Warhammer 40,000/Tactics/Imperial Agents

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In an interesting hiccup of fate, a little book called Codex: Imperial Agents have been bequeathed to use by the folks of Games Workshop. It contains within many factions and small detachments that an enterprising player (especially those of the Imperial bent) may wish to utilize.


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.

Overall it is quite funny to think about with it. Small detachments allow for a mess of an army. Which might not be the best on the min/max side of the game. But having it together with Inquisition and the, very cool, Divisio Military special rule can make you an army that is just oozing character. It is still a mess in some parts and missing some toys the Inquisition have in their codex.

Additionally, there are some more things to consider:

  • This codex covers Inquisition, Sisters of Battle/Ecclesiarchy, and Assassins in a nice hardback format. If you already have these armies, you need these books.
  • Many of the cloned units have either new formations or strait upgrades that make them better than other versions.
  • So much conversion potential! Seriously, get out there you crazy modders.

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.

This is particularly important with the newest ally ruling stating that Battle Brothers cannot begin the game embarked in an allied transport (Thanks a lot, Eldar). One of the largest downsides to taking these new units as allies is that they have to stay outside your transports turn one.

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.

Comment One of the main problems with this formation is that their ability to transport is tantalizing but for the most part impractical. Due to the new FAQ nothing can start inside these transports. The only option is to enter the transport turn 3 which is horribly inefficient and leaves them open to non-skyfire shooting for a turn, or using a landing pad.

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

Adepta Sororitas

This is a side-grade of the already extant Codex: Adepta Sororitas and does not replace it. Rumor has it that a true 7e SoB codex is in the works, substantiated by the confirmation of plastic SoBs and a new model for Saint Celestine

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:

  • Saint Celestine is not in the codex, but can instead be found in the Fall of Cadia supplement.
  • Priest is now an HQ.
  • 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.
  • Also the Acts of Faith do not end at end of a phase, now they are in effect till the End of the Turn. Which is a slight buff.

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

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:

Legion of the Damned

Formations

Spectral Host:

  • Requires:
    • 1 Elite
    • 0-3 Additional Elites
  • All units of this Detachment start as Deep Strike reserves but may choose to automatically pass or fail their reserve rolls.

Units

Elites

  • Damned Legionaires: See tactics here.

Officio Assassinorium

Formations

Assassinorium Operative:

  • Requires:
    • 1 Elite
  • Gain 1 additional Victory Point if enemy warlord was killed by an assassin from this detachment.

Execution Force:

  • Requires:
    • Vindicare Assassin
    • Callidus Assassin
    • Eversor Assassin
    • Culexus Assassin
  • All gain Preferred Enemy (Warlord)
  • Gain 1 additional Victory Point if enemy warlord was killed by an assassin from this detachment.

Units

Really, just look here.

Elite:

  • Vindicare Assassin:
  • Callidus Assassin:
  • Eversor Assassin:
  • Culexus Assassin:

Inquisition

Much like the Adepta Sororitas, the Inquisition of this book do not replace that of Codex: Inquisition. As another side-grade, they gain certain things and lose others. Differences will be noted where applicable. General tactics are here.

Formations

Inquisitorial Representative: Resembles the Inquisitorial Detachment but keep in mind several things. First of all, in order to take another Inquisitor: you have to field another one of these which isn't bad at all. Secondly, with this you cannot field mobs of select models. Acolytes are the only Elites choice that can be fielded in units of more than one model. All others are solitary unless taken in the following formation. You lose direct access to the Arco-flagellant, Ministorum priest, Death Cult Assassin, Psyker, and Servitor.

  • Requires:
    • 1 HQ
    • 0-3 Elite
  • One Inquisitor from this detachment may generate a Warlord trait even though they are not the Warlord. For the sake of the Warlord trait they count as a Warlord.

Inquisitorial Henchmen Warband:

  • Requires:
    • 1 Inquisitor of any type, including Unique Characters
    • 1 Acolyte unit
    • 0-1 Ministorum Priests
    • 0-1 Crusaders
    • 0-6 Daemonhosts
    • 0-1 Arco-flagellants
    • 0-1 Death Cult Assassins
    • 0-1 Tech-priest Engineseers
    • 0-6 Jokaero Weaponsmiths
    • 0-1 Astropaths
  • Note that unless unit is specifically stated, the numbers refer to number of models allowed
  • All units/models (excluding the Inquisitor) combine with Acolytes into one large squad
  • One Inquisitor from this detachment may generate a Warlord trait even though they are not the Warlord. For the sake of the Warlord trait they count as a Warlord.
  • Depending on your Inquisitor, you may field an additional unit at cost:
    • Ordo Malleus and/or Inquisitor Coteaz may purchase a Grey Knight Terminator Squad
    • Ordo Hereticus and/or Inquisitor Karamazov may purchase an Adepta Sororitas Battle Sisters Squad
    • Ordo Xenos may purchase a Deathwatch Veterans unit.

Wargear

  • No servo-skills
  • Price of carapace and power armour for acolytes are half what they are in Codex: Inquisiton. Price of Power Armor is also 3pts cheaper for Inquisitors.

Units

HQ

  • Inquisitor Coteaz:
  • Inquisitor Karamazov:
  • Ordo Malleus Inquisitor:
  • Ordo Hereticus Inquisitor:
  • Ordo Xenos Inquisitor:

Elites

  • Acolytes:
    • Available Transport Options:
      • Chimera:
      • Sororitas Rhino: That's correct. 5 points more than Codex: Inquisition but now with a 6+ invulnerable save and Adamantium Will
      • Land Raider Variant:
        • Basic:
        • Crusader:
        • Redeemer:
      • Valkyrie:
  • Daemonhost:Now they have the "Daemon" special rules.
  • Jokaero Weaponsmith:

Heavy Support

  • Chimera:

See Also: