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==Tactics== Hey, do you like Dark Eldar but would rather go for the Imperium? Then the Militarium Tempestus is for you, son! On paper, the Militarium Tempestus has the ability to strike hard and fast, and with AP3 shooting at BS4, anything short of Space Marine Terminators need to beware them, and their ability to Deep Strike is just icing on the cake. However, Tempestus armies depend upon having a plan and executing it successfully, and if the plan works, you'll have cut the enemy off at the head. If it fails, then a 4+ Armour save and Toughness of 3 will mean the enemy's retaliation will seriously cripple you - and you do not have the numbers of the IG or the reliable saving throws of the Space Marines to balance this out. Playing these guys in short is like playing as Dark Eldar - if you can strike hard and fast enough, you will cripple your opponent. However, if you screw up anywhere, it is you who will screw yourself over, so be careful. On a side note, team up with Inquisition or Grey Knights for Inquisitorial Stormtroopers, or Sisters of Battle and Inquisition if you remember Witch Hunters. Also consider since they have move through cover, scattering out of a Valkyrie means jack to them. They can still mishap, but any dangerous terrain test the Scions are called on to make is a joke. ===Orders=== Unlike the ordinary Astra Militarum, the Tempestus forces have their own unique orders. *'''Directed Firestorm Sanctioned!''' - When shooting, the ordered unit gets twin-linked. *'''Autonomous Fire Sanctioned!''' - Ordered unit gets Preferred Enemy when shooting a target. *'''Close Assault Doctrine Sanctioned!''' - Ordered unit gets Crusader for the rest of the turn. *'''Advance on Target!''' - Ordered unit gets Fleet for the rest of the turn. *'''Suppression Doctrine Sanctioned!''' - Ordered units firing Hot-Shot Laspistols/Lasguns can only fire one shot, but that shot gets Sniper and Pinning. Also, the scions cannot charge in the assault phase. *'''Elimination Protocol Sanctioned!''' - Ordered unit gets Rending against an enemy MC/Vehicle. You may have noticed these orders are not as clear-cut as standard Guard orders; a lot of them seem like they're trying to do the same thing. But generally you can split them into two categories: 'Move' orders and 'Shoot' orders (unlike Guard, there is no 'Forwards, For the Emperor!' equivalent so you can't run and shoot at the same time). Let's talk about each in turn: ====Move Orders==== *'''Close Assault Doctrine Sanctioned!''' - Ordered unit gets Crusader for the rest of the turn. **Much better when trying to move across the battlefield, since it gets you 2D6-take-the-highest instead of a simple reroll. *'''Advance on Target!''' - Ordered unit gets Fleet for the rest of the turn. **Better when trying to get into an assault, since it affects charge distances, while CAD does not. However, if you're about to charge some Tau, or similarly weaker-than-Guard troops, and you're ''certain'' you can make the charge, CAD can help you sweep a big blob. ====Shoot Orders==== These are more complicated. The desirable order depends on what you're shooting (obviously), with the big differences being between shooting at Infantry, Vehicles, and MCs: =====Shooting at Infantry===== *'''Autonomous Fire Sanctioned!''' - Ordered unit gets Preferred Enemy when shooting a target. **The best in general, as Preferred Enemy is ''slightly'' better than Twin-Linking (about 0.5% better, if you run the math). *'''Suppression Doctrine Sanctioned!''' - Ordered units firing Hot-Shot Laspistols/Lasguns can only fire one shot, but that shot gets Sniper and Pinning. Also, the scions cannot charge in the assault phase. **Best if you have lots of '''HSLs''' and you're outside 12"; ''also'' the best order ''within'' 12" if you have lots of '''HSLs''' and your target is toughness 5 and above, or if your target has a 2+ save, because Sniper shots get Rending on a to-wound roll of 6. **''Special Note:'' This is by far the best order against most, if not all, types of '''Monstrous Creatures.''' If Magnus the Red is on the board, you know what to do. *'''Directed Firestorm Sanctioned!''' - When shooting, the ordered unit gets twin-linked. **Blast weapons are not affected by Preferred Enemy, so use if you have lots of '''Grenade Launchers''' or are manning a Macro-Cannon emplacement. Similarly, use if for some reason you have lots of '''Flamers'''. =====Shooting at Monstrous Creatures===== This one's a bit all over the place. If you're using ''melta'' or ''plasma'', consult the above advice (treating your target as high-toughness infantry); the same typically applies to ''HSLs''. *'''Elimination Protocol Sanctioned!''' - Ordered unit gets Rending against an enemy MC/Vehicle. **Use this with anything that '''''isn't'' melta, plasma, or HSLs'''. ***Exception: if your target is '''Gargantuan''', your target is '''within Rapid Fire range''', and you are firing '''HSLs''', use this, as GMCs downgrade Sniper to Rending and, in practice, can't be pinned. =====Shooting at Vehicles===== *'''Elimination Protocol Sanctioned!''' - Ordered unit gets Rending against an enemy MC/Vehicle. **Use this in general, as it can get you a lucky pen (in the case of Plasma you can pen Land Raiders). *'''Directed Firestorm Sanctioned!''' - When shooting, the ordered unit gets twin-linked. **Finally gets some use with '''meltas''', since you don't need Rending and Preferred Enemy doesn't work on penetration rolls. ===Allies=== '''Battle Brothers''' As a rule, either through mass number like the Militarum, or good saves like marines or sisters have, the battle brothers of the Tempestus are the "anvil" to the hammer of the small numbers of Scions. * '''Astra Militarum''' - Now that you don't need Troops to hold your Objectives, the only need for Scion Troops is for them to have Objective Secured, or because you have filled out your Elite slots with Scions and want