolisher cannon]]. Unlike the LR Demolisher it has no front or side sponsons. Obviously this is your [[Vindicator]], and like all IG vehicles its all around better then its SM analog, due to the combination of superior armor and sufficient speed. *** Unlike Thunderers in the Imperial Guard, these can be taken in a squadron. Which is a VERY scary prospect when you consider that lobbing three S10 AP2 pie plates on a unit will inevitably make it disappear. The problem is that they cost a bit more than vindicators and scatter their templates a bit more on average. **'''[[Basilisk Artillery Gun]]:''' Jokingly called the penis-enlargement gun by veteran Guard Players, the Basilisk is noted for having a really big gun. This gun is also known for being long-ranged, having the option for direct or indirect fire, and having AP 3 (meaning it can kill Marines in the open, or pummel Crisis Suits). However, having the worst minimum-range requirements has the potential to often relegate the Basilisk to being a direct-fire weapon, a task the Medusa tends to do better in most cases for a marginal upgrade in cost; this said, the Basilisk's direct-fire does have a longer range than the Medusa. Unless it's [[Apocalypse]], you don't need more than 36" though, so get a Medusa, or a Leman Russ Battle Tank, which can do the same or even better job, considering that either way, you are dropping S8 AP3 Big Blast at the enemy within '72 at most. **'''[[Medusa Siege Gun]]:''' A pure direct-fire weapon, noted for having Strength 10 and AP 2, the Medusa is arguably the most popular form of Ordnance on account of its raw firepower. While having the same issues with accuracy most blast weapons have, whatever it hits will suffer on account of it. For those who wish to trade accuracy and flexibility for raw tank-busting firepower, the regular firing mode can be replaced with Siege Shells, turning the Medusa into a heavy tank hunter. With an AP 1 blast template, and the normal Ordnance bonus replaced by rolling 2d6 for armor penetration, the potential to kill enemy vehicles is incredible, and the threat of losing multiple vehicles to a well-placed shot does a lot to intimidating opponents into spreading their vehicles out. This said, like with the Devildog's Melta Cannon, the accuracy issues inherent with the Medusa mean it tends to work best in support of, rather than being the primary source, of ranged anti-tank. *'''[[Hydra Flak Tank]]:''' YAY, Tyrant's legion got decent Anti Aircraft! Shame it competes with all the ordnance. Back in 5th edition, Hydra was a relatively popular vehicle for a key reason: Providing dual, twin-linked Autocannons and a Heavy Bolter at an extremely efficient price, even before you take it's ability to ignore cover generated by Turbo-boosting or moving Flat-Out. However since the coming of 6th edition, Hydra became both very useful and useless at the same time. Increase in staying power of the fliers, Hydras are recommended to scare off those who try to exploit their new capabilities, since targeting computer rules still apply, making them an effective counter. Skyfire makes you snap-fire ground-targets, but you can still use it for it's intended role - destroying Skimmers, Jetbikes, and fliers. Or you can take an Aegis Defense Line or Bastion with Quad Gun/Icarus Lascannon instead, and get more range and firepower. Also you should notice that without interceptor rule Hydras cannot, well, intercept fliers. When a Necron croissant Fleet blast all your Hydras on turn two, you would realize, that Interceptor rule is ''REALLY'' a must for Ground-to-Air tank. However for 75 points, you really can't complain too much (not that you shouldn't, lack of interceptor IS bullshit). Jink Saves are annoying, you get to counter them, or Intercept. This is implied to be relevant to a thing called "Balance". So pick one. *'''Auxilia Fire Support Cohort''' - Similar to Imperial Guard heavy weapon squads, except manned by conscripts again, and you can take 3-6 weapon teams to make up for the poor accuracy with saturation fire. They also get the same unit champion as the Troops Auxilia unit, so they can regroup at under half strength. Unfortunately they compete for slots with much bigger and more accurate guns and a completely tooled up cohort can cost as much as those units which could generally perform much better. **They get mortars as standard, which if you get six teams allows you cover large areas of ground, but can take TL Heavy Stubbers, Autocannons, Heavy Bolters or Missile Launchers. Due to the lack of accuracy though, sticking with mortars is probably the option most likely to grant a return on investment. *'''Maelstrom Gunship Detachment''' - You get a squadron of 1-3 Vulture Gunships. This can be a fantastic option given the rise of flyers in this edition. **'''[[Valkyrie|Vulture Gunship (Forgeworld):]]'''Essentially a 40k Apache Gunship, comes with strafing run USR, nose mounted heavy bolter, and 4 wing pylons that are divided into two sets of 2 pylons that give space for one twin-linked weapon (one pylon on each side) and one set of missiles. This machine is very modular, able to adapt to ANY situation; Green Tide getting you down? Well, instead of two twin-linked weapons, you can actually attach a twin-linked punisher cannon! The ammo boxes do take up the other missile pylons, but twin-linked and BS4 against ground targets means 18 shots hit instead of Leman Russes 10 (on average without Pask). I would personally