Editing
Warhammer 40,000/9th 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!
==Unit Analysis== ===HQ=== The Renegade HQ choices are all fairly reliable, and comparable to their Astra Militarum counterparts in most ways (and not in our favour), however they are fragile when compared to, for example, a SM Captain, and lack any form of save better than a 4+. Always keep them next to someone else and they can score a few choice hits in melee and maybe make a difference if given the opportunity. * '''Renegade Commander:''' A Traitor Astra Militarum Commander with no orders. No longer required to be a Warlord for the Covenants. They are absolutely necessary for an aggressive CC army due to a new Aura buff: the old Fanatic rule has been repurposed to let your dudes within 6" ignore modifiers in attrition tests. 5++ is their best save, but 4W 3A 3+ BS/WS on a guardsman statline is lackluster, so if you absolutely want to do glorious battle, make sure you charge anything weak enough for your squad to kill before it can strike back. In fact, just stand nearby and shout if you don't want to die to Guard Bayonets!, Fire Warrior pistols or that tank gunning you down in melee. * '''Malefic Lord:''' A Traitor Primaris Psyker with a worse statline, no weapons, no powers sans Smite but with a 4++. If he perils and survives he gets massive bonuses to his (otherwise nonexistent) melee, but wounds lost to perils (and no way to restore them) usually mean he dies before getting any good melee off. Rogue Psykers are better casters but die faster due to not being Characters. Both are bad. * '''Rogue Psyker Coven:''' Now cost flat 35pts per squad, which is pretty good for 15 wounds. They know only Smite and are pretty bad in any form of non-psychic combat, with only a 5++ to their name. Choir of Chaos lets them eat d3 MWs in exchange for d3 bonus to a psychic test, which makes these guys better than a Lord of Change at Smite spam. As long as you avoid lasguns and bolters that is. They have covenant access like anything else, but it's wasted on them because they absolutely suck in close combat. ===Troops=== Biggest improved overall, no more shoddy leadership, shitty WS/BS or other janky rules. Hello aggressive melee and decent shooting infantry! Bad news is that points costs have increased but the units themselves are ''mostly'' better for it. '''Verdict:''' Welcome to F-tier - this is NOT a competitive tournament army. You should only consider playing this if you're looking for a conversion challenge as official models have been discontinued at least an edition ago. If you're worried about WYSIWYG, you're either playing against the wrong people (ie, get better friends) or you're making a huge mistake. That is, in addition to playing R&H as anything but allies... * '''Renegade Cultists:''' Cultists from the CSM roster next over that exchange Mark of Chaos for the now generic Chaos Covenant; they are strictly better than CSM cultists because of the covenant and fared better than the other units here because they changed the least. Your cheap option in the discount wares section: 1pt less than Militia for 1 less Ld and no real options to speak of - strictly inferior to Militia. Can blob even harder than Militia but not as hard as Rabble. Use these to provide cheaper and more disposable small-arms support for mutant rabble or allied Berzerkers or Daemons; in a pinch, they can be thrown into the grinder of CC. Alternatively, they can be used to cheaply secure a backfield objective if you can't spring for Militia to cover Disciples or splat them along with a Militia squad. Cultists are flexible and disposable for a Renegades army and you should absolutely treat them as such. * '''Renegade Militia:''' Traitor Guardsmen with no orders and worse Save. They can take more actual guns than cultists, but those are tied to squad size and we don't get that 50% discount on special weapons Guard enjoys. Renegades do have a solid Leadership kit, but it gets pricey on MSU. Build for mixed close-support: heavy bolters, mortars, grenade launchers, plasmaguns and flamers, etc. Rush and camp down on objectives or support a backfield objective with maybe an autocannon or missile launcher. They fared alright in the changeover - there were already people out there who preferred to use Militia as blobs over mutants and now the choice seems somewhat justified. * '''Renegade Mutant Rabble:''' The most expensive Troops option of the three, and it's a tarpit. The 