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Grimdark Future/Tactics/Havoc Brothers
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==Unit Analysis== ===Heroes=== *'''Dark Lord:''' A Captain with an edgy paintjob. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee as well as any manner of mobility. They can also grab either Havoc Tactics to add +3" to their unit's shooting and charging ranges or War Chant to give Furious and make charging deadlier. **Shooting: Havoc brothers suffer quite a bit with shooting, and the lord is no different. Your stock assault rifle can grab any manner of attachments, but that's about it. If you go for the pistol, you could grab either a twin assault rifle for two shots or the plasma pistol. You're pretty hosed if you're looking for any better. **Melee: If you're planning to go all=out with offense , then you can sacrifice everything for a pair of energy claws, dumping four AP 1 attacks - you'd be wasting Relentless though. If you grab the pistol, you can swap your CCW for either the energy sword (AP 1 and Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3). **Personal Upgrades: First off, you have access to Chosen Veteran, making you even better in combat. Aside from that, you have all the same options as the normal captain: the destroyer armor gives ambush and Tough 6 if you want to be a tank, the jetpack gives you mobility by being airborne, and the bike gives speed and a twin assault rifle, a good option if you want to maintain Relentless. *'''Dark Champion:''' Take your Dark Lord, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your lord didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting. *'''Dark Engineer:''' Don't be fooled by the name; these guys are your medics for any tough units you drag along, including other Heroes and Destroyers. You should be wary of the limits of the Repair ability, as it only heals a single wound on a single Tough unit within 2" on a 4+. *'''Dark Psychic:''' A costly hero, but they also provide you with psychic casting. Alongside the other upgrade lists, you can also upgrade it to Psychic 2 for extra power. *'''Cultist Champion:''' Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and 4+ quality makes him crumble quickly. However, he is valuable as one of your most varied shooters among your heroes(e.g. sniper rifle with legs for 55pts). *'''Daemon Champion:''' Insanely expensive, but absolutely powerful. A 2+ on both quality and defense, 6 AP 2 attacks with the daemon sword and Fear make this hero incredibly strong, especially with Tough 6. To top it all off, you can also make them a Psychic with a rating of 1 to 3, which will ratchet up that cost even higher. This guy won't need much in the way of bodyguards, in fact they'll just be a bit of a hinderance compared to the untouchable. ===Infantry=== *'''Cultists:''' Absolutely trash-tier, on level with the conscripts. However, conscripts don't get to pick out a variety of guns, all for cheaper than the havoc brothers. *'''Havoc Brothers:''' The baseline for your force, meaning a walking tank. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. Of note among the weapons are the cheap shred rifle, giving short-range A2 Shredding, and the autocannon, which gives long-range anti-infantry. *'''Havoc Support:''' These brothers lack the option for Veteran Training, but you do get Relentless (gaining an extra attack for every 6 you roll to hit while shooting) and the option to pick any heavy weapon you want. *'''Possessed Brothers:''' You want dedicated murderous melee prowess? You'll be looking up these guys. Possessed have Fast (with an option for flight) and more attacks in melee, but have absolutely no shooting power. Their other major feature is their mutations, which you roll up for each model whenever they fight (-1 AP, +1 attack or enemies take -1 to hit them). Though very expensive, you'll be getting your mileage out of them. *'''Mutated Possessed:''' Possessed except better. Though fewer, these guys now drown enemies with 8 attacks each and Tough 3 lets them tank a few blows. In exchange, however, they'll never be fly. Hope you'll get some use out of that extra 80 points. *'''Talon Raptors:''' If you don't want to go all-in on assault, then the raptors give you havoc brothers with jetpacks. While they can take most of the lighter weapons from the base brothers, you can also strap every one of them with energy claws if you feel so inclined. *'''Havoc Destroyers:''' Destroyers are your big slabs of meat with Tough 3 as well as heavy weapons platforms. Sure, you could just give them all energy