recommend <s>buying</s> spending too much on all possible weapons and not gluing them in place - maybe use magnets or some other such method, just make sure you can change the vulture's armament easily to ensure it is never left wanting in a battle. Because the main strength of the Vulture is its adaptability. ***Vultures are probably your best option, being both the cheapest and customisable to pretty much any battlefield role. Also, if you put it in a squadron with any of the other aircraft options it will never be able to use its hover mode. *'''Maelstrom Fleet Detachment''' - One of the following three aircraft as a single choice. **'''[[Thunderbolt Fighter]] (Forgeworld):''' The Imperium's standard for Fighter craft, this workhorse of the Imperial Small Craft Fleet is meant to be able to do any job asked of it, whether it be bombing, ground attack, interception, or air superiority. But it is a bit pricey, and properly kitted Vendetta or Vulture could do ONE of it's jobs better. But this neglects the true strength of the thunderbolt, sheer immediate versatility, while the Vulture can claim to be versatile, it's likely going to be kitted out to do one role on the battlefield, while a thunderbolt can do four simultaneously. But the place where Thunderbolts really shines is in Apocalypse, where they are the bane of superheavy fliers (be wary of Harridans, they'll laugh at your Autocannons and the Lascannons are at best only going to take one wound off.) **'''[[Lightning Fighter]] (Forgeworld):''' A nippy little air fighter, it defines the trope of "fragile speedster" with a small armament, paper-thin armor and only two HP. It is supposed to the cheaper and longer ranged companion of the Thunderbolt, carrying more missiles to compensate for a fewer number of guns to allow it to (briefly) pack the same amount of firepower, it does however, has serious survivability issues, and even the Big Shootas on an Ork Bomma will send one crashing down. And of course once it blows it's missile load it's firepower drops dramatically, but hey - do you expect this thing to last for much more than one turn? **'''[[Avenger Strike Fighter]] (Forge World):''' YES YES YES. Your dedicated AtG Jet Plane with a tasty Strafing Run rule. It comes stock with an absolutely useless defensive rear-mounted Heavy Stubber (can help knock a flying monster out of the sky tho...), two Lascannons, and the AVENGER BOLT CANNON, which is basically half of a VULCAN MEGABOLTER. This means it packs SEVEN Megabolter and two Lascannon shots at BS4 for only 150 pts, to ruin the day of anything with less than AV14 or a 2+ armour save. And if it's not enough, you could fit additional guns, missiles or bombs under it's wings. Do you really need any other reason to buy it? **Ignore Hellstrike missiles on all flyers, they are a [[Trap]]. Ordnance krak missiles? just using one will cause the rest of your flyer's weapons to snap-fire in the same phase. All shooting attacks are declared at the same time, so no leaving the missiles to last either to [[cheese]] your way out of it. Take Skystrike or Hellfury missiles instead and at least you are committing to either anti-air or anti-infantry. *'''Heavy Ordnance Battery''' - This is what you spend your points on rather than Basilisk or Medusa tanks. They are considerably cheaper than their vehicle counterparts, and do better in close combat because their crew can actually fight back as well as overwatch. This unit also does not suffer from conscript syndrome like the rest of the army, so actually has proper soldiers manning the guns. **Forgeworld updated these badboys and made them fantastic! Heavy Artillery units get T7 and 4 Wounds; a HUGE improvement over the Armour 10 / any glance will kill era of the past. Not only that but the changes to universal special rules means that if you take camo nets to give them Stealth, it also applies to any crewmen in the unit too. Did I mention you can take eight crewmen per gun for a total of 24 men and 3 guns in the battery? **Number crunching: For three points less than a basilisk you can get an Earthshaker, its Trojan and six total crew members, which altogether is far more useful, survivable and has marginally more firepower. The only problem is Forgeworld's prices, however, you '''can''' buy a Basilisk, put the Earthshaker on some sprue pieces and use the chassis as a Trojan. *'''Rapier Carrier Battery:'''- This IS the shit. Cheap in both points and money, it is treated as Extremely Bulky infantry like the Cyclops, but is a lot more fun. You DO want this in a Chimera, and you want it to fucking STAY there, because it can still fire its 36" S9 AP2 Ordnance 1 Laser Destroyer when inside. And the best part? The Destroyer is ''twin-linked''. At '''35''' points and Β£25, <s>why in the name of Slaanesh's self-removing pants are you not taking at least 1?