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Warhammer 40,000/8th Edition Tactics/Renegades And Heretics
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===Fast Attack=== * '''Hellhound:''' Set things on fire with a flame tank! Curiously, you have access to the hellhound variant guns like the Chem Cannon and Melta Cannon... But you should probably take the auto-hitting ones because your BS is <strike>garbage</strike> exactly the same as normal guard. Sadly, these don't bypass cover saves anymore, but cover saves aren't as strong either. Take the basic Hellhound for hordes of GEQ, otherwise there's the Bane Wolf, whose vicious Chem Cannon wounds everything that's not a vehicle on 2s, with improved AP (at the cost of range). Thanks to renegades straight up jacking the codex entry for these tanks the Devil Dog has benefited from the same buff the normal one got: its melta cannon is now assault type. This is a pretty big boost and turns that option from worthless into one of our most reliable anti tank weapons. Zip up 12", fire away, and watch anything tank shaped melt. Sadly the hull mounted multi melta is still heavy so always take the heavy flamer for defense. * '''Scout Sentinel:''' These will probably be your main source of anti-infantry Heavy Weapons, because your normal heavy weapons teams are terrible shots. A T5 chassis is okay, but you are still vulnerable to small-arms, especially with a 4+ save. The scout move can be used to keep your sentinels out of danger if, for example, the enemy player steals initiative, so that is a plus. You will take this sentinel mostly for speed, so take rapid fire weapons like the multilaser, Autocannon, or Heavy Flamer (Or frag missiles from the Missile Launcher if you are feeling lucky). These will likely get focus fired at the start of the game if you don't have enough other threatening targets, but they do have 6 wounds each and no damage table, so taking a few wounds is not a problem. With Outrider Detachments you can take nothing but HQs and Sentinels, which actually isn't too bad of a army build if you organize it properly. * '''Armored Sentinels:''' These will probably be your main source of anti-tank seeing as to the fact that they can plop themselves in cover without being afraid of wasting the scout sentinel's extra maneuverability. Plasma cannons make them good at clearing up heavy infantry, Autocannons are good versatility, for both infantry and light vehicle targets. Lascannon/Missile Launcher are your best bet for taking out enemy armored vehicles and monstrous creatures, but will draw a heck of a lot of fire, so keep them in covered positions. If you are only going to take only one group of sentinels, the Missile Launchers are good options, since they can thin out enemy infantry squads quite nicely, and also deal with most armored targets. Lascannon is good for popping heavy tanks, where the 3+ wound -3 AP really matters. * '''Salamander:''' Cute little light tank with guns otherwise found on sentinels or heavy weapons squads. Pricier, tank-y-er than either; great if you have the points and are not otherwise concerned about getting bogged down in CC as these things ''will'' get bogged down in CC. *'''[[Chaos Spawn|THE THING THAT SHALL NOT BE NAMED]]''' - The gribbly beasts you know and love from the CSM codex make a return, this time in the FA slot and not requiring a chaos covenant to unlock! Still have the D6 random attacks, but now have 4 Wounds and an armor save of 5+ with no uptick in points (actually got a points ''decrease''). The D3 table of mutations has mostly stayed the same. 1 gives your punches AP-4, 2 gives you +2 attacks, and 3 lets you re-roll failed wounds in close combat. Take a full unit of the gribbly bastards and harass your opponent's flank and squishier heavy weapons teams with anywhere from 5 to 30 S5 AP-2 attacks. Got a pretty sizable nerf to their speed though, going from 12" to 7" movement, but you still slightly outspeed most basic infantry. <strike>Are infantry type now, so they get full benefits from cover. Use this to your advantage and they'll be significantly more survivable. </strike>These guys are an even better [[DISTRACTION CARNIFEX]] unit, as it will take serious firepower to dent T5 W4 models with anything less than heavy weapons. FAQ changed these from INFANTRY to BEAST so can no longer board vehicles. Not that anyone would have ever taken advantage of that... **Note: The points listed for the beast are ''per'' beast, meaning they are now 33 points for each beast, instead of 55 for 3 like they were in the previous edition. Whether this is a deal-breaker is up to you.
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