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Made in us
Hurr! Ogryn Bone 'Ead!





Aside from the obvious "drown them in corpses" what are some of the tactics and lists you R&H players use? I have just started playing renegades and played s couple games using the unending host. Didn't think I would actually have that much fun playing with my IG models again.

I guess I was using a more conventional list, 100+ models filling out the renegade platoons with an equal mix of lascannon teams and meltasquads. Plague zombies to fill out the elite slot tax, a few of the Chem cannon chimeras, and with the artillery formation I brought a couple wyverns and two medusa tanks which always manage to explode fantastically early on. I guess I just need to keep them bubble wrapped by at least one squad to give them that 3+ cover.

I have to get used to not taking any armor saves at all for any of my meat grinder units as I don't equip them with armor. I actually want them to die so they can outflank back in on the next turn and hit the enemy from behind. I'm also toying with the idea of just giving all my platoons shotguns instead of lasguns, not only to save some time during the shooting phase but to keep them as the ultimate expendable mooks they are and bog down enemy units in assaults while the rest capture objectives.

 
   
Made in gb
Pyromaniac Hellhound Pilot






I've been theorising some lists - never actually played yet, but I'm also hoping to use my guard as renegades some time soon!

I don't think you can run unending host with an ordnance tyrant in another detachment - I think they need to be your warlord to take a devotion, so you can only have one? Correct me if I'm wrong though! Also, I thought plague zombies were troops?

My lists have been built around these units:

Infantry squad x 20 with lasguns, krak grenades, sigil + vox
Infantry squad x 20 with lasguns, 2 autocannons, training, sigil + vox
Plague zombies (to provide large, centre-board fearless tarpits)
Rapier laser desroyers - so cheap for that level of anti-tank!
Griffons (35pts for a chimera chassis is stupidly good)
Wyverns - like the guard one but cheaper and the BS deficit makes little difference
Hydras with training (covers a weak spot in the list, plus gets ignores jink, which is a decent bonus)

I think most combinations of the above units will make a seriously scary list... My main concern with the army is lack of backfield fast / outflanking units, but unending host does mitigate this somewhat with returning units

This message was edited 1 time. Last update was at 2016/05/02 20:16:11


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Hurr! Ogryn Bone 'Ead!





Hmm maybe I got that wrong, I had taken both formations separately Unfortunately I don't have the FW book with the unending host formation in it and don't really wish to spend $60 bucks for the few pages with the info I need..

 
   
Made in us
Regular Dakkanaut




60 British pounds are not equal to $60. Its roughly $80 and another $20 for shipping.

Although minimal 15 men blobs with 3 melta guns seem optimal. I prefer Tombking's 20 men blobs with 2 lascannons so i don't have to move them as much. I also have long range shooting where ass the meltas are out of range.

   
Made in gb
Pyromaniac Hellhound Pilot






I reckon if you're looking for lascannons then rapier destroyers are the way to go in R+H, even if you need some CADs to set them up...

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut





I've been working on building my own R+H army. It's going to take a while as I'm going the mutant route, and have something like 130 models to build. My list involves two 50 mutant blobs with our commissar equivalents, a trio of spawn, a trio of giant spawn, 2 3 gun rapier squads, a Leman Russ, and some marauders.

Mostly, the idea is the mutants are bubble wrap for the giant spawn and Russ and everyone advances. And if they can, they'll outflank. I gave them shotguns so they can shoot or cc as needed. The little spawn can be good to keep back for a counter charge unit, or rush up with the rest. No idea how well it will work, but building 100+ mutants is fun. My first experiments with greenstuff!

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Savage Khorne Berserker Biker





I enjoy the purge detachment in the Vraks book. It's a nice way to get a ton of shooting to back up my KDK. So far I've only taken Medusas and Russes, and they've been lots of fun.
   
Made in us
Regular Dakkanaut





I post a lot of lists and tournament reports. Check out my thread in my sig.

   
Made in us
Regular Dakkanaut




 Palleus wrote:
I've been working on building my own R+H army. It's going to take a while as I'm going the mutant route, and have something like 130 models to build. My list involves two 50 mutant blobs with our commissar equivalents, a trio of spawn, a trio of giant spawn, 2 3 gun rapier squads, a Leman Russ, and some marauders.