even more of them. If Scions are your main detachment, the AM can provide the numbers and heavy artillery that the Scions lack. * '''Adepta Sororitas''' - They don't have anything better than you besides their AoF and power armor, so if you're expecting something effective out of this, don't waste your breath. If you want Power Armored infantry anchoring your force, Space Marines are stronger and faster for a little bit more points, they can bring flamers too, just not effectively. As for ranged shooting? Say hello to Grav-cannons and Legion of the Damned. Seriously. * '''Blood Angels''' - More Deep Strike with your Deep Strike. Supplements the Blood Angels' Assaults with AP3 mid-range shooting and MOAR special weapons. * '''Dark Angels''' - Amazing allies. Vice versa, MT as allies brings them the fliers they need, and cheap scoring units (when taken along with Deathwing) makes their job easier at hunting <s>the Fallen Angels of the chapter</s> <s>Cypher</s>THE ENEMY OF THE EMPEROR THAT HAS NO RELATIONS WITH THE DARK ANGELS!! (Or Cypher...) * '''Deathwatch''' - Imagine Space Marine Sternguard as an army unto itself. These guys bring more deep striking along with the chance to hit enemies very hard with Heavy Thunderhammers, Powerfists with Auxiliary Meltaguns, and various other tricks. * '''Imperial Knights''' - Taking these things can take a fuckton of heat from you. Just make sure the Knight can actually survive whatever you throw it at. * '''Inquisition''' - These guys are excellent. Even a barebones inquisitor with servo skulls allows your deep strikes to become far more precise. Not only that, they can take flexible amounts something you lack sorely: HIGH STRENGTH SHOOTING. Throw 5 Jokaero in a Chimera to powerwash hordes with Heavy Flamer templates, or stick them in the backfield to pop off lascannon shots from within their metal box. Give your Malleus Inquisitor a hellrifle for an S6 version of your lasgun, or hand that Xenos guy a conversion beamer to blast dudes from across the table. Melee units are relatively lackluster because of T3, but you can get cheap Razorbacks and Chimeras with psybolts (+1 S to all bolters) and fairly cheap bodies and firepower with Acolytes (taking either normal bolters or storm bolters). Psykers are good too with prescience, or even psychic shriek (and praying for invisibility). ** '''Officio Assassinorum''' - Not an official army, but you can take one of the 4 assassins for a specialized killer in your army. The Vindicare takes care of ranged threats, the Callidus pops out and kills the HVI of the enemy, the Culexus for anti-psyker killing, and the Eversor for just plain killing. If that's not enough, take the Execution Force Formation to get all 4. It's a big points sink, but each Assassin is a huge threat on its own. * '''Grey Knights''' - "I never created anything called Grey Knights." Emperor Text to Speech jokes aside, they are similar to the Inquisition. They make up their lack of ability to be a free allies detachment and being the Warlord with lots of psykers and being great in close combat with close range dakka. * '''Legion of the Damned''' - They might have some good armor, but don't trust on them to be there for you unless you made them warlord and rolled Never Too Late, Never Too Early. Don't forget to nab another ally, though. * '''Space Marines''' - Can take quite a few locator beacons to drop your guys where you want. A few drop pods and a scout bike squad can keep the enemy penned up and ready for the scions to drop in. * '''Space Wolves''' - Grey Hunters, Thunderwolf Cavalry, Long Fangs and Wolf Guards? Oh my, the Wolf chapter have a lot of options to take indeed. Their flyers are a really helpful way to deliver more forces to the field with the massive capacity of the Stormwolf or the devastating power of the Stormfang. They're also capable of bringing some big firepower if you opt to take all the free Lone Wolves you can get. '''Allies of Convenience''' * '''Eldar''' - A Psyker-heavy army. There's nothing the Eldar can bring in this respect that the Inquisition can't do better while being able to make the most of Allied Transports '''and''' ally at the Battle Brothers level. <s>(Powerful jetbikes? or even any bikes for that matter?)</s> Once again, Battle Brothers do it better. Ally in Ravenwing and/or White Scars. '''Desperate Allies''' * '''Dark Eldar''' - Why not? Tactically, the Scions play very like Dark Eldar: get go fast, hit hard and die easily. The Dark Eldar could either be used to bring some punch to a deep striking army (with webway portal and/or deep striking vehicles), or to give some more mobile firepower to your army (Ravagers are better than Tauroxes). The thing is, a lot of good Dark Eldar builds these days revolve around Haemonculi who don't go that well with Scions except as bullet-soakers and psychic defence (with the new artefact). * '''Tau''' - If all else fails, you can mix the heavier and longer ranged weapons of the Tau to take on Vehicles and heavy targets while the scions would take the lighter targets that are coming at the gun lines. Definitely a pretty nice combination if you deep strike scions before an oncoming horde. '''Come the Apocalypse''' * '''Necrons''' - Pretty good: with your special formation and AirCron tactics, you can totally overload the board in Flyers. Could be fun! * '''Chaos Space Marines''' - Well... I'm sure there is some reason to do this. Maybe to provide a distraction while Maulerfiends run up the field? * '''Chaos Daemons''' - More deepstriking units to a deepstriking army, no thanks. Although some Khorne units for assaults. Or some nurgle units to soak up the heavy fire. (Cough, Beasts of <strike>Nurgle</strike> Hugs and magic!) * '''Orks''' - Because Orks. * '''Tyranids''' - Nope. They bring nothing to MT that someone else wouldn't do better, and MT doesn't bring anything that Tyranids couldn't do better(AP3?).
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