'I've got more bodies than you have bullets' type. Still get a random buff to M/A/T, now with no downside - not much of a "curse" now, eh? Max unit size is whooping 30, and make sure you don't leave home with fewer bodies - you are here to blob, and blob '''HARD'''. Your other troops are better at range, so pack the garbage like shotguns and stubguns and run screeching at the enemy's objective. It will be fun and quick. All in all, it's like someone wished for improved mutants on a monkey's paw and we got a pricey tarpit that gained little-to-no buffs to their survivability, a mild buff to their CC ability and buff to their shooting that literally nobody asked for! **A 'min' squad of those is 210pts. Add in 60 more for Enforcer and Commander to stop them from running. A Punisher Russ with frills is 210pts. A pair of Wyverns is 270pts. Being a mutant is not cost-effective, much like the rest of this army. **There's no escaping the MSU vs. blob debate and it applies to all these Troops choices. Clearly they were designed with blobbing in mind, but the advent of blasts will churn through blobs; conversely, small-arms fire will tear through their low toughness and trash saves so a small unit will not survive particularly well, either. Packing a battalion full of MSU Troops is not an efficient use of Troops slots nor is it exactly cost-effective, especially if you're going to be piling them into transports. Blobs can work out against Xenos who don't have much Blast to begin with, but Imperial armies are going to be a problem. On that front, Marines might struggle against MSU but Guard have enough guns of both kinds to whittle you down. Again, ''this is not a competitive list''. YMMV if you build a few medium strength units, maybe. ===Elites=== Elites are the hammer of R&H armies, with all of the elite choices quite killy. They will be making your plays while your troops soak up the hits; also note that every one of these choices except Plague Ogryns has access to frag grenades. Taking a Renegade army of nothing but Vanguard detachments and Transports is a hilarious waste of CP in 9th edition, which you should be saving for overwatch if you're just fielding a dedicated R&H list. If you're doing the right thing and fielding them as allies, you're sadly gonna be burning 3 CP to field more than two elites (more like more than one elites because you are almost certainly taking an enforcer) so an allied vanguard detachment isn't a terrible idea per se. * '''Renegade Command Squad:''' A squad for boosting the morale of nearby units, or reducing enemy morale. Their Banners provide either allow anyone to heroically intervene (Apostate) or re-roll charge distances. Keeping them near the front lines is advisable, so that they can use their banners to full effect - if you just want their good WS/BS, you want the next option. Otherwise, give them a special weapon (heavy weapon optional) and get near close quarters so that you can give the banner benefits to nearby hordes/enemy squads. * '''Renegade Disciple Squad:''' 5-15 Veteran equivalents, with 3+ to shoot and hit in melee. Good for when you need accurate shooters and the best squads for taking Heavy weapons; these guys should be fielding lascannons and other high-power single-shot weapons to take advantage of their good shooting. Unfortunately, Can only take 1 special weapon and heavy weapon, so they lack the volume firepower of the militia, but can field up to 15 bodies to compensate. * '''Renegade Enforcer:''' Massively retooled, has a nearly identical statline to the Commander. Instead of killing D3 models whenever a squad is called on to take an attrition test, he now grants friendly core units +2 Ld. This combines very well with the Commander's aura that removes negative modifiers, and the two of them can make nearly unbreakable tarpit blobs. Can also take a shotgun for free or a ranged weapon along with a melee weapon; you will certainly be seeing close combat with this guy so build accordingly. * '''Renegade Marauder Squad:''' Another unit heavily re-worked from Warhammer Legends. They now have ALL the specialist doctrines at once: they re-roll to-hit rolls of 1 in CC, get +2 to their saves while in cover and a 4+ save along with frag and krak grenades. Gone is that stupid rule where they all die on a D6 roll of a 1 when they have to take a morale test, instead they gained Covenant of Chaos on top of all of their stuff! Models can take an autogun, shotgun, lasgun or