Mostly, the idea is the mutants are bubble wrap for the giant spawn and Russ and everyone advances. And if they can, they'll outflank. I gave them shotguns so they can shoot or cc as needed. The little spawn can be good to keep back for a counter charge unit, or rush up with the rest. No idea how well it will work, but building 100+ mutants is fun. My first experiments with greenstuff!


Mutants do not gain benefits of the master of the horde. Only Infantry Platoons get the bonus to respawn and out flank. The best use for mutanrs is to get enforcers with stim packs to lead them.


Automatically Appended Next Post:
 DoomMouse wrote:
I reckon if you're looking for lascannons then rapier destroyers are the way to go in R+H, even if you need some CADs to set them up...


can use autocannon, missile launchers, hb instead of lascannons.

Yes the rapier laser destroyer battery is so much better point for point than the lascannon but are you shell out the money to buy these $20-30 models? The rld is twin linked at 36" and is T7 compared to the single shot and T3 hwt.

This message was edited 1 time. Last update was at 2016/05/03 02:37:23


   
Made in us
Been Around the Block




I like the Purge detachment over an Unending Host. They're both good options.

My standard 1500 point list is:

Purge Detachment:

HQ:

Renegade Command Squad (135pts)

Arch Demagogue (Ordnance Tyrant) with Refractor Field

7x Disciple with Lasgun
1x Disciple with Command Net Vox

Elites:

Renegade Heavy Ordnance Battery (85pts)

Artillery Carriage with Medusa Siege Cannon
Breacher Shells
4x Crew

Renegade Heavy Ordnance Battery (85pts)

Artillery Carriage with Medusa Siege Cannon
Breacher Shells
4x Crew

Renegade Heavy Ordnance Battery (55pts)

Artillery Carriage with Earthshaker Cannon
4x Crew

Renegade Heavy Ordnance Battery (55pts)

Artillery Carriage with Earthshaker Cannon
4x Crew

Renegade Heavy Ordnance Battery (55pts)

Artillery Carriage with Earthshaker Cannon
4x Crew

Troops:

Renegade Field Artillery Battery (90pts)

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Renegade Field Artillery Battery (90pts)

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Renegade Field Artillery Battery (90pts)

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Renegade Field Artillery Battery (90pts)

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Field Artillery with Heavy Quad Launcher
3x Crew

Renegade Infantry Platoon (300pts)

Platoon Command Squad

Renegade Chimera with Autocannon, HB and Militia Training

10x Renegade with Lasgun

Renegade Infantry Squad

Renegade Chimera with Autocannon, HB and Militia Training

10x Renegade with Lasgun

Renegade Infantry Squad

Renegade Chimera with Autocannon, HB and Militia Training

10x Renegade with Lasgun

Heavy Support:

Renegade Support Squad (65pts)

3x Autocannon Team with Militia Training

Renegade Support Squad (65pts)

3x Autocannon Team with Militia Training

Renegade Support Squad (65pts)


3x Autocannon Team with Militia Training

Renegade Support Squad (65pts)

3x Autocannon Team with Militia Training

Fortification:

Void Shield Generator (110pts)

3x Projected Void Shields
Barricades

   
Made in us
Auspicious Daemonic Herald





Grief wrote:

Yes the rapier laser destroyer battery is so much better point for point than the lascannon but are you shell out the money to buy these $20-30 models? The rld is twin linked at 36" and is T7 compared to the single shot and T3 hwt.

I converted my rapier batteries for $7 ea
   
Made in gb
Pyromaniac Hellhound Pilot






How did you convert them? I've been preparing to do 6 or 9 of my own - was initially thinking about using tracks from the kataphron destroyers kit (but it'd be a bit expensive!)


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut





Grief wrote:
 Palleus wrote:
I've been working on building my own R+H army. It's going to take a while as I'm going the mutant route, and have something like 130 models to build. My list involves two 50 mutant blobs with our commissar equivalents, a trio of spawn, a trio of giant spawn, 2 3 gun rapier squads, a Leman Russ, and some marauders.

