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Made in us
Regular Dakkanaut





Hello Everyone,

I have been interested in building a Rogue Trader force. I was playing around with the army builder and this a 1000 point army that focus on the Rogue Traders as a army. Please note, i am not an experenced player in the current edition so i have no idea how effective this army would be. So please let me know what you think -


Vanguard Detachment - IG (Tanith)
HQ - Rogue Trader (Janus Draik build) - 60 pnts
HQ - Rogue Trader (Neyam Shai Murad build) - 60 pnts

Elite - Voidmen at Arms x 10 - Canid, 2 Voidman Rotor Cannons - 105 pnts
Elite - Voidmen at Arms x 10 - Canid, 2 Voidman Rotor Cannons - 105 pnts
Elite - Voidmen at Arms x 10 - Canid, 2 Voidman Rotor Cannons - 105 pnts
Elite - Culexus Assassin

Dedicated Transport - Taurox - 90 pnts
Dedicated Transport - Taurox - 90 pnts

Flyer - Valkyrie - 120 pnts

Patrol Detachment - Elucidian Starstriders
HQ - Elucia Vhane - 50 pnts

Elite - Knosso Prond - 30 pnts
Elite - Larsen Van Der Grauss - 25 pnts
Elite - Sanistasia Minst - 20 pnts

Troops - Nitsch's Squad - 40 pnts

Total - 1000 pnts even

This is just my first thoughts on a Rogue Trader themed army. The Valkyrie is the Rogue Trader's landing craft from their ships and provide nessissary fire support as the gun ship it is. The Taurox trucks are intended to be represented by Wargames Exclusive 40k Cars and to be used as transportaion for the Voidmen and the Rogue Traders. The Culexus Assassin is ment to be the counter to Psykers.

What are your thoughts?
   
Made in gb
Battleship Captain




You might want to check the newest rules out today.

Also: the vanguard detachment has issues.

If its militarum/guard, I'm not sure you can take more than one AGENT OF THE IMPERIUM.

you definitely can't take more than one rogue trader per detachment (regardless of what detachment) because of the Master and Commander rule

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





Denver, CO

locarno24 wrote:
You might want to check the newest rules out today.

Also: the vanguard detachment has issues.

If its militarum/guard, I'm not sure you can take more than one AGENT OF THE IMPERIUM.

you definitely can't take more than one rogue trader per detachment (regardless of what detachment) because of the Master and Commander rule


Could you be a bit more specific when you say “you might want to check the newest rules out today.”?

1. My question, regardless of how much I love this list, is whether you can just take the transports without a second detachment? Simply a matter of the transport being locked to an army type of thing.

2. I would think there is a manner in which to take the entire KT as a single detachment, iirc. I have that box at the house along with a WD that I believe notes the rules for taking them in 40k. But I’m on vacation right now soooooo…

Still lovin this idea though and I’m a huge fan of smaller narrative styled games and this fits perfectly.

 AlmightyWalrus wrote:
This line of reasoning broke 7th edition in Fantasy. The books should be as equal as possible, even a theoretical "Codex: Squirrels with Crustacean allies" should have a fair chance to beat "Codex: God".

 Redbeard wrote:

- Cost? FW models cost more? Because Thudd guns are more expensive than Wraithknights and Riptides. Nope, not a good argument. This is an expensive game. We play it knowing that, and also knowing that, realistically, it's cheaper than hookers and blow.
 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

 purplkrush wrote:
locarno24 wrote:
You might want to check the newest rules out today.
Could you be a bit more specific when you say “you might want to check the newest rules out today.”?
I think the reference was to these:
https://www.warhammer-community.com/downloads/#warhammer-40000
Probably "Elucidian Starsriders"

But yeah, vague references to unnamed updates is not much use.

6000 pts - 4000 pts - Harlies: 1000 pts - 1000 ptsDS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK 
   
Made in us
Regular Dakkanaut





Ok I reworked the Rogue Trader list to match the release of the new Navy detachment rules -

Navis Imperialis - Battalion Detachment - 1000 points

HQ-
Rogue Trader (Warlord) - Full Retinue- 100pnts
Inquisitor - Plasma Pistol and Power Glove - 75pnts

Elites
Culexus Assassin - 100pnts
Ambull - 75pnts
the Archivist (Zoat) - 90 pnts

Troops
2 x 10 man Voidmen-at-arms - Canid and 2 rotor cannons - 200 pnts
3 x Navy Breachers - Demo charges - 360 pnts

So this is my thinking. The Inquisitor is taken for the HQ tax, and since he does not effect of the the Battle Forge of the detachment he would be a good choice. Also he is a Psyker, so that adds to the army. One unit of breachers is going to be a unit of Adaptus Arbites and will serve as the Inquisitor's unit. The ambull and zoat will serve a mercenaries that will provide needed muscle where needed and support the Voidmen or Breachers. The Ambull (basic rule), Rogue Trader w/ Voidmen (Stratagem) and the Inquisitor (Stratagem) can teleport around the battle field as needed. I would have like some heavy weapons to this list, but i wanted to focus on a single detachment and get the battle forge on this list.

what are your thoughts?
   
 
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