Editing
Warhammer 40,000/Tactics/Tyrant's Legion(7E)
(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!
===Elites=== Your weakest section, you only get three choices and in some conditions one of them can be moved to Troops. Retaliators fill the "close combat" role normally associated with the Elite role, but they're not fantastic. Basically your Elites are filler units that are intended to plug the gaps in your army-build either with good weapon options or neat tricks; Renegades are particularly good at this. You should really come to the Elites section at the end of choosing your list and see what is missing. *'''Corpse Taker:''' A fluffy unit. A single Apothecary in a unit of [[servitor]]s (not even GOOD servitors, chainswords only), meant to secure [[gene seed]], yours or from badly-wounded (i.e. [[grimdark|still living]]) enemies, ilustrated by his 'Dark Harvest' rule: +1 VP if ''any'' SM infantry is wiped out near the Corpse Taker unit. This unit is disappointing as his double kill point bubble only extends out to 6" now, and ONLY works [[Fail|on a D6 roll of 6+]]. So he has to linger around in the threat zone to do this and he's fragile as fuck. To add insult to injury he doesn't grant FnP to the units that need it, only to his servitors! On the plus side, it also applies in games that do not use kill points for scoring, so can get you an extra point if you're lucky. While the servitors can spread the area of this bubble outwards, they're really just ablative wounds here, and if you lose the apothecary (has only 1 wound, 3+ save) you might as well remove the unit as it won't be doing anything else useful for the game. In fact...only take if you've got nothing else to spend points on, since you cannot reliably form strategies around this guy anymore. **The unit can also take a rhino or razorback, which if you take no other upgrades, becomes a slightly more survivable and faster moving 6" double bubble if you just never let them leave the vehicle. **Interestingly, the Apothecary can take hellfire rounds for his bolter, which could be handy in sniping monstrous creatures like [[greater Daemon]]s and [[Wraithlord]]s...but then you're not fighting against Space Marines and gaining double KP are you? *'''Retaliator Squad:''' Kinda like an [[Assault Squad]] for indoors, with Combat shields instead of [[jump pack]]s and Void Hardened armour, so if you're playing boarding missions or Zone Mortalis it might be a justifiable unit. On top of whatever the sergeant gets, the unit can only get one special weapon, and that's by swapping either the sword or the Combat shield. Either buy a Meltagun, Grav gun or just take a flamer for free. They can also take Meltabombs at a fixed price, regardless of squad size, so play them like Melta Vets that can do good in melee. **Also, with Centurion Commodus as the warlord ''(No Huron then...)'' ONE unit of Retaliators will become Troops, which can therefore "Secure" an objective. This is unnecessary since you've got big squads of Troops for that, you really want these guys running around mopping up minor targets that your artillery can't be bothered with. But it's a nice unit for Commodus to be with. ** We now have the Horus Heresy Breacher squad models to form the basis for these squads which is strongly recommended. They even have the gravgun options already there. *'''Renegade Marauders:''' Now this is your unique modelling opportunities unit. Perhaps the melee mirror of Imperial Guard Veterans: They even get doctrines for FREE! What's better is they can add in pseudo-feral [[ogryn]]s with no weapon other than rending fists. ''(or big mutants or combat servitors, depending on whatever you decide the unit looks like)'' One of the MAJOR downers of this squad is that it's only in it for the money i.e: once they break, they're broken for good. They're all WS4, and they can swap their usual Lasgun for Shotguns (Assault weapon) or Laspistols (+1 attack, so 4 on the charge) for free. Two have access to special weapons, and their sergeant has lots of options, being able to buy even a Refractor field. **One way of dealing with the leadership problem is to attach a basic centurion to the unit. Not only will it boost their Ld value, it will also make the unit stubborn and considering that this unit may be one of your few melee units in the army, attaching a centurion isn't a total waste. Also, having Huron in the army makes them Ld10, so further reduces the chances of them running away. **The unit can take a Chimera as a transport OR an [[Arvus Lighter]], which in 6th edition is less of an insulting option. **The doctrine you take also will likely dictate what loadout you give to the squad as it will change how you use them. ***'''Murder Cultists''' turns them into Crusading, Furious Assaulters. Take power weapons or flamers since they'll be up close. ***'''Stalkers''' turns them into Stealthy bastards who Outflank then Move through cover; take sniper rifles or [[heavy stubber]]s. ***'''[[Heretek]]s''' gives them carapace armour and krak grenades, and is the balanced option; take whatever you like.
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