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Renegades & Heretics Tactica


Anon40k40k

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  • 2 weeks later...

We have to take one, so how best to use it. Even though you buy this as one unit, in reality, it's really two. The Arch-demaogue is an Independent Character, so he is free to go wherever he wants, and he probably should. The squad itself is 4 BS 4 guys, and you pay 10! points for every extra. That's insane. Never, ever buy extra guys for this squad. Take your 4 guys, but your heavy weapon of choice (Autocannon) stick them in cover or out of sight near an objective and hope they don't give up first blood. 

 

 

I'm going to strongly disagree with you here. Since you're not kitting out your Arch-demagogue for close combat, as you shouldn't be, this squad is one of your one of only 2 options for a BS4 lascannon. All this squad is, is just a glorified squad of Desciples with access to our very useful banners.

 

Just like a squad of Desciples, bump the squad up to 10  or 15 and throw in a lascannon or missile launcher team. It's a fact that guardsmen die to shooting, and with this army's random leadership, we need the most amount of bodies we can get. At the very least get them a chimera.

  • 1 month later...

Thing is with R&H, besides modeling there isn't a whole lot of rules representations for specific gods. Ya there's the covens, but only a few units can take those.

 

In terms of what rules/choices seem to fit with a nurgle theme however, plague zombies seem like an obvious choice. Yes you can take them as CSM, but this is a cheaper way to get them since you don't have to take typhus and you can make a much bigger, cheaper pts/m wise plague zombies unit. Mutant rabble would also probably work well, and of course an artillery choice from the heavies section just helps an CSM list. 

  • 4 weeks later...

From what I can see the Bloody Handed Reaver encourages players to run Laser Destroyer Arrays and Chimeras with Autocannons. Basically the list would be plasma-armed grenadies, Auto-cannon Chimeras, and militia trained Rapier operators. 

 

That's actually not a bad list, all things considered. Sit behind cover and troll eldar with dangerous transports, then annihilate anything that gets too close to you. 

  • 3 weeks later...

What is everybody's take on the best, or near-best, load-out for the simple infantry platoon?

I'm planning – not that I'm optimistic that this is going to come real any time soon, but anyway – to use Mutant Rabble as the bulk of my troop contingent. (I'm looking at two squads of 20 or 25 each, with Khorne devotion and Enforcers added in for combat drugs and morale.) I'm thinking to go for an infantry platoon for back-field roles too though. I'm thinking 3 flak-armored squads of 12 with autoguns, a flamer to troll linebreakers, and perhaps a heavy weapon team with a humble heavy stubber, to keep things cheap – and as they're BS 2 only. 

What is everybody's take on the platoon. How do you run yours, if you run some at all?

The nice thing is about renegade infantry is they have a lot of options. With all their special and heavy weapon options, taking a chimera, and with the master of the horde devotion the option to make them 30 strong, they can be used for many roles. Sort of a general rule though, I think if you take them on foot go for at least a 20 strong unit-12 is just going to die too fast. The great thing is the bigger the squad gets, the more special/heavies you can take, so there's really no detriment to larger units. Also with bigger units, you'll have enough option slots to take a chaos sigil (pretty much mandatory I think), a vox caster if you want, and plenty of special weapons. What I've been trying with my platoons is 3 units of 20, all with flamers and sigils, while the command squad gets a net vox. Nice and cheap, and recycled on +5 since I'm using master of the horde. Of course flamers is hardly the only option though, so many others to choose from. Really the only special weapon I'm hesitant to take is a plasma gun, since once it gets hot, which they inevitably too often for me, he's dead since I don't buy armor. Too many ap5/6 weapons. Another option I've tried is a backfield unit with 2 autocannons, camping next to my artillery park to keep them safe. Throw my arch daemongue in there with coven of tzeentch, and now I've got a little decent anti-flier firepower.  

 

Now you could also run a mechanized platoon, which I have in my list as well for some speed. That's really the only case I'd say go below 20, since you have to. I'm running each squad with 2 meltas and militia training-no sigils or vox casters, with little 10 man squads they will die going after TEQs or vehicles, I don't need them to stick around, plus they have their transport until its destroyed. 

 

Just a few options for platoons. 

  • 2 weeks later...

[...] Primaris-rogue witch makes your AD ML 1/2 for 35/60, which is a fair cost. If he could access Divination, it would be an almost auto-include, but he's limited to Malefic, Biomancy, Pyromancy and Telepathy. [..]

Isn't it Telekinesis instead of Telepathy?

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