an auto or laspistol and brutal assault weapon while two of them can switch out for a special weapon, including sniper rifles (no more heavy weapons, though). The Champ can take a boltgun or a pistol and CC weapon and the brutes? They came way down in price costing 14 points and a PL each (max 2 brutes per squad) and now they hit at S5 AP-2 with their 3 attacks and wounds. You will be torn between building them for sniping and cover camping or charging into CC, leaving two build types: **Close support: meltaguns and/or grenade launchers for special weapons (flamers are a bit of a waste on their high BS), shotguns and brutal assault weapons for the rank and file; tool the champ for close combat and grab two brutes. Think of them as nastier cultists or mutants. **Cover camping: sniper rifles and/or plasmaguns for special weapons, autoguns/lasguns and maybe a shotgun or two for defense for the rank and file; give the champ a bolter and brutes are optional for defense. * '''Renegade Ogryn Beast Handlers:''' 3-6 Hounds and an Ogryn Pack Master. The hounds lost that ability to reduce enemy morale, which is lame. The Ogryn Pack Master is equipped with a Ripper claw (S+1 AP-2 D2) and Mauler Goad (Suser AP-1 D1, but makes 3 additional attacks), meaning it also lost the ability to buff the hounds' attacks - which is also lame. These guys have taken a beating in the update as they lost their damage boosting special abilities. Their only saving grace is that they're less than half the cost per model of an Ogryn brute squad. * '''Renegade Ogryn Brutes:''' 3-12 Ogryns, but without guns. Have Ogryn weapons, which are S+1 AP-1 D2 and one guy can have a drill that does sx2 AP-2 D2. They have the same avalanche of rage ability as beasts plus combat stimms. They can take and deal multiple, reliable wounds. Remember, 3-4 wounds is all you need to bring most characters down and you get 12 attacks on the charge at S7, so if you want to remove an SM Captain, or a pesky Primaris squad, this is the unit. Keep in mind this is relying on them hitting first, so don't go charging a howling banshee squad and expect to come out on top (though at proper numbers you should). * '''Renegade Plague Ogryns:''' As 3-9 Ogryns above, they have a Covenant of Nurgle that gives them a full 6+++ FNP, their weapon is S+1 AP-2 D2 like the other brutes but now re-rolls a wound of 1. No longer do they explode on death, and they only get +1 attack on the charge instead of +1 A and S - bummer. They are interesting, able to deal out more damage melting away tarpits but contrasted with their generic brethren, they're actually better at taking down tougher targets - like vehicles. They cause more wounds and can withstand damage better than regular Ogryn brutes due to their special rules. ===Dedicated Transports=== * '''Chimera:''' You know it, you love it. Gem of the mortal metal bawks world, can take 12 of your squishy goons, now with toughness, wounds, move values and variable statistics! Unfortunately, their price went up considerably; you've been warned. Still gets the job done, but its attacks depend on volume of fire over value. No AP on anything but the Heavy Bolt/Flamer. Flamer is a good option, since it doesn't suffer from the vehicle's accuracy decay as much, and as Renegades you aren't afraid of a little CQC are you? ===Fast Attack=== * '''Hellhound:''' Set things on fire with a flame tank! Curiously, you have access to the hellhound variant guns like the Chem Cannon and Melta Cannon... But you should probably take the auto-hitting ones because your BS is <strike>garbage</strike> exactly the same as normal guard. Sadly, these don't bypass cover saves anymore, but cover saves aren't as strong either. Take the basic Hellhound for hordes of GEQ, otherwise there's the Bane Wolf, whose vicious Chem Cannon wounds everything that's not a vehicle on 2s, with improved AP (at the cost of range). Thanks to renegades straight up jacking the codex entry for these tanks the Devil Dog has benefited from the same buff the normal one got: its melta cannon is now assault type. This is a pretty big boost and turns that option from worthless into one of our most reliable anti tank weapons. Zip up 12", fire away, and watch anything tank shaped melt. Sadly the hull mounted multi melta is still heavy so always take the heavy flamer for defense. * '''Scout Sentinel:''' These will probably be your main source of anti-infantry Heavy Weapons, because your normal heavy weapons teams