Switch Theme:

8e Heretics and Renegades Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Mutilatin' Mad Dok





Australia

8e nerfed us hard, wayyyyy hard. For a list of changes check out my thread here: https://www.dakkadakka.com/dakkaforum/posts/list/730101.page
I think an army with centered around Spawn, Ogryn and Cultist assault might be the best way to go forward in this new list. Those guys are just so good, the new price clash for Spawn and Ogryn are particularly welcome, and cultist are just amazing. Took me a while to get my head around how good they were.
Alternatively, mech-guard with tanks and ordinance can work well with this army. But might as well be count-as guard since there are no longer any difference between guard and renegade tanks.

I play an infantry heavy renegade army with lots of troopers, and I've accepted that they're the worst army in the game now. With all these nerfs, how can you do well? Can you do well? What do you need to do well?



ATTENTIONS PAINTERS AND MODELLERS, LEND ME YOUR EARS
If you want to take good pictures - please follow these instructions. It will make it a lot easier for Dakka to constructively critique your stuff/ shower your masterpiece in praise
https://www.warhammer-community.com/2016/11/13/the-model-photo-how-to-photograph-models-for-display/

Alternative, click and drag the below picture onto a new tab.



 
   
Made in us
Fresh-Faced New User




With enforcers not being characters your running a big risk playing large infantry squads
   
Made in us
Longtime Dakkanaut




Northridge, CA

Menosj wrote:
With enforcers not being characters your running a big risk playing large infantry squads
You know that gak is not right, even the commander doesn't have character. RAW the army is unplayable right now.
   
Made in gb
Regular Dakkanaut




Enforcers and Lords both have the character keyword missing. Also RAW none of the R&H infantry units can use the Chimera or Valkyrie transports. There's no exception in the list to over-ride those vehicles stipulation that only AM units can be transported. So as of now transports are useless until that get's FAQ'd. Also the Malcador Heavy tank is missing the Grinding Advance keyword that lets it fire it's turret without penalty after moving. The otehr Malcador variants get it (except the flamer one that doesn't need it) as do all Leman Russ. The Malcador Heavy is practically identical to the base LR when given anti-tank sponsons so it makes no sense that it doesn't have the same rule.

I like disciples in this list. Point for point without special/heavy weapon upgrades they out shoot CSM squads, getting twice the number of flashlight shots as marines get bolter shots and hitting on the same 3+. And you pay less for plasma/melta too, whilst being just as good with those weapons (and it costs much less to burn them with overcharge). With Covenant of Tzeentch they also get 5+ overwatch, though this isn't that scary with only 1 special, 1 heavy and a likely squad size of 5. No real point taking larger squads when you can take two and double your special/heavy weapons, which is why you want to take these anyway. For other special weapon spam you have to go to militia but then you're only real option are flamers because the other guns are too expensive to waste on a 5+ to hit. It's weird, it seems the weapons are costed at the value of a 4+ to hit, so for militia they're not worth the cost at all, but for disciples they're a bargain. And you can't take them on your one unit (cultists) that actually have 4+ to hit!

I like the Marauders with sniper rifles. At 34 pts a squad they're a good way to bring a couple sniper weapons into a CSM list. Throw in a few of these squads, and with the +1 to cover saves and -1 to hit buff they can take they make great space marine scout replacements for CSM. They can run off the table if you roll a 1 for morale though, but with a CP re-roll you can mitigate that when it rears it's head, otherwise they're completely immune to morale.

One of the great things about the list is that the good infantry units come in squads of 5 or less, so you can pack them into transports. You could theoretically take 3 disciple command squads at 4 models each and squeeze them all into a Chimera or Valkyrie (assuming we get them fixed so they can actually transport R&H units). You could potentially get 3 plasma guns, 3 plasma pistols and 3 heavy weapons or your choice into a single Chimera. ~Throw in a heap Renegade Commander and you have a Vanguard Detachment right there. For 310 pts you get a kitted out Chimera, 9 plasma shots at 12" on BS3+, 6 Autocannon shots at BS4+, 3 command vox nets so you get 3 chances to roll well for leadership and then use that army-wide and you get a commander with plasma pistol to stick elsewhere out of the way. And an extra command point. Or you can use it to help you push for the brigade detachment and get 9 CP's. cultists squads come in at 54pts with stubber. 6 of those are only a little over 300 pts. You could easily get a ton of CP's with this list, and you'd probably need them too to combat some of it's deficiencies!

If you wanted to try for some leadership manipulation then you could go for the psychic power that lowers a units leadership by d3 for the turn. Combine that with some Icon of Despair CSM units (especially Raptors who'd then be bringing -2 to the table) and a Butcher Cannon from one of the FW dreads and you could obliterate units through morale alone. There're other units that have -1 leadership debuffs too across the chaos faction. You could easily stack them and use the R&H power to just tank somethings leadership. You'd only need to cause a single casualty and they'd auto fail (nurgle raptors in assault + butcher cannon having shot them + max roll on Creeping Terror is -7 leadership, you could get higher than that with other stuff too). Whatever was rolled would just die without some kind of immunity to morale. Even marines would just die, rerolls would only lessen the blow but they'd still die. Imagine shooting down a single termie with your butcher cannon and charging your raptors into combat against them. Even without landing a single wound on them they could auto-fail morale and just have models removed from the table. It'd be interesting to see how far you could leverage that with a mixed chaos force.
   
Made in nl
Dakka Veteran




Stockholm

Demantiae wrote:
Also the Malcador Heavy tank is missing the Grinding Advance keyword that lets it fire it's turret without penalty after moving.


None of the Malcador tanks have Grinding Advance for their turret weapon. Instead, it benefits the hull mounted Demolisher cannon. So, keeping it consistent, the Malcador Heavy Tank's heavy bolter should get it. Of course, I think that giving the rule to the battle cannon for balance is valid, but them not having it is possibly not an error.

This message was edited 1 time. Last update was at 2017/06/24 06:10:12


~5000 points of IG and DKoK

I'm awful at reading private messages, so just reply to the threads I'm visiting.  
   
 
Forum Index » 40K General Discussion
Go to: