Warhammer 40,000/Tactics/Imperial Agents

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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.

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.

Astra Telepathica

Formations

psykana division 1 Astropath OR Primaris psyker mandatory 1-3 wyrdvane psyker squads- HQ's from this detatchment harness warpcharges on a 3+ while close to 5 or more wyrdvane psykers

Special Rules

Wargear

Units

HQ- Astropath: Independent character version of the AM's model of the same name.

Primaris Psyker: See AM tactics

Elite- Wyrdvane Psyker: See AM tactics

Adepta sororitas

Formations

Ministorum delegation:

  • 1 priest mandatory 1 elites choice optional
  • all units gain shield of faith, perfect for msu command squads or small battle conclaves

Vestal Task force:

  • Standard CAD with no fortifications or lord of war
  • once per game reroll failed saving throws of 1 for one turn until your next turn, SKIP THIS ITS GARBAGE, also rerolls sisters warlord trait

Ecclesiarchy Battle Conclave:

  • 1 priest 3-10 UNITS of arcos, crusaders or DCA's
  • all units become one single unit and gain shield of faith, anywhere from 7 to 101 MODELS in one unit

Special Rules

Wargear

Units

Deathwatch

Formations

Special Rules

Wargear

Units

Grey Knights

Formations

Special Rules

Wargear

Units

Legion of the Damned

Formations

Special Rules

Wargear

Units

Inquisition

Formations

Special Rules

Wargear

Units

Assassins

Formations

Special Rules

Wargear

Units