Mostly, the idea is the mutants are bubble wrap for the giant spawn and Russ and everyone advances. And if they can, they'll outflank. I gave them shotguns so they can shoot or cc as needed. The little spawn can be good to keep back for a counter charge unit, or rush up with the rest. No idea how well it will work, but building 100+ mutants is fun. My first experiments with greenstuff!


Mutants do not gain benefits of the master of the horde. Only Infantry Platoons get the bonus to respawn and out flank. The best use for mutanrs is to get enforcers with stim packs to lead them.


I know. My HQ is a Mutant Overlord (must take 2 mutant squads, and it gives me the option for the 55pt squad of three spawn, and the option to take the giant spawn). And I am giving my mutants enforcers with the stim packs. An extra set of melta-bombs and power axe also helps

I should note that I'm just using a CAD

This message was edited 1 time. Last update was at 2016/05/03 14:18:45


The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Hurr! Ogryn Bone 'Ead!





Grief wrote:
60 British pounds are not equal to $60. Its roughly $80 and another $20 for shipping.


Even worse...


@Virules your renegades are absolutely amazing. I was using pictures from a google search that ended up being yours as inspiration. Did you ever send them out to get painted?

As for the rapier carriages, I purchased a few of these along with an Imperial Siege cannon to fill in for my carriage artillery.

http://bitsofwar.com/home/205-guardsmen-autocannon.html

This message was edited 2 times. Last update was at 2016/05/03 14:55:29


 
   
Made in us
Nurgle Chosen Marine on a Palanquin






 DoomMouse wrote:
How did you convert them? I've been preparing to do 6 or 9 of my own - was initially thinking about using tracks from the kataphron destroyers kit (but it'd be a bit expensive!)



That is exactly what I did with mine! I found a mechanicus skitarii or whatever player who was interested in purchasing the leftover bits from the kits for about $20 a box. You could probably sell the sprues on ebay with the bits you used clipped off and make some of your money back. It will still cost a little, but it wont be nearly as expensive. They are not exactly the same size as the FW ones, as I do have a set of the FW rapiers, but they are close enough that no one should ever give you hassle.

As for tactics, I've only run the unending host once, and it was at 750pt and on zone mortallis. It made a minor impact as there was so much infantry that it clogged up the table and my opponent couldn't escape the combats to get to the objectives. For a few months I was running ordnance tyrant purge, as a few opponents mentioned my usual lists took too long. I was running a Tzeentch platoon of 3x20 dudes, as well as a unit of 30-50 zombies in each game. That was my bread and butter, than an assortment of whatever I felt like. Moving all those little people and shooting them all took a long time, artillery cant move, and is easy to deploy, so that sped things up... until I bought some quad mortars. Suddenly people were saying "hey man, this is taking a while", sometimes I would just not fire a few smaller artillery if there were no decent targets. I also noticed some opponents just didn't enjoy facing the artillery wall. I hadn't busted out a void shield, or any fortifications, I have been wanting a skyshield for my earthshakers, and still plan on it, especially now that I have 8 of them. For a bit I used 2 units of grenadiers, they are a really fun unit to have run around the field!

Recently I did a bit of mutant overlord with giant chaos spawn, only the second time, and first time I legitimately played them. The first was against a flying circus, so they didn't do much aside from block the FMCs from flying and force them to land, it was an action packed game of 5 FMCs vs 200 renegades lol. The recent game was against BA, and the giant chaos spawn were awesome. Mutants were a pain, and mutant overlord adds a bunch of paperwork, as you have to roll on the mutant chart for the command squad, him, and then the overlord chart 3 times for him (which is cool) but its a lot of paperwork.
I have an escalation league. I am going to use this opportunity to go back to my R&H roots, what I loved about the army when I started. Butt loads of crazy chaos dudes, some chaos monsters and tanks! I'm going to try to minimize the artillery for all games except for against one opponent, for him I will bring 100 zombies, 3x3 rapiers, 3x2 earth shakers 2 medusa and 2 renegade knights. Or I will bring spawn spam with zombie spam and 2 knights. He isn't TFG or anything, its more of an inside local joke. Oh, I've also brought Sentinel units a few times. They are not the most competitive things in the world, but my opponents seem to ignore them. 6 sentinels with autocannons and militia training is pretty awesome. They are more effective then HWTs too.

