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Made in us
Growlin' Guntrukk Driver with Killacannon





+ Elites +
Renegade Disciple Squad
--- Disciple Champion [Carapace Armour, Stubgun, Stubgun]---{Leader}
--- Disciple w/ Autogun, Flak Armour
--- Disciple w/ Grenade Launcher, Flak Armour---{Sharpshooter}
--- Autocannon Team [Autogun, , Flak Armour]---{Relentless}

+ Troops +
Renegade Infantry Veterans [Flak Armour,CCW,Krak,Frag]
--- 4 x Veteran [Autogun]
--- Veteran w/ Grenade Launcher [Laspistol]---{Exploit Weakenss}

Renegade Mutant Rabble [15x Mutant w/ Stubgun, CCW]

+ Fast Attack +
Renegade Sentinel Squadron
··Renegade Sentinel [Heavy Flamer]
··Renegade Sentinel [Heavy Flamer]
··Renegade Sentinel [Heavy Flamer]

This message was edited 1 time. Last update was at 2016/10/24 01:37:21


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Moustache-twirling Princeps





PDX

Illegal. Requires a Renegade Command Squad.

Discussion here.

This message was edited 1 time. Last update was at 2016/10/24 18:59:31


   
Made in us
Automated Rubric Marine of Tzeentch






Unless of course, a TO allows it. Which isn't beyond the scope of being reasonable.
   
Made in us
Moustache-twirling Princeps





PDX

Jacksmiles wrote:


Unless of course, a TO allows it. Which isn't beyond the scope of being reasonable.


It still was worth bringing it to their attention, just in case it hadn't occurred to them.

   
Made in us
Automated Rubric Marine of Tzeentch




 em_en_oh_pee wrote:
Jacksmiles wrote:


Unless of course, a TO allows it. Which isn't beyond the scope of being reasonable.


It still was worth bringing it to their attention, just in case it hadn't occurred to them.


Also worth letting them know that some TO's and friends may allow it anyway. Grimdark the game may be, but it doesn't have to be all gloom and doom IRL!

@OP: I'm not familiar enough with R&H, are there other weapon options you can take on the sentinels? A spamming close range weapons doesn't seem good to me for the format.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Interesting however none of my choices require a Renegade Command squad with a specific Arch Demaguge devotion..
these do not require that to utalize..I could utalize other options of HQ in a legal list with these choices
Which is what the other discussion was about

But yes I can see that comming up as an argument however in the local scene it is a non issue just cannot take any of the unlocked units..

@Jacksmiles I chose the heavy Flamer because it is not affected by the Ork like BS of the sentinal pilots..

This message was edited 1 time. Last update was at 2016/10/25 12:03:26


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Moustache-twirling Princeps





PDX

morfydd wrote:
Interesting however none of my choices require a Renegade Command squad with a specific Arch Demaguge devotion..
these do not require that to utalize..I could utalize other options of HQ in a legal list with these choices
Which is what the other discussion was about

But yes I can see that comming up as an argument however in the local scene it is a non issue just cannot take any of the unlocked units..

@Jacksmiles I chose the heavy Flamer because it is not affected by the Ork like BS of the sentinal pilots..


No, the discussion was about the 1+ on the RCS that is featured in the R&H army list, meaning that unit is required. To use that army, you must have that unit. If you can't take that unit, you can't run the army. Thus, R&H don't work in kill team - much like how Harlequins can't run a CAD.

So unless the TO says otherwise, just assume that R&H is not a legal options for Kill Team.

   
Made in us
Crazy Marauder Horseman





 em_en_oh_pee wrote:
morfydd wrote:
Interesting however none of my choices require a Renegade Command squad with a specific Arch Demaguge devotion..
these do not require that to utalize..I could utalize other options of HQ in a legal list with these choices
Which is what the other discussion was about

But yes I can see that comming up as an argument however in the local scene it is a non issue just cannot take any of the unlocked units..

@Jacksmiles I chose the heavy Flamer because it is not affected by the Ork like BS of the sentinal pilots..