are terrible shots. A T5 chassis is okay, but you are still vulnerable to small-arms, especially with a 4+ save. The scout move can be used to keep your sentinels out of danger if, for example, the enemy player steals initiative, so that is a plus. You will take this sentinel mostly for speed, so take rapid fire weapons like the multilaser, Autocannon, or Heavy Flamer (Or frag missiles from the Missile Launcher if you are feeling lucky). These will likely get focus fired at the start of the game if you don't have enough other threatening targets, but they do have 6 wounds each and no damage table, so taking a few wounds is not a problem. With Outrider Detachments you can take nothing but HQs and Sentinels, which actually isn't too bad of a army build if you organize it properly. * '''Armored Sentinels:''' These will probably be your main source of anti-tank seeing as to the fact that they can plop themselves in cover without being afraid of wasting the scout sentinel's extra maneuverability. Plasma cannons make them good at clearing up heavy infantry, Autocannons are good versatility, for both infantry and light vehicle targets. Lascannon/Missile Launcher are your best bet for taking out enemy armored vehicles and monstrous creatures, but will draw a heck of a lot of fire, so keep them in covered positions. If you are only going to take only one group of sentinels, the Missile Launchers are good options, since they can thin out enemy infantry squads quite nicely, and also deal with most armored targets. Lascannon is good for popping heavy tanks, where the 3+ wound -3 AP really matters. * '''Salamander:''' Cute little light tank with guns otherwise found on sentinels or heavy weapons squads. Pricier, tank-y-er than either; great if you have the points and are not otherwise concerned about getting bogged down in CC as these things ''will'' get bogged down in CC. *'''[[Chaos Spawn|THE THING THAT SHALL NOT BE NAMED]]''' - The gribbly beasts you know and love from the CSM codex make a return, this time in the FA slot and come with chaos covenant for +1 strength in CC! Still have the D6 random attacks, 4 Wounds and an armor save of 5+ with no uptick in points (actually got a points ''decrease''). The D3 table of mutations has mostly stayed the same. 1 gives your punches AP-4, 2 gives you +2 attacks, and 3 lets you re-roll failed wounds in close combat. Take a full unit of the gribbly bastards and harass your opponent's flank and squishier heavy weapons teams with anywhere from 5 to 30 S5 AP-2 attacks. Got a pretty sizable nerf to their speed though, going from 12" to 7" movement, but you still slightly outspeed most basic infantry. As of Warhammer Legends, these came down even further in price down to 23 pts. each! ===Flyers=== *'''Valkyrie:''' The original bad bitch of the skies can hold 12 Infantry; Ogryns of any variation count as 3 models. Any infantry with the Renegades & Heretics keyword count. Transports can hold multiple units now, so have fun! Even better, Grav-Chute Deployment allows you to put anybody the bad bitch can carry 9" away from the enemy...''after'' the Valkyrie's 20" minimum move. Can you say 'turn 1 charge with ogryns?' And to top it all off it has 2 MORE wounds than a Leman Russ tank (though 1 less toughness). Cue the music! **''Note:'' On the firepower side of things, hellstrike missiles are no longer one-use only (but you can fire only 1 per turn), and the multiple rocket pod is a nice infantry muncher. However, the Valkyrie isn't immune to the penalties for firing heavy weapons on the move, and being Airborne it HAS to move, so it'll be shooting like an Ork most of the time (unless you hover but then you can also be shot at normally and/or charged by flying stuff). Spring for Multiple Rocket Pods, multilasers and door gunners with Heavy Bolters to power through the penalty. But it also may hover. So if you really want to kill something, you may switch to hover mode and let go. But prepare to die afterwards, since all the Flyer buffs are then gone like the wind. **''Other Note:'' The Grav-Chute deployment still only counts as a disembarkation from a transport, allowing you your normal movement afterwards with your marauders, or your 4 Renegade Ogryn Brutes for that charge... Ogryn ''can'' fit in Valkyries, just not Vendettas (which doesn’t matter, since we don’t have access to those anyway). * '''Arvus Lighter:''' Actually not a bad choice for delivering units and taking heavy weapon. Gets a 3+ save, and BS 4+, and '''Does not have a damage table'''. In addition 8 woulds with an 3 up and hard to hit is never bad for a T6 flyer. It's not going to win any killing contests, but it will get your models where they need to go, and can take some potshots along the way. Also hilariously lacks the supersonic trait, which means you can do 180 degree turns all day, without having to worry about flying off the table. Twin Autocannons or Twin Heavy Stubbers seems to be the best choice for weapons, but taking the Multilasers or Twin Hellstrikes is always optional. Cheap enough to warrant being used as a tanky flying Heavy weapons team after you deliver your cargo. Unfortunately cannot transport Ogryns of any variety. ===Heavy Support=== * '''Renegade Heavy Weapons Squad:''' A pair of Militia with a heavy stubber that <s>can</s> should immediately be swapped for a bigger gun; unlike loyalists can be taken with up to six teams in a single unit. FAR more reliable now that they hit on 4+ but their covenant is wasted. Note they have the points listed to take a Quad Launcher but it's clearly a typo, as they [[Fail|can't legally take one via the datasheet.]] Regardless, 48" guns are the preferred weapon for these guys, so plop them at the furthest possible range - if they get shot, they are dead; springing for a bunker is not bad either. You're better off fielding more tanks or allies if you have Militia MSUs, though. * '''Leman Russ Battle Tanks:''' The sturdiest tank in the galaxy, point-for-point. It's a big tank; it does big tank things. Kit it out properly from the laundry list of big guns and it won't disappoint. Options of filling include Battle cannon (your generalist blast gun), Exterminator (for those filthy autocannon-hating xenos), Eradicator (battle cannon scaled down against heavy infantry), Vanquisher (for when you want to lose a tank duel), Demolisher (for when you want to watch something get pasted pointblank), Executioner (twin plasma cannon effectively, marines love those) and Punisher (a bullet hose to end all bullet hoses). For dressing we've got bog-standard Heavy bolters and flamers, as well as Plasma cannons, now-improved Multi-meltas, and a Lascannon. Getting the right combination of cannons for the occasion is the key to success with this unit. That, and trying to stay under half speed (which does degrade as you take damage!) - Grinding Advance is one of the best rules in the entire game. * '''Basilisk:''' One of your better units for hitting hard targets, the old Basilisk is back in action. Sitting at 125 points, its one of our more efficient units for hitting targets with 2+ wounds from across the table. Focus on that last bit - keep it away from enemy units. * '''Wyvern:''' It is four Mortars that reroll to-wound mounted on Chimera tracks. Point it at anything smaller than a marine, and Wyvern will reduce it to appropriately-coloured confetti. Just keep it away from enemy fire. Wyvern is a simple machine like that. *'''Hydra:''' The original AAA is back in action! This time it brings four Autocannons that are +1 to hit against {{Template:W40kKeyword|FLY}} units and -1 against anything else, so aim it high at Blood Angels, Eldar of any colour, Tau, 'Crons, and that one opponent who just loves Fly spam. Ironically, it is not cost-effective against heavy-duty Aircraft like Stormravens. *'''Forge World''' * '''Earthshaker Carriage Battery:''' Still 4 less wounds than a Basilisk. Still 10pts more expensive. No more separate crew or ability to shoot in melee due to Immobile. Hard pass. * '''(Armageddon-pattern) Medusa:''' Effectively a vindicator, but always has D6 shots, at the cost of D3 damage, and 1 less toughness (Which is compensated for by the gun shooting 12 inches further. Similar enough to be replaced by the vindicator if it fits your style better, but as with everything on this list YMMV. * '''Medusa Carriage Battery:''' Same deal as with the Earthshaker, this is a stationary Medusa cannon that has less wounds and costs the same. This one is crewed, so one more downside to a pile of downsides. Hard pass. * '''Griffon:''' A Str6 AP -1, 2d6 taking the highest dice shots, ignores cover and line of sight on a Chimera EQ chassis. A strong little weapon platform, especially since it can move and shoot without much penalty other than -1 to hit. Keep it in the back, or with your other light vehicles like your Chimeras for the extra firepower. Good for killing T3 infantry squads and light vehicles, but for marines the volume of fire of the Wyvern is better. *'''Malcador Tank Family:''' Down(?)