claws, but they also can switch their twin assault rifles for assault rifles with a special weapon as an attachment or for a heavy flamethrower or reaper cannon for some more mob-wiping. *'''Mutated Destroyers:''' Take a Destroyer and make them even more uncomfortably swole. Alongside being Tough 6 now, mutated destroyers also take Slow, random mutations, and come with AP 2 claws by default. Fortunately their shooting aspects aren't totally shot as they can grab special guns with 24" A2 AP 2 Rending. *'''Havoc Bikers:''' Cheaper than Battle Brothers, but also in a smaller unit size. Each comes with Fast and Impact 1, so melee is a viable option. If you're going for shooty, you can give an extra attack to your assault rifles or upgrade some of them with more interesting guns. *'''Daemon Spawn:''' A big freaky monster for melee purposes. It's not very strong with Tough 6 but a 4+ Defense, though mutations gives it a chance to get protection. It's more focused on getting stuck in and smashing with Strider and Fear to compliment its A3 AP 1 claws. ===Vehicles=== *'''Havoc APC:''' A nimble yet tough tank with a 2+ defense and Tough 6 to protect its cargo of 11 models. For a mere 5 points you can add Strider to it so you can cover more ground. Though it has Impact 6 (with an option to make it Impact 12 with the spiked ram) and a storm rifle, combat is not something you should be blowing this on. *'''Havoc Tank:''' Tough 12 and a 2+ Defense means that this thing won't be going anywhere, which it should for the price point. It comes with one autocannon, but you can give it one of a variety of heavy cannons to add to the punch. If you're looking for just extra guns, you only have heavy machine guns or laser cannons and both ramp up the cost considerably. *'''Havoc Heavy Tank:''' The Battle Tank now has a heavy machine gun and two laser cannons as well as a transport capacity of 11, Tough 18 and an obscene price tag. That's where the similarities end however, as this tank can't carry a heavy cannon. Indeed, its only other weapon option is getting either another twin assault rifle or an assault rifle with an add-on. *'''Infernal Brute:''' Big and tough, but it's not fast and lacks Impact. What it has, especially in comparison to the base brothers attack walker, is a variety of melee weapons. Indeed, alongside some of the basic guns the walker could grab (including a flamethrower or twin assault rifle on the fists), you can also grab either a hammer for Deadly 3 or a free flail for 4 AP 1 attacks. This beast will absolutely want protection on the field since it lacks any sort of delivery mechanism. However, you can be perfectly happy with giving it heavy guns and sending it off, since not many other vehicles have such a variety of guns. *'''Infernal Stalker:''' A big mean beast with a bit more flexibility between punching and shooting. This is especially prevalent in melee, where it has four different weapons and especially the high-AP maul-cutter and the high-quantity chainsaw-glaive. It has a short-ranged bane flamethrower (or an autocannon), which is offset by the stalker having Strider. This thing is tailor-made to mess up anything in close combat, which gives it a good advantage against anything it comes against. *'''Havoc Fiend:''' The mega-tank. Not only is it Tough 12 and 2+ Defense, but it also comes with Regeneration, giving you a second shot to just nope out of any damage. By default it comes with some powerful melee weapons, but you could also replace everything with ecto-cannons or forge cannons, turning it into a mid-range artillery platform. *'''Spider Walker:''' The spider walker, while well-rounded, lacks the punch of the other units. While it has Strider to make it more mobile, all of its weapons are AP 2. While by no means bad, do know that it is the same price as a naked havoc fiend, which can already do heavy melee carnage. *'''Crab Walker:''' Another walker very capable of artillery thanks to its battle cannon. On top of that, you can also buy an additional heavy ranged weapon in exchange for one of its three fists (yes, it has three. Don't ask.) and more missiles in place of its flail. Even if you keep all the melee weapons, you're taking a mobile artillery platform more than capable of defending itself and capable of tanking blows thanks to Regeneration. *'''Forge Dragon:''' Your lone aircraft is plenty durable thanks to regeneration, but its role is tightly constrained to two roles: burninating all the peoples with its stock flamer or dogfighting and anti-vehicle with the forge cannon.
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