Monday, December 22, 2014

Imperial Armour 13: Renegades and Heretics- Review Part XV (Fast Attack)

Happy Holidays to all!!!

Now let's get to some heretical business! I've been extremely busy with traveling for the holiday and family stuff.

I will be reviewing the dedicated transport and fast attack options of the Heretics and Renegades from Imperial Armour 13; however, unlike other reviews where I list out the relative specs of each entry, these are roughlyt guard equivalents and I will only emphasize how they differ in comparison to the Imperial Guard/Astra Militarum codex. I'll finish by saying what I think works, according to my experience thus far.


Dedicated Transport

Renegade Chimera -55pts
This is 10pts cheaper than the guard equivalent, and comes with the same options, except you only have BS2...which is a constant theme throughout the army unless you want to pay 10pts for Militia Training (+1BS). 

Fast Attack

Renegade Hellhound Squadron - Hellhound 115, Devil Dog 125, Bane Wolf 120
Exactly the same as the AM codex, except you can squadron them up to 4 vehicles.

Renegade Sentinel Squadron- 60pts
*Note: not entirely sure I am reading this correctly, but for 60pts you get 3 renegade sentinels with a mutilaser and search light (obviously bs2); here's the kicker, you can add up to 3 additional sentinels at 20pts each. I gave my AM codex to my buddy for Christmas since he is starting it up, so I don't have it with me, but that is incredibly cheap, comes with move through cover and can upgrade to heavy armor (front armor 12, at the loss of move through cover, and a steep cost 80pts for the entire squadron). Take an autocannon for 5pts each or a las for 10pts.

Renegade Salamander Squadron- 45pts
Here you can take between 1-3 in a squadron, it comes with a heavy flamer, heavy bolter, searchlight, and smoke launchers. Fast, open-topped, front armor 12, side 10, rear 10...but wait, BS3! I think it was supposed to only be BS2, because the milita training upgrade states "increase BS to 3"...pg 169. Way to go, Forgeworld!

Renegade Arvus Lighter Squadron -55pts
I've seen this model, but was surprised when I initially saw it in the list of potential fast attack choices. It can come in a squadron 1-3, bs 2, armor 10 all around, 3 hp, and can carry up to 12 models.

Special rules- improsived weapon mounts (snap fire always), deep strike, orbital workhorse (while selected as a squadron for FOC purposes, each arