Warhammer 40,000/Tactics/Imperial Agents: Difference between revisions
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==Grey Knights== | ==Grey Knights== | ||
===Formations=== | ===Formations=== | ||
'''Daemonhunters Strike Force''' | |||
*Requires: | |||
**1 Fast Attack '''OR''' Troops | |||
**0-1 Heavy Support | |||
*Start reserve rolls on turn 1 for units in this formation that are deep-striking with 3+ being a successful reserve roll. Also, deep-strikers may shoot ''and'' run on the turn they arrive from reserve. | |||
===Units=== | ===Units=== | ||
Not really changed from their base book. So head [[Warhammer_40,000/Tactics/Grey_Knights(7E)| there]] for tips. | |||
'''Troops''' | |||
*'''Terminator Squad''' | |||
'''Fast Attack''' | |||
*'''Interceptor Squad''' | |||
'''Heavy Support''' | |||
*'''Nemesis Dreadknight''' | |||
*'''Landraider:''' | |||
**'''Basic:''' | |||
**'''Crusader:''' | |||
**'''Redeemer:''' | |||
==Legion of the Damned== | ==Legion of the Damned== |
Revision as of 08:16, 3 January 2017
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This is a temporary band-aid to be added to, feel free to add more information or spice it up and make it look sexy, otherwise this will remain a copy-pasted trainwreck slowly filling in information over multiple days.
Why Play Imperial Agents?
This book is better to be known as Codex: Allies. If you play using Armies of the Imperium (and even then if you don't,) Imperial Agents offer relatively cheap ways to fill in some of the holes in your lists.
- Rely on vehicles? The Engineseer Congregation gives you a direct means to repair and even buff them
- Lacking psychic oomph? Take the Astra Telepathica or the Culexus or the Grey Knights or the Inquisition
- Lack flyers? There's a formation that gives you flyers free of tax.
Factions
This book lacks a unified Faction that is anything different than the generic Armies of the Imperium. Instead, there are several factions contained within that contain one or more formations that can be fielded.
Cult Mechanicus
Formations
Enginseer Congregation:
- Requires:
- 1 HQ
- 0-1 Elites
- Units of this Formation gain Canticles of the Omnissiah
Special Rules
Canticles of the Omnissiah: Explained here
Units
General Tactics for both are here.
HQ
- Techpriest Engineseer: Exactly the same as the Astra Miliatrum Engineseer. However, you are giving away orders and intra-codex synergy for effectively no limits in how many you can take and Canticles of the Omnissiah. If you were going to take Engineseers, this probably the preferable manner because Canticles are flat out worth it. Since Engineseers are Independent Characters, they can give their attached units stealth/shrouded/both to their attached squads one turn per game, for instance.
ELITE
- Servitors: Same deal as the Engineseer. Arguably benefit from Canticles even more. Normally milquetoast, the ability to get temporary re-rolls in shooting/melee as well as buffs makes servitors much more valuable.
Aeronautica Imperialis
Formations
Imperial Navy Section:
- Requires:
- 1 Fast Attack
- 0-1 HQ
- You may re-roll Reserve rolls for this detachment
Units
HQ
- Officer of the Fleet: Here's the gist for this fella. Add in, too, that he's now an awesome boon for anyone who wants to manipulate their reserves. Sure, you need to pony up for a Valkyrie, but in order to have access to him outside of the Astra Militarum you'll be getting those Valkyries anyway. Do make sure to park him with your objective campers or anywhere he'll feel safe until he does his job.
Fast Attack
- Valkyries: More on them here. You want to get these if you lack flyers, transports, and/or AA and do not want much else. Sure there are other units that do those duties better, but these are more accessible and can save you some well-needed points. Keep in mind that the Allied Transports ruling are still in effect so you'll need to spend some time on the board filling those Valkyries with your troops.
Adeptus Astra Telepathica
Formations
Psykana Division:
- Requires:
- 1 HQ
- 1-3 Elite
- HQ harnesses warp charges on 3+ when 5+ Wyrdvane Psykers from the same formation are within 12"
Units
HQ
Both units can be found here When taking this formation, you have to choose between the Primaris Psyker and the Astropath.
- Primaris Psyker: Knows Pyromancy, Biomancy, Telekinesis, and Divination. All in all not a bad secondary character.
- Astropath: Cheaper and weaker than the Primaris Psyker. Lacks a force weapon and needs to purchase the refractor field. Also only knows telepathy and telekinesis. The trade off is that upon any successful casting of a psychic power by the Astropath, you may re-roll any of your reserve rolls on your next turn. So consider taking this one if you want general psychic ability and have reserves you want to bring in somewhat reliably.
ELITE
- Wyrdvane Psykers: Read up on them here
Adepta Sororitas
This is a side-grade of the already extant Codex: Adepta Sororitas and does not replace it.
Formations
Ministorum delegation:
- Requires:
- 1 HQ which must be a Ministorum Priest
- 0-1 Elites
- all units gain shield of faith, perfect for MSU command squads or small battle conclaves
Vestal Task force:
- Follows the same structure as the Combined Arms Detachment except this excludes Fortifications and Lords of War
- once per game re-roll failed saving throws of 1 for one turn until your next turn
- re-roll for Sisters' Warlord Trait on the Sisters Table.
- You're better off taking the normal Combined Arms Detachment unless you really plan on having a turn that requires making many saves.
Ecclesiarchy Battle Conclave:
- Requires:
- 1 Ministorum Priest or Uriah Jacobus
- 3-10 units of Arco-flagellants, Crusaders, and/or Death Cult Assasins
- all units become one single unit and gain Shield of Faith.
Units
Follow the general Sisters tactics here. However, the Adepta Sororitas of the Imperial Agents book have been slightly modified. Differences:
- No Saint Celestine
- Ecclesiarchy Battle Conclave has become the aforementioned Formation rather than a free HQ slot. However, you can field dedicated units of Crusaders, Arco-flagellants, and Death Cult Assassins as generic Elite slots that do not require Priests.
- Sororitas Command Squad now takes up an Elite slot but no longer requires a Canoness.
Deathwatch
Formations
Deathwatch Kill Team
- Requires:
- 1 Troops
- Non-vehicles of this formation re-roll armour penetration and to-wound rolls of 1
Special Rules
Yes, Deathwatch Kill Teams still get their Mission Tactics
Units
Troops
- Veterans: See here
Fast Attack
- Corvus Blackstar: Can only be taken as a dedicated transport for your veterans. Know how to be found here.
Grey Knights
Formations
Daemonhunters Strike Force
- Requires:
- 1 Fast Attack OR Troops
- 0-1 Heavy Support
- Start reserve rolls on turn 1 for units in this formation that are deep-striking with 3+ being a successful reserve roll. Also, deep-strikers may shoot and run on the turn they arrive from reserve.
Units
Not really changed from their base book. So head there for tips.
Troops
- Terminator Squad
Fast Attack
- Interceptor Squad
Heavy Support
- Nemesis Dreadknight
- Landraider:
- Basic:
- Crusader:
- Redeemer: