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=Allies= In general the assassins are good with three things: pester the life out of the enemy, provide a great distraction, and gun down the Warlord. They're allies and support, nothing more. They're Battle Brothers with other Armies of the Imperium, so you'll rarely see [[heresy|assassins in xenos or Chaos armies.]] Since they can't join other units and they'll most likely be out of range to be affected by any Warlord traits or psychic blessings, the benefits can be dependent on the user. Another thing to note, since all Assassins have Infiltrate you won't have that much of a problem with One Eye open if you play your cards right. ==Battle Brothers== *'''Adepta Sororitas:''' Sisters are arguably the ones that benefit the most from Officio Assasinorium. All four assassins can bring something to the table for the nuns. Vindicares can hit vehicles where your Exorcist can't touch them and will help keep your Cannoness out of challenges by sniping dedicated CC characters. The Callidus can sneak behind enemy lines and provide ample distraction so your heavy flamers can get close. Speaking of flamers, an Evesor alongside an army with Sisters with a shitton of flamers will be the absolute bane of any horde army like Orks or Renegades. Culexus assassins can mix very well with Sisters since they have Shield of Faith (Adamantium Will/6++), making an anti-psyker force unlike any other. *'''Astra Militarum:''' Assasinorium is an all around good choice for Guard. Vindicares and Eversors can distract and whittle down squads to a more manageable size for your lasguns to handle. Callidus and Culexus can still be a huge distraction and the bane of psykers, respectively. Fairly straightforward and simple, frankly. Can't hurt to have an assassin in your army but you won't be damned if you don't bring one. *'''Imperial Knights:''' Assassins can't do much for Imperial Knights besides provide a little extra firepower that they might not need. Callidus can [[rape|touch them]] where Knights might not reach, while Culexus can tailor specifically to psykers. Vindicares may be a bit redundant since Knights have anti-armor in spades, as well as Eversors since they don't lack blast weapons either. Certainly can't hurt to take one though if you have the points for it. *'''Skitarii/Cult Mechanicus:''' All of the assassins can help an AdMech list. Need some infiltration and mind-fuckery? They got Callidus Assassins. Need some more [[Rip and tear|Rip'N'Tear]]? They got Eversor Assassins. Need some long-ranged firepower to take out vehicles and characters? They got Vindicare Assassins. Need to ruin a psyker's day? They got Culexus Assassin. Culexus will probably be your best choice though since the Mechanicus don't have the best options to counter psychic powers. However, for the Skitarii specifically, you may want to consider if you need an assasin to perform the role in question. Sicarian Infiltrators and Ruststalkers can do pretty puch the same job as a Callidus or Eversor and a squad of five Rangers with two transuranic arquebuses and an omnispex can perform the role of a Vindicare. *'''Space Marines:''' To be honest, there's not much the assassins can add that TEH EMPRA'S FUREH already have. Vindicares an pick off characters but anti-armor is not a problem for the Astartes. Callidus are nice but we already have scouts and drop pods. Eversors can chew through swarms, yes, but Assault Terminators with Lightning Claws and that bullshit Vindicator formation can do the job just as easily. Culexus, however, can make that Chaos Sorcerer or Farseer his bitch and bring something new to the table. ''However''; if you ever try to bring a Culexus alongside Grey Knights, consider yourself a winner of the Darwin Award. ==Allies of Convenience== *'''Eldar:''' [[Love Can Bloom|I mean, we can't blame you for wanting to do this.]] And coincidentally, Vindicares fit fairly well with Eldar since they can pick up the slack of the Rangers and destroy armor. One may say that bringing a Vindicare alongside a [[Wraithknight]] may be considered a [[Eldrad|dick move indeed]]. Eversors can chew up mobs that cause problems and be a general pain in the ass. Callidus might be a bit misplaced, however, since your Jetbikes might reach the enemy deployment zone by turn two anyway. ''Do not'' bring a Culexus; he'll fuck up your Farseer and cause more problems than it's worth. ==Desperate Allies== *'''Dark Eldar:''' Just don't. Just don't. *'''Tau:''' You are going to get accused of forging the narrative here but who the fuck cares, you are already automatically hated for playing Tau anyway. <br>Tau are notoriously bad against psykers owing to the fact that, outside of O'Shara's bling amulet, you have zero units or upgrades to deny psykers. For a reasonable cost of 140 points the Culexus lets you quite reliably fill the anti-psyker role you are looking for while also having the bonus of being a distraction carnifex because any psyker army is going to wan't that thing dead long before it can cause any lasting harm.<br>If you are running it alongside stealth suits or any suit bomb just be aware of the One Eye Open rule from Desperate Allies, scattering into range of the Culexus and watching half your army looking at him with shifty eyes is mind shatteringly annoying ==Come the Apocalypse== Entertainingly, there is actually no loss in using Come the Apocalypse allies rather than desperate allies, as due to the wording of the infiltrate rule, you cannot deploy within either 12" or 18" of enemy models while infiltrating (which you should be doing most of the time), and all allies other than battle brothers count as enemy models. So, lots of the time, a 12" deployment gap is present anyway *'''Chaos Daemons:''' *'''Chaos Space Marines:''' [[Meme|'''''Traitor!''''']] Like their loyalist brothers, the Chaos Space Marines already have a lot of the things that Assassins already offer. The main reasons why you should take one is that they can increase your range, provide a distraction, and assassinating annoying characters. Vindicares provide more anti-armor alongside Obliterators and Havocs, Callidus can be sneaky-sneaky, Eversors alongside Berzerkers and Heldrakes are goddamn terrifying, and the Culexus can assist the [[Khorne|Blood God]] in fucking over psykers. If your running a Tzeench list or have a Sorceror/psychic Daemon Prince, avoid the Culexus like Nurgle's Rot. "But what if-?" Shut the hell up. Don't do it. *'''Khorne Daemonkin:''' *'''Necrons:''' Dust off that old [[Pariah]] model and run it as a Culexus Assassin. *'''Orks:''' [[Celestial Lions|Ork Sniperz?]] Vindicares are easily your best option, providing range and anti-armor that Orks desperately lack. They can pop Land Raiders and assassinate strategic characters. Callidus can provide tactical benefits as well as distracting the enemy for long enough until your Boyz reach their gunline. The Eversor may be a bit redundant but they can soften up elite units for your Warboss to clean up. Culexus can be great to nullify bullshit maledictions on your Boyz and keep psykers off your back. *'''Tyranids:''' Assassins are meh alongside the bugs. [[LIIVI|Ole' LIIVI]] here can reach past your Zoanthropes and Termagaunts and take out vehicles, while the Callidus can cripple an opponent's first Reserve and cause havoc. Compared to Genestealers and Hormagaunts, Eversors are a waste of points. Shy away from the Culexus considering that a lot of your units are psykers (Zoanthropes, Broodlords, etc). Though if you really wanna risk that and One Eye Open, the Culexus combined with Shadow in the Warp will drive any psychic army fucking bonkers. [[Category:Warhammer 40000 Tactics(7E)]] {{Warhammer_40k_Tactics}}
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