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Warhammer 40,000/7th Edition Tactics/Renegades and Heretics
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====FUN* Management==== The biggest drawback of this army is how unreliable its soldiers can be, as a result of the Uncertain Worth rule. It is therefore advisable to take units and wargear that can mitigate the risks of rolling badly, or at all, when determining your units’ leadership. Enforcers are pretty much an automatic second HQ, no matter which Demagogue Devotion your Warlord takes. Also, unless you are relying on fieldcraft (through Mutants or Veterans) as part of your strategy, the Banner of Hate and a Command-Net Vox are also necessary purchases. If a unit can take both, a Vox-caster and a Chaos Sigil are well worth the points. Mutant units are best kept in Reserve or used en-masse, to mitigate the impact of rolling a 1 on the Curse of Mutation table. Taking vehicles, and other Fearless units will also mitigate Horrific Disfiguration, and grant tougher shooting/assault units to screen your Rabble. As an interesting note, most of the hard leadership bonuses will cost you ~30 points. A basic enforcer, banner of hate, or even just a trade in of two compulsory mutant units for an infantry platoon with access to leadership based items all run about the same, but are very different in their effect, scale, and most importantly use. Be mindful of what kind of enemy you will be fighting and the role you have in mind for your unit. As mentioned above, Militia-Training is best when used on units that need accurate shooting to be successful. With most of your vehicles and support units, it all comes down to role versus cost. Most transports don’t need Militia-Training to fulfill their duties, especially since your two best Transports have Blast and Template weapons as options, but don’t lose anything by choosing to upgrade. Support squads, Artillery, and Tanks carrying Blast weapons, likewise don’t need Militia-Training, but need to be careful to avoid engaging targets too close to your other guns. Basically, don’t target anything within 6 inches of your units, or 12 of something you absolutely don’t want to lose (the bigger the Blast, the more distance you want). The only vehicles and units that must have Militia-Training are those with the direct-fire weapons essential to your success: Support Squads with Lascannons (or Missile Launchers, so Infantry doesn't slow you down) and Covenant of Tzeentch (arguably your best AA/AT multitasker), Direct-firing Russes with Multi-Meltas and Lascannons, and your Super-Heavy Tanks that can take it.
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