Editing
Warhammer 40,000/8th Edition Tactics/Renegades And Heretics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Servants of the Abyss== Just like the Gellerpox Infected, the Servants of the Abyss From ''[[Blackstone Fortress]]'' are another warband that fit in here (even if their leader is a Kayhoss Spess Merheen). They too will struggle in larger games due to their small detachment size, but they're a nice fluffy choice to run along any other Chaos army. Otherwise, you can just pick and choose what you like. ===HQ=== *'''Obsidius Mallex''' - A Chaos Lord with a Thunder Hammer (unique in itself since CSMs normally don't get Thunder Hammers) and a plasma pistol. Has a downside that his Chaos Lord aura can only buff {{W40kKeyword|BLACK LEGION}}. Despite his hefty price tag at 102 points, he is more survivable than a Terminator Lord with a 4+ invuln and his whopping 5 wounds. If you are already playing {{W40kKeyword|BLACK LEGION}}, he's a good choice to accompany Abby for cheap; otherwise, if you have some extra points left over, throw him in with some Noise Marines and whatever else you need to fill in gaps in a Vanguard. Nothing exceptional, but a pretty solid choice overall. *'''Traitor Commissar''' - same stats as a loyalist commissar but 11pts more than one with similar gear (bolt pistol, powerfist and a 5++ save). But he makes up with it in abilities. Enforcer - Traitor guard within 6" can use his ld. Forward for the dark gods - at the start of the movement phase he can kill a traitor guardsman or guardswoman to give the rest of their squad +3 to advance and charge rolls for the turn. This means a 16" average charge for the turn to tie up a unit quickly. Since a flamer is a assault weapon they will have a 18.5" average threat range to finish off a wounded unit. Note: There is no referance to a limit on how many you can take so is the best way to get a cheap battalion. ===Troop=== *'''Traitor Guardsman''' - Literally just Cultists. That said, they have twice the armour save at 5+, higher ld, are a little less expensive with the stipulation that you can't customize them so your stuck with 3x melee+pistol(including the sergeant), 3x lasguns and a flamer also you can have a max of 2 units of 7 of them. Overall way better than csm cultists but not as good as SoA cultists, but not going to win you any games although good if you need some cheap troops. *'''Black Legionnaires''' - A unit of Chaos Space Marines, but only two can be taken. Their bolters and bolt pistols with chainswords leaves them pretty lackluster, if versatile. That said, in an army of low-save, morale-vulnerable hordes, having a single unit of morale-immune Marines to sit back and hold objectives is somewhat appealing, especially considering the pair costs only 26 points. *'''Chaos Beastmen''' - A unit of ''very'' choppy MEQs. They have the unique - and appealing - ability in which every time they charge, they gain one attack and one strength. Additionally every time they fight (RAW implies this includes your opponents fight phase), they gain an extra attack in melee. This makes them an ultimate suicide berzerkers - costing only 24 points for the squad of 4, it would be quite practical to have them running behind a moving gunline of mutant rabble, who would soak up stray gunfire and overwatch, then follow up the charge with these monsters. The gods have blessed us indeed. *'''Cultists''' - A unit of 7 cultists with autoguns, frag & krak grenades, a grenade launcher and a heavy stubber while the leader has a chainsword & stub carbine (18", pistol 3 str 4). These guys and girls give some decent firesupport for cqc army for only 35 points, A bargain for the amount of special weapons they have. Sit them in the on objectives while other units hold the enemy back or make a full detachment of these which sadly cannot be buffed but still cheaper than any other troop choice in the game and decent guns. Has the slaves to mallex rule so if you take mallex they don't take a detachment slot. ===Elite=== *'''Rogue Psyker''' - These guys might take the place of the Rogue Psyker Coven as highly efficient Smite machines, even if they are more vulnerable. For 30 points, you get 4/5 of the wounds you get in a Coven, with the downside that '''every''' roll of doubles results in a peril. That said, you get more survivability due to having the character keyword for 60% of the cost of a Coven, albeit with slightly less reliability for Smite spam. Overall, bound to be good unit, and hopefully the limit of two is eventually lifted. *'''Negavolt Cultists''' - Literally just a unit of four electro priests with a 6+ save in addition to the 5+ FNP. In an already melee focused Chaos meta, they are a hard pass. It might be a good idea to mount these fuckers on 25mm bases and call them Heretek Marauders, since their walking poses would make that easier than the regular electro priest's standing. *'''Chaos Ogryn''' - at 65pts its pricey for a single Ogryn but its a character so is likely to get into combat if you screen well enough. Has the same stats and abilities as an scummy loyalist Ogyrn bodyguard (but bodyguards for traitor commissars only) + each turn it heals a wound off itself and gets +2 to movement on a roll of 6+. It has 2 melee weapons, one us a free hit before the rest of the attacks at ap -2 damage 2 and if it hits you may reroll attack rolls against that target from this ogryn. The other weapon is a powermaul with 2 damage. This guy is made to sit behind the lines with his commissar and villainy intervene against elite units like terminators and mounted units. Note: There is no mention on a limit on how many of these guys you can take so fill your muddy boots with these guys. *'''Firebrand cultist''' - at 30 points these guys would of made great hq choices but are sadly competing for an elite slot(he has the slaves to mallex rule so if you take mallex he doesn't take a slot) . He has a Hellfire staff (8", assault d6, str 5, ap-1, 2 damage and auto hits) which is good against elite units like primarius and Terminators. He has marine stats with 3 attacks and wounds and a 4+ save but don't let him get into melee unless you really have to since other than the staff he only has frag and krak grenades and a Las pistol. ===Tactics=== *'''Traitorous20:''' basically the best way to run geq anyway (especially since we have no warlord traits, stratagems or relics) will set you back less than 200 points and get +5 cp. 2x Traitor commissars, 2x traitor guard and 1 beastmen. Not as cheap or as much bodies as the R&H disloyal32 but it is stronger, faster and tougher thanks to 5+ armour and hitting on better than 5+ and Forward for the dark gods. Mainly for cp generation, it can also be quiet fighty in smaller games. To save points swap a unit of traitor guard for Black Legionnaires but it will make a Traitor commissar bored. Also remember they can summon deamons. You can also include a vanguard of mallex + 3 elites (chaos Ogryns, rogue psychers etc) to add some punch and another cp. A Black legion detachment with mallex will still buff the servants of the abyss as well as give you something to spend the cp on.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information