-graded from Lord of War to Heavy Support, the light-super-heavy tanks of the Malcador family has been smiled upon in 8th by the removal of weapon facing. This means the bizarre fixed-transfer casement the main gun sits in (and the fact that the sponsons can't train forward) no longer limits its shooting ability; also gone is the chance to break down every time it moves, apparently they finally fixed the engines on these things. The Demolisher cannons have Grinding Advance, as well. Note: The Valdor tank destroyer is still taking a Lord of War, so no spamming Neutron Lasers (not that you could spam a tank this size anyway). *'''Malcador Heavy Tank:''' The basic Malcador is a Russ on a steroid binge - 18 wounds instead of 12 (this is standard across all Malcadors), and it can carry autocannons or lascannons in the sponsons. *'''Malcador Defender:''' ''Now we're talkin'!'' In a remarkable display of foresight, the Defender eschews the nerfed turret weapons of its brothers for an interwar-style turret fitted with ''five(!)'' heavy bolters. Two more on the sponson mounts make for a bullet hose to rival the Stormlord - at 21 shots, it can chew up blobs but good! It also adds 1 to its overwatch hit rolls, making it a very solid charge deterrent to protect your gunline. Shame Chaos Covenants don't effect Vehicles, or else Tzeentch's Covenant would be outright mean. A demolisher cannon is still present on the hull for tougher targets. *'''Rapier Laser Destroyer Battery:''' Got nerfed hard and went from auto-include to nope. Twin-linked is gone but it still fires only one shot; so there is no chance to reroll that 4+ except CPs. Still the gun is S12 and '''if''' the shot hits on a roll of 3-5 it does 2D6 damage and on a 6 it's upped to 3D6 (so you ''could'' hypothetically one-shot a Land Raider but it is highly unlikely). The price got almost doubled to 74 points for one gun and a crew of two. The rapier has 3 wounds now but unfortunately is only T5. Mathhammer says it will only beat out a team of lascannons (of similar cost) against 2+ models, models of T6 and below, and 3+ models of T9 and above. Not worth buying, but if you have it, save it for the ''really'' tough stuff. **'''Alternate opinion:''' These are all valid criticisms and Forgeworld should really refund the money of any poor soul who bought these in the twilight days of 7th Edition, but putting this out here: if this thing does hit, it will kill almost anything you point it at. **It is also more durable than a lascannon in general, as the crew can't be targeted unless they are the closest model (even by sniper fire). It also helps you out by adding the one thing R&H need: Infantry based mid range Anti-Tank firepower. The insane wound potential also helps as a selling point, since 2d6 wounds is the average, and the gun has potential to do more on a good roll. It may be niche, but this gun fits nicely with renegades. *'''Heavy Mortar Battery:''' Another crewed gun, the Heavy Mortar hits like a midway between a normal mortar and the Earthshaker Cannon. Unfortunately it takes after the latter in price - 72 points for a 3-man team and the gun carriage. Potentially viable if you've got the models, but nothing special. *'''Heavy Quad Launcher Battery:''' Also known as the Thudd Gun. Invented by [[squats|a race of abhumans]] whose worlds were lost to the Tyranids sometime in the mid-M40s (it's not clear) and much beloved by [[Death Korps of Krieg|Grim loyalists]], 8th Edition's Thudd Gun behaves like a Wyvern's quad-gun, without the rerolls to wound (perhaps it doesn't use airburst ammunition?). It's also the exact same cost as a Wyvern, sans the heavy bolter the latter gets with its Chimera mobile platform. Workable if you have it, not worth the money if you don't. *'''Colossus Bombard:''' Finally gaining the toughness of the Leman Russ chassis it's mounted on, the Colossus still ignores cover, though that doesn't do as much now. Downside, it costs as much as a Leman Russ, too. The mortar itself has gotten a HUGE range increase (In fact this might be a typo - 240 inches), and hits like a Heavy Mortar with slightly better AP. It fires twice as many shots, too. ===Lords of War=== *'''Baneblade:''' The galaxy's premier super-heavy tank has been lucky this edition, with almost-universal reductions in points, retention of fire points, ''amazing'' toughness, and the addition