Editing
Warhammer 40,000/Tactics/Imperial Agents
(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!
====Heavy Support==== *'''Nemesis Dreadknight:''' A monstrous creature that can ally with anyone in the Imperium? [[Tau|Well everyone else]] [[Eldar|seems to have been getting]] [[Ultramarines|their own MC's]], so why not? Originally meant to combat Greater Daemons, the Dreadknight can do well against nearly every other MC in the game thanks to good equipment, cheap cost, good saves (2+/5++, while having access to Sanctuary to buff himself to 4++), access t o great gear and fantastic movement, at least once you buy it the Personal Teleporter (not needed if you're Deep-striking). :Unfortunately it only starts off with the two Power Fists as a base, and while they're not bad they're not the dirt-cheap Greatsword the knight can buy either, which gives you the exact same benefits, with the Master-Crafted and Force rules to boot. The Hammer can be good too, but generally Master-Crafted attacks will help you more than Concussive and it's just a marginal increase to get the Greatsword over the Hammer. :For ranged weapons, as above you can skip the Psilencer. Whatever you want to Instant Death should be handled either in melee, or handled by another unit entirely. The Heavy Psycannon looks nice, and it could be worth it since you actually want the Dreadknight to be charging against really meaty targets that warrants that level of Strength. If you're especially dead-set on it, then get an Astropath for Prescience and then the Dreadknight can make a lot of points back in a single volley, before making the rest back in melee. :While not exactly meant to clear out larger groups (better left to the Interceptors and Terminators), the Dreadknight isn't too bad at it provided he has his Greatsword and an Incinerator. Flame the enemy (make sure to take full advantage of Torrent) then charge to get 5 Initiative 4 Strength 10 Attacks. Whatever you're up against should break and get crushed. :Do keep in mind that the Dreadknight isn't without weaknesses, poison can fuck it up, so can any sort of Rending, as well as [[Eldar|pseudo-rending]] and unlike most other MC's the Dreadknight isn't Fearless. ATSKNF is good for keeping it on the board, but you don't want it moved out of position thanks to things like Tank Shocks and Terrify, and having it run from assault, even if it's immune to sweeping advances is really annoying, especially if your opponent just guns it down before it can get back where it belongs. To that end try to avoid it if you're fighting enemies like Dark Eldar, or you're up against a tank-heavy force (it'll be of less use to you than some other troops with Melta's, even if it gets in close it's simply not that points efficient at that job). *'''Landraider Types:''' **'''Godhammer (Basic):''' Nope. Do not take it, the Grey Knights in this book work best as allies, so use them as allies, buy somebody else to blow up shit and buy a different Land Raider that'll better fit your transport needs with its loadout. **'''Crusader:''' That's more like it. While the loss of Psybolt Ammo hurts (a tear shed in pity) it's still a really great assault vehicle, and more than capable of delivering a full squad of Termies into battle in case you didn't want to take advantage of their Rites of Teleportation. Just watch out for terrain, getting your Land Raider immobilized (even if it'll only happen 1/6th of the time) really fucking sucks, and with the amount of points you need to put into a Terminator Squad inside one of these Raiders (at least 400) you don't want it to operate at anything less than peak efficiency. **'''Redeemer:''' This one's iffy as a prospect, if you're up against Daemons or any army that requires you to get close to use your Template weapons, then you're going to want certain defences, but these Raiders don't have any sort of defence like Truesilver armour, and its range always puts it within easy Melta range, on top of MC charge which are the two fastest ways to lose it. ::If you know you're not going to be up against either MC's or Melta's, then go ahead and take it, so long as you can use it and flame a couple MEQ's it can make its points back extremely quickly.
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