This message was edited 1 time. Last update was at 2016/05/03 15:33:11


   
Made in us
Regular Dakkanaut





Nice! Glad that the giant spawn are worth it!

I've thought (may not do, due to hideous RL costs) about sentinel spam, as my current list I'm building towards uses no fast attack, and they're so ridiculously cheap that I could max out three squads and just give them heavy flamers and march them forwards as an armored wall of burning death

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Archmagos Veneratus Extremis




On the Internet

I just got into this army myself as something else to play than my Sisters and was really entertained by the idea of Chaos Scions. The obvious way to field them seems to be Bloody Handed Reaver + Veteran Grenadiers (maybe covenants with Tzeentch for the fun of BS2 snap shots too) to field Hotshots and 4+ units but trying to decide how to build an Army around that has me a bit stumped at the moment and I'm up for suggestions.
   
Made in us
Nurgle Chosen Marine on a Palanquin






I use grenadiers as 5 man units with deep strike, melta gun, and hotshot gun. I recently got 10 more, so now I can run 4 units of them. They are not the most damaging thing in the world, but they are pretty awesome.


So you could run a chimera spam with them, give the unit scout and the chimera gets it as well. Now you have "Chaos Scars" parody of white scars rhino rush running around. Keeping the MSU strong, 5 dudes, melta, volleygun (leaving 3 to fire one las array) Chimera with militia training will run you 135pt. That is not too shabby. You might upgrade your chimera to have an autocannon for a little extra oomph for 5pt.

So they are obsec troops, you could have 6 of them in a CAD. Due to how the AD upgrades are worded, you could take another cad in the same army and bring more, but 6 is probably enough, I don't know how spammy you want to go with it.

You could stay with less units, and go big like you are suggesting. I always love Tzeentch on units with melta guns. Now your dudes in chimeras can snap shot at pesky flyers! 10 dudes would be 2 special weapons, a volley gun and a champ, or 2 volley guns and 1 special weapon. Now you are at about 210 pt, but with 10 guys, that +4 armor is a steal at 2pt a dude. So now, 230pt for a nice elite infantry shooty unit. The upside is BS/WS 4, so they wont slouch and die in CC to tacticals, but they will still be run down by a CC specialist, which is why I hesitate to bring big units.

A mix might not be bad, a few big units in chimera with plasma, and some small units with melta deep striking. You could really rack the points up with them compared to other R&H units though.

Chimera spam backed up by a renegade knight might do pretty well.

   
Made in us
Archmagos Veneratus Extremis




On the Internet

I'm thinking units of 10 might suit me more. For one it's more ablative wounds, and the second is that I don't really do msu spam. I know it's for some but not me.

I was thinking something like a Bloody Handed Reaver command with autocannon Chimera, 3 Vet Squads with Autocannon chimeras, a wyvern squadron and a squadron of Russes for a core.

Maybe a couple Hellhounds or a Hellhound and Banewolf too.

Of course a Renegade Knight sounds great but I don't think I'll be starting with one just yet.
   
Made in us
Nurgle Chosen Marine on a Palanquin






Sounds like a pretty fun themed army! I would totally get the hellhounds! The renegade hellhound is 18" range! This is thanks to it not having the torrent special rule, and instead just being "place the template within 18" On top of that, it is a fast tank, so you can move 12, then fire the template 18, a terribly frightening thing!

You'll have to post how it does! Though it seems fun enough, I might try a proxy list of it!

   
Made in us
Archmagos Veneratus Extremis




On the Internet

I think it's got some potential. I'm still sorting out everything into a proper list but generally I'm thinking something along the lines of a Command Squad (Blood Handed Reaver), 3 10x man squads of Vets with Hotshots (2 volley guns, 2 meltas, 1 champ with Covenant of Tzeentch, Power Axe and Melta Bombs and a Autocannon Chimera), Hellhound Duo, Rapier Battery (3 guns, 3 extra crew), Squadron of 2 Basalisks, Squadron 2 Executioner Leman Russ.

I say think because I haven't fully worked out the points yet and may have some more wiggle room for stuff than I currently think I do.
   
Made in us
Nurgle Chosen Marine on a Palanquin






Unfortunately you can only get 1 volley gun per unit with Grenadiers.