No, the discussion was about the 1+ on the RCS that is featured in the R&H army list, meaning that unit is required. To use that army, you must have that unit. If you can't take that unit, you can't run the army. Thus, R&H don't work in kill team - much like how Harlequins can't run a CAD.

So unless the TO says otherwise, just assume that R&H is not a legal options for Kill Team.


If you know the store that is running the tournament ask the owner or the organizer if you can bring the army. And make sure you own a copy of the new Renegades of Vraks, there are a lot of rules and stipulations on what can and cant go in what type of Force Org slot.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





understood in this local META so long as it is not a unit that is specifically unlocked by the RCS and its ADD or Chaos flavor
Then it is a non-issue ..what i was looking for was critasism on the units themselves.. not the legalities that is for the local meta/TO's to determine and it has been done for the events i will be attending ..

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Moustache-twirling Princeps





PDX

morfydd wrote:
understood in this local META so long as it is not a unit that is specifically unlocked by the RCS and its ADD or Chaos flavor
Then it is a non-issue ..what i was looking for was critasism on the units themselves.. not the legalities that is for the local meta/TO's to determine and it has been done for the events i will be attending ..


Good practice for when you are posting a list that is illegal would be to put a disclaimer in the post.

   
Made in us
Crazy Marauder Horseman





morfydd wrote:
understood in this local META so long as it is not a unit that is specifically unlocked by the RCS and its ADD or Chaos flavor
Then it is a non-issue ..what i was looking for was critasism on the units themselves.. not the legalities that is for the local meta/TO's to determine and it has been done for the events i will be attending ..


Like Em En Op Pee said we can only go off what you wrote. As it stands your list would be illegal unless otherwise approved by your TO.

That aside, I think your list would have a hard time beating most lists. Here are my reasons, based off lists I have seen and my own:

1. Your army has no survivability. Right now you have 1 unit with a 4+ and 3 walkers with AV 10 and 2HP. Beyond that, almost any weapon that causes a wound against your models will result in a model removed. Your opponent's army will only need to create 14 wounds to force you to take rout tests. This will be especially bad for your army because of the variable leadership.

2. You lack a consistent vehicle destroying threat. Right now, you have 1 weapon that is Str 7, and two that are Str 6. Against AV 11 those Str 6 will need 5's, and even then you'll need all 3 weapons to cause a glance to take out what you're shooting. The units with those weapons will be targeted first, since they're the threats. Which leads me back to almost anything that shoots them will more than likely kill them. Another thing people don't take into consideration is terrain saturation. It is very easy to hide a rhino from 1 weapons team in a Kill Team environment.

3. Your Sentinels will be mostly useless and probably wont make their points back. It's over 1/4 of your points, and they have to get within 7" to wound something. You're much better off keeping the Multilasers on them. Yes, they'll only be firing at BS 2, but you'll have 3 chances per model to roll a 5 at 36" VS an auto hit, but only within 7".

Just as an example, the only horde army I've seen do well was illegally running a Medusa, and the Medusa was the only thing making it good.

If you're dead set on running R&H, good luck. It's a very, very hard army to win with. Any army using MEQ's would be able to create 14 wounds by turn 2, turn 3 at the latest.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





thats 1 guys with 4+ ..lots of 3+ cover ..3 (move thru cover, FAST so a strike anywhere threat range) walkers that are AV 10..with IGNORE Cover weapons.
..5 vets with krack
..2 grenade launchers (one that ignores cover) and one autocannon ..yep a bit light okay so swapping the 15 rabble for 5 vets might be better..(adds a grenade launcher 5 krack and melta bomb on the deciple..)

mabey i need to swap the bodies for a second group of vets ..
As to terrain yes the tables tend to be saturated..yes the beakies will always have a 3+ save ..or be in their box..but 6 str 6 plus 2 str 7 should do the trick ..

This message was edited 1 time. Last update was at 2016/10/25 22:58:19


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
 
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