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Made in my
Veteran Knight Baron in a Crusader






At my desk

- Renegades & Heretics CAD -

- HQ -
Command Squad:
Arch Demagogue - Heretek Magus, Covenant of Tzeentch, Power Sword
4x Disciple - Chemical Flamer, Banner of Hate, Command Net Vox, Feel No Pain

Enforcer Cadre:
1x Enforcer - Combat Drug Injector
1x Enforcer - Power Weapon

- Troops -
2x Infantry Platoon:
1x Command Squad - Champion, Chemical Flamer, Chaos Sigil, Feel No Pain
2x Infantry Squad - Champion, Chemical Flamer, Chaos Sigil, Feel No Pain

Mutant Rabble:
50x Mutant - Champion, Sub-Flak Armour

2x Spawn

- Fast Attack -
Hellhound Squadron:
2x Bane Wolf - Heavy Flamer

Valkyrie Squadron:
1x Vallyrie - Lascannon, Deathstrike Missiles

- Heavy Support -
Tank Squadron:
2x Demolisher

Tank Squadron:
2x Vanquisher - Militia Training

Field Artillery:
2x Quad Gun - Feel No Pain

- 1850pts -

Command Squad and Power Sword Enforcer run in the Valkyrie, they are the biggest combat beat sticks I have, so they're out looking for character models.
Mutant Rabble is an LOS blocker and the Über tarpit.
Infantry and Spawns runs up the board to get into glorious combat in an attempt to garner the attention of the gods.
Demolishers and Bane Wolfs run up the board to drop templates.
Vanquishers and Quad Guns stay back and fire from range.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in gb
Dakka Veteran






You can only take chemical flamers in the Purge detachment, you can only take covenant/mark of nurgle in the Purge detachment. Otherwise nice list.
   
Made in no
Dakka Veteran




As Intercessor points out, there are some illegal things in your list that need to be sorted out.

Command Squads and Enforcers aren't really good in combat though. Seems a bit overly optimistic to invest in an expensive transport (without militia training even?) for a chance at getting a fragile sub-par melee unit into combat turn 3 at the earliest.

How I see it, Command Squads are good for two things: manning a Heavy Weapon with their decent BS, or hiding in reserve to not give up First Blood. The latter usually works best for me, as they draw attention if they're armed, and they die to a stiff breeze. Hiding in the backlines taking lasgun pot-shots at things and securing an objective in the last turn of the game is something they excell at, though.

50 Mutants take up a lot of space on the table, so much so that it can be hard to manouver. 30 is a more managable number, but this might vary on your terrain. They're not a tarpit unless they are Fearless They'll run away and be swept in combat without a Stubborn/Fearless character in there. No point in buying a Champion unless you're giving them a covenant either, and then Khorne is probably your best bet. I've ran a 30 man blob of Mutants with Covenant of Khorne and a Demagogue with the Zealot devotion (forgot the name), and a Combat Drug Enforcer. That's actually a pretty scary blob at a decent price, with all those attacks and re-rolls.

Spawn are good, they provide some much-needed mobility for a low cost. Quad launchers are great. Demolishers and Bane Wolves are alright, dropping templates is sort of our thing, so can't go too wrong with them

If you like Vanquishers, go for them, but Laser Destroyers outshine them so hard it's not even funny. For one third of the price of your 2 tanks, you get 3 Twin-Linked s9 ap2* Ordnance shots that are easier to hide in cover, with solid durability (more wounds/armour saves).

*In IA:13 there is only a Laser Destroyer entry listed as ap1, but in the Siege of Vraks 2nd edition, which is a newer Renegade army list than IA:13, there is a Laser Destroyer (AP1) and a Laser Destroyer Array (AP2), and Rapiers are given the latter.

Not sure if the Heretek Magus is worth it either, sure the FNP is nice, but you can get it through a Covenant of Nurgle anyways. Put a CoN demagogue in with the Quad guns and they get it, and a 6+ fnp on infantry without armour is...meh.

Plague Zombies are also one of the best Troop units in the entire game.

Just some things to consider All in all your list looks very thematic and fun though.

This message was edited 1 time. Last update was at 2016/03/13 01:01:41


 
   
Made in us
Auspicious Daemonic Herald





GrafWattenburg wrote:
*In IA:13 there is only a Laser Destroyer entry listed as ap1, but in the Siege of Vraks 2nd edition, which is a newer Renegade army list than IA:13, there is a Laser Destroyer (AP1) and a Laser Destroyer Array (AP2), and Rapiers are given the latter.


I just want to correct this. IA13 Rengades also only get the ap2 Laser Destoyer Array because that is what their rapiers are equipped with, Laser Destroyer Arrays. Its just that the profile isn't listed in IA13's weapon profiles like almost all of the IG weapons they use because your suppose to get the profiles from AM and IA1:2e. The ap1 Laser Destroyer is only found on Fellblades and such

Also the fact that Siege of Vraks is newer doesn't mean anything because they are separate armies. Renegades, and Renegades of Vraks

This message was edited 1 time. Last update was at 2016/03/13 04:27:10


 
   
 
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