If you give your grenadiers +4 armor, your command squad is naked, and your executioners have plasma sponsons, your list is 1779pt. So you have some wiggle room for a command transport, or assorted upgrades here and there.

I'm in a 500pt escalation league right now and you inspired me to try a list with them. Unfortunately I only packed 5 of my grenadier models, but I doubt my opponent will mind.

Command squad, reaver
2x 6 man units with volley gun in barebones chimera
Exterminator Lascannon, melta guns

Militia training across the board as required, 500pt on the dot.

   
Made in us
Archmagos Veneratus Extremis




On the Internet

"In addition, for every five models in a Renegade Grenadier Squad one may replace their hot-shot lasgun with a hot-shot volley gun for..."

In Squads of ten that means two volley guns plus up to two special weapons. So my list should be 30 points more than you calculated.

I'm more partial to melta sponsons but that's likely my experience playing Sisters talking.

Either way looks like I have about 200 points of wiggle room for what most games in my local meta are played at (2k). Enough for another Hellhound (and run them on per FA slot). Could throw in a chimera and a psyker just for giggles.
   
Made in us
Nurgle Chosen Marine on a Palanquin






Looks like I misread that again! Meltas work great with executioners too, plus then you have less chance to kill yourself, like you said, either way you have plenty of wiggle room.

200pt, and you havent chosen an AD devotion either. You could grab a specialist warmachine if you want to stick with the mech theme you have going, like a blight drone or blood slaughterer.

Something I have done in the past that worked OK, is give my command squad a heavy weapon, plop them in chimera with matching heavy weapon, and just have that chimera hang out somewhere. HW inside can shoot at BS4 as long as you dont move, plus then your command squad isn't out and about. I've never tried out psykers, T3 solo model doesn't sit well with me.

Know what? Grab an Arvus lighter squadon! Show your opponent what weaponless 10/10/10 flyers can do!

   
Made in us
Archmagos Veneratus Extremis




On the Internet

I was thinking of splitting my Warlord off to the Rapier battery with Covenant of TEentch since that's give them BS2 snapshots (Ordnance can snap fire if it's not a blast according to the FAQ) but mixing in some specialists could be neat too.
   
Made in us
Auspicious Daemonic Herald





 ClockworkZion wrote:
I was thinking of splitting my Warlord off to the Rapier battery with Covenant of TEentch since that's give them BS2 snapshots (Ordnance can snap fire if it's not a blast according to the FAQ) but mixing in some specialists could be neat too.

Vehicles always could snap fire non-blast ordnance. Non-vehicle models still can't snap fire ordnance weapons regardless of blasts or not.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Well the clarification is nice regardless since it makes snapfiring BS2 laser destroyers pretty funny.

That said I'm still fine tuning some of how I see the aemy in my head. CoT definitely has the most straightforward benefit but I feel I maybe missing another combination that would be good too.
   
Made in us
Auspicious Daemonic Herald





 ClockworkZion wrote:
Well the clarification is nice regardless since it makes snapfiring BS2 laser destroyers pretty funny.

That said I'm still fine tuning some of how I see the aemy in my head. CoT definitely has the most straightforward benefit but I feel I maybe missing another combination that would be good too.

I don't see the clarification you are talking about in the FAQ
   
Made in us
Archmagos Veneratus Extremis




On the Internet

From the Ordnance page:

Q: Are there ever any circumstances that allow a vehicle with an Ordnance weapon the ability to fire it as Snap Shots? Say the weapon in question is not of a type (Blast or Template) that may not be fired as a Snap Shot, but another circumstance requires Snap Shots (the vehicle is under the effect of Crew Shaken or Crew Stunned). Can it fire Ordnance weapons?
A: Yes. Provided the weapon in question is not a Blast or Template weapon (or otherwise cannot be fired as Snap Shots) a vehicle can fire an Ordnance weapon as Snap Shots (such as when Crew Stunned).


I find it a handy clarifier since I've seen a LOT of people not realize that.

And BS2, S9, AP1, Heavy 1 Ordnance weapons cracking fliers is hilarious in my head.
   
Made in gb
Pyromaniac Hellhound Pilot






That does specifically talk about vehicles though - I think it implies that non-vehicles can also snap fire ordnance, but doesn't state it explicitly...

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
 
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