of the Steel Behemoth rule. The Steel Behemoth rule is especially powerful on Baneblades; Versus targets ''in'' melee it may fire its twin heavy flamers and twin heavy bolters like pistols, targeting foes within 1" - this makes a fully-armed Baneblade one of the ''meanest models in the game'' in close quarters, dealing out an average of '''31''' hits, at S5 AP-1 - and that's before it uses its adamantium tracks, which swing at s9 ap-2 for d3 damage up to 9 times. And those flamers hit on overwatch, too. All variants have a twin heavy bolter on the hull, and may take up to 4 sponsons, each with a lascannon and a twin heavy flamer/twin heavy bolter. **'''Baneblade:''' First of the turreted variants, and the only one available to you as a R&H player (though with the removal of facing that's not as relevant anymore), the original Baneblade packs the mighty Baneblade Cannon, an autocannon, and a hull Demolisher Cannon. Old but gold. **''Ally this majestic fucker to Chaos Daemons. It is hilarious.'' *'''Forge World * '''Macharius Family:''' the middle child of the super heavy tanks, the Macharius series starts to wield titan-sized guns, while the non-tank variants of the chassis bring to the field some of the largest transport capacities in the game. '''FAQ ADDED THEM TO THE R&H LIST''' ** '''Macharius Heavy Tank:''' Suffers from a lot of the problems that the Leman Russ suffers from, and it doesn't even get to ignore the -1 penalty for firing its main weapon on the move. It has the potential to deal a lot of damage, but like the Leman Russ battle cannon, the likelihood of it actually doing anything isn't that high. If you really have your heart set on this tank, consider the Macharius Vanquisher as an alternative. ** '''Macharius Omega:''' Its plasma blast gun is pretty amazing, especially if you can keep it still. Only 1 mortal wound per to-hit roll of 1 on the supercharged firing mode, and even if you play it safe, each shot is still doing as much damage as a normal supercharged plasma gun shot, but with much better range. Consider this if facing big squads of MEQ... now, if only FW still made the model for it. ** '''Macharius Vanquisher:''' Two Vanquisher shots are better than one, and if all else fails, you can fire this as a slightly less potent version of the twin battle cannon that the Macharius Heavy Tank has, making this a more versatile choice. It's still nothing to write home about in the grand scheme of things, but at least you get two shots for the Vanquisher cannon instead of 1. ** '''Macharius Vulcan:''' The Vulcan Mega Bolter retains the ability to spin up to maximum speed if the tank hasn't moved, doubling its rate of fire to 30. On a S6 AP-2 gun, that's some SERIOUS pain. With 15 hits on average, you'll be mowing down entire GEQ squads with an average of 12.5 wounds per shooting phase. This is a nice tank to have up your sleeve when that Ork player floods the board with Boyz. *'''Minotaur Artillery Tank:''' One of the two variants of the Malcador chassis that retains the Lord of War title...Though you could be forgiven for not noticing, since it's had two Earthshaker cannons mounted on it. ''Backwards.'' Simultaneously the coolest thing on treads and an ungodly abortion only Hereteks could love, and boy do they. Has two heavy bolters mounted on it...somewhere. As a side effect of mashing two Basilisks together it gains Steel Behemoth and a 5+ Invulnerable save against shooting attacks (which is copy-pasted from the Gorgon's entry, because the two are such similar machines...Bravo, Forge World!). The durability comes at a cost: for the firepower of two Basilisks it's almost as expensive as three. *'''Valdor Tank Destroyer:''' Recently added to the R&H list in the latest FAQ (in the Forces of Chaos book instead of the Forces of the Astra Militarum where our rules are, but still counts!) The other Malcador variant that's still a Lord of War, the Valdor is to vehicles what the Infernus is to infantry. It packs a Neutron Laser Projector, a cannon that hits plenty hard, fires more than one shot and gets damage rerolls vs vehicles (who also take a -1 shooting penalty if the shot damages them). Be wary: the reactor powering this thing is closer to a bomb than an engine. When killed, the Valdor explodes on a 2+, inflicting D6 mortal wounds on everything within 2d6". Sadly, it's too pricey to be taken just for the spectacular not-a-deathstrike suicide attack.
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