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Warhammer 40,000/9th Edition Tactics/Renegades And Heretics
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===Heavy Support=== * '''Renegade Heavy Weapons Squad:''' A pair of Militia with a heavy stubber that <s>can</s> should immediately be swapped for a bigger gun; unlike loyalists can be taken with up to six teams in a single unit. FAR more reliable now that they hit on 4+ but their covenant is wasted. Note they have the points listed to take a Quad Launcher but it's clearly a typo, as they [[Fail|can't legally take one via the datasheet.]] Regardless, 48" guns are the preferred weapon for these guys, so plop them at the furthest possible range - if they get shot, they are dead; springing for a bunker is not bad either. You're better off fielding more tanks or allies if you have Militia MSUs, though. * '''Leman Russ Battle Tanks:''' The sturdiest tank in the galaxy, point-for-point. It's a big tank; it does big tank things. Kit it out properly from the laundry list of big guns and it won't disappoint. Options of filling include Battle cannon (your generalist blast gun), Exterminator (for those filthy autocannon-hating xenos), Eradicator (battle cannon scaled down against heavy infantry), Vanquisher (for when you want to lose a tank duel), Demolisher (for when you want to watch something get pasted pointblank), Executioner (twin plasma cannon effectively, marines love those) and Punisher (a bullet hose to end all bullet hoses). For dressing we've got bog-standard Heavy bolters and flamers, as well as Plasma cannons, now-improved Multi-meltas, and a Lascannon. Getting the right combination of cannons for the occasion is the key to success with this unit. That, and trying to stay under half speed (which does degrade as you take damage!) - Grinding Advance is one of the best rules in the entire game. * '''Basilisk:''' One of your better units for hitting hard targets, the old Basilisk is back in action. Sitting at 125 points, its one of our more efficient units for hitting targets with 2+ wounds from across the table. Focus on that last bit - keep it away from enemy units. * '''Wyvern:''' It is four Mortars that reroll to-wound mounted on Chimera tracks. Point it at anything smaller than a marine, and Wyvern will reduce it to appropriately-coloured confetti. Just keep it away from enemy fire. Wyvern is a simple machine like that. *'''Hydra:''' The original AAA is back in action! This time it brings four Autocannons that are +1 to hit against {{Template:W40kKeyword|FLY}} units and -1 against anything else, so aim it high at Blood Angels, Eldar of any colour, Tau, 'Crons, and that one opponent who just loves Fly spam. Ironically, it is not cost-effective against heavy-duty Aircraft like Stormravens. *'''Forge World''' * '''Earthshaker Carriage Battery:''' Still 4 less wounds than a Basilisk. Still 10pts more expensive. No more separate crew or ability to shoot in melee due to Immobile. Hard pass. * '''(Armageddon-pattern) Medusa:''' Effectively a vindicator, but always has D6 shots, at the cost of D3 damage, and 1 less toughness (Which is compensated for by the gun shooting 12 inches further. Similar enough to be replaced by the vindicator if it fits your style better, but as with everything on this list YMMV. * '''Medusa Carriage Battery:''' Same deal as with the Earthshaker, this is a stationary Medusa cannon that has less wounds and costs the same. This one is crewed, so one more downside to a pile of downsides. Hard pass. * '''Griffon:''' A Str6 AP -1, 2d6 taking the highest dice shots, ignores cover and line of sight on a Chimera EQ chassis. A strong little weapon platform, especially since it can move and shoot without much penalty other than -1 to hit. Keep it in the back, or with your other light vehicles like your Chimeras for the extra firepower. Good for killing T3 infantry squads and light vehicles, but for marines the volume of fire of the Wyvern is better. *'''Malcador Tank Family:''' Down(?)-graded from Lord of War to Heavy Support, the light-super-heavy tanks of the Malcador family has been smiled upon in 8th by the removal of weapon facing. This means the bizarre fixed-transfer casement the main gun sits in (and the fact that the sponsons can't train forward) no longer limits its shooting ability; also gone is the chance to break down every time it moves, apparently they finally fixed the engines on these things. The Demolisher cannons have Grinding Advance, as well. Note: The Valdor tank destroyer is still taking a Lord of War, so no spamming Neutron Lasers (not that you could spam a tank this size anyway). *'''Malcador Heavy Tank:''' The basic Malcador is a Russ on a steroid binge - 18 wounds instead of 12 (this is standard across all Malcadors), and it can carry autocannons or lascannons in the sponsons. *'''Malcador Defender:''' ''Now we're talkin'!'' In a remarkable display of foresight, the Defender eschews the nerfed turret weapons of its brothers for an interwar-style turret fitted with ''five(!)'' heavy bolters. Two more on the sponson mounts make for a bullet hose to rival the Stormlord - at 21 shots, it can chew up blobs but good! It also adds 1 to its overwatch hit rolls, making it a very solid charge deterrent to protect your gunline. Shame Chaos Covenants don't effect Vehicles, or else Tzeentch's Covenant would be outright mean. A demolisher cannon is still present on the hull for tougher targets. *'''Rapier Laser Destroyer Battery:''' Got nerfed hard and went from auto-include to nope. Twin-linked is gone but it still fires only one shot; so there is no chance to reroll that 4+ except CPs. Still the gun is S12 and '''if''' the shot hits on a roll of 3-5 it does 2D6 damage and on a 6 it's upped to 3D6 (so you ''could'' hypothetically one-shot a Land Raider but it is highly unlikely). The price got almost doubled to 74 points for one gun and a crew of two. The rapier has 3 wounds now but unfortunately is only T5. Mathhammer says it will only beat out a team of lascannons (of similar cost) against 2+ models, models of T6 and below, and 3+ models of T9 and above. Not worth buying, but if you have it, save it for the ''really'' tough stuff. **'''Alternate opinion:''' These are all valid criticisms and Forgeworld should really refund the money of any poor soul who bought these in the twilight days of 7th Edition, but putting this out here: if this thing does hit, it will kill almost anything you point it at. **It is also more durable than a lascannon in general, as the crew can't be targeted unless they are the closest model (even by sniper fire). It also helps you out by adding the one thing R&H need: Infantry based mid range Anti-Tank firepower. The insane wound potential also helps as a selling point, since 2d6 wounds is the average, and the gun has potential to do more on a good roll. It may be niche, but this gun fits nicely with renegades. *'''Heavy Mortar Battery:''' Another crewed gun, the Heavy Mortar hits like a midway between a normal mortar and the Earthshaker Cannon. Unfortunately it takes after the latter in price - 72 points for a 3-man team and the gun carriage. Potentially viable if you've got the models, but nothing special. *'''Heavy Quad Launcher Battery:''' Also known as the Thudd Gun. Invented by [[squats|a race of abhumans]] whose worlds were lost to the Tyranids sometime in the mid-M40s (it's not clear) and much beloved by [[Death Korps of Krieg|Grim loyalists]], 8th Edition's Thudd Gun behaves like a Wyvern's quad-gun, without the rerolls to wound (perhaps it doesn't use airburst ammunition?). It's also the exact same cost as a Wyvern, sans the heavy bolter the latter gets with its Chimera mobile platform. Workable if you have it, not worth the money if you don't. *'''Colossus Bombard:''' Finally gaining the toughness of the Leman Russ chassis it's mounted on, the Colossus still ignores cover, though that doesn't do as much now. Downside, it costs as much as a Leman Russ, too. The mortar itself has gotten a HUGE range increase (In fact this might be a typo - 240 inches), and hits like a Heavy Mortar with slightly better AP. It fires twice as many shots, too.
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