</s> ''(You don't have that many Heavy Support slots like you used to)'' ====Legion Heavy Support==== (Only one per Legion Cohort remember) - See Codex Space Marines Heavy support, a few options there that mesh quite well with the list, and remember that the infantry units can take [[Drop Pod]]s: *'''Devastators''' - work exactly as from the codex, not really any point in getting them though since you can have the same number of heavy weapons in a legion cohort of 20 men and save yourself the heavy choice. Only worth it if you haven't got many auxilia units in your collection OR if you'd like to add in flakk missiles or plasma cannons. Also remember devastator squads can take drop pods and grav-cannons with grav amps. *'''Devastator Centurions''' - again, exactly as with the codex. Probably a bit outclassed by other options, though if you think outside of the box, the unit can be used as a non-melee bodyguard unit for your basic centurion or Huron. However, the Devastator Centurions do provide one of this list's few good sources of Grav cannons. *'''Thunderfire Cannons''', while completely outclassed by most of the other guns that the army offers, it becomes quite a useful unit in a tyrant's legion since they have the three types of blast and the [[techmarine]] can come in handy by fortifying cover for your other heavier (and potentially stealthed) artillery and if you lose the cannon, you've still got someone who can repair your artillery vehicles and leman russes at the back of the battlefield since this is your only means of getting a techmarine/enginseer. *'''[[Spartan Assault Tank]]''' is one of the few vehicles that can carry your full sized astartes squads, is also a complete monster that your opponent will hate you for. For fewer points, you could just take a [[Land Raider]] or variant for the same purpose, just with decreased capacity. **As an alternative level of douchebaggery, you could put 25 auxilia conscripts in it to roll over those forward objectives, you get the FULL use out of the vehicle which you can't get anywhere else short of odd combinations of terminators & power armoured characters. *'''Land Raider''' between the Space Marine Codex and IA2: volume 2 the Tyrant's legion has access to every Land Raider variant. Since Huron can no longer take Honor Guard, a crusader/redeemer combined with a maxed out Retaliator squad would be a good way of running Huron, as it gives him an assault bodyguard and a delivery system. Obviously, this will get expensive fast. *'''Storm Raven Gunship''' if you don't own an Eagle or would prefer to put a smaller unit in a flying assault vehicle. Paint in Astral Claws colours for ''extra'' heresy. **You could even leave the corpse taker behind in the vehicle for that minty fresh nigh-unkillable-flying-6"-DOOM-Bubble that can deliver the extra point goodness reactively nearly anywhere on the table. This no longer work as before, it can still be done but don't rely on it. **If you feel bad about taking the Storm Raven and wasting its dreadnought capacity, Forgeworld's love of copy-paste mean they get access to Forgeworld dreadnoughts, so now you can combo them with some retaliators (OR the Corpse Taker just to be funny) it becomes a horribly expensive yet still very dangerous combination of gunship / assault troop transport nastiness. *'''Dreadnought (Chaplain/Siege/Mortis only)''' - Forgeworld love the copy-paste function of word processors, so the listed dreadnought types ''(and not the standard plastic ones because you don't get Masters of the Forge in the list)'' become Chapter Support choices in a Tyrant's Legion army. This is actually a welcome change as it allows you to put something in that Storm Raven if you had one, and are potentially one of your hardest hitters since you don't get access to Terminators, while Mortis Dreads give you a decent AA platform. **Furthermore, these Dreadnoughts get to take Lucius-pattern drop-pods as dedicated transports (this is in the options for the dreadnought itself, since I know the book also says the Lucius pattern pods are '''also''' Chapter support, because of copy-paste) This makes them some of your fastest deployable units, and a good choice if you took the Chaplain or Siege dreadnoughts with S6 AP3 Flamestorm cannons for alpha strike *'''Contemptor Dreadnought (Standard & Mortis)''' - like their smaller cousins, these ones can be added as Chapter Support also, despite only being Elites choices in normal Codex Marine armies! They are far more customisable than ordinary dreadnoughts and are slightly more survivable with their improved front armour and invulnerable saves. Like their smaller cousins they can also take drop pods to get onto the battlefield quickly too, but you might be less inclined to do this, particularly if you took the rapetastic dual assault cannon + missile launcher options. *'''Storm Eagle Gunship''' - Imperial Armour 2:2nd moved it into Chapter support properly. Though it excels in combination with Legion Cohorts since it has a transport capacity of 20 and can fling out pie plates with the rest of the army. Being an assault vehicle, it also works well in combination with retaliators or marauders. *'''Stalker / Hunter''' - Anti Aircraft if you don't want to fork out on forgeworld thunderbolts & lightnings ''(and we really don't blame you)''. It's a bit of a mixed bag, since you could get comparable anti aircraft output by using a fortification and therefore saving a Heavy Support slot for Leman Russes or Basilisks, but really this army doesn't have any AA options at all other than by getting their own aircraft. *'''Fire Raptor Gunship''' -IA2:2nd states that it may be taken by Tyrants Legion as chapter support. Includes 2 independently firing Heavy 6 heavy bolters, or 2 twin-linked autocannons plus a marine raping avenger bolt cannon (Heavy 7, Ap3). If you just want some flying fire support without the transport capacity, then go for this (Or a gunship squadron - you can get two of the gunships for the same price as this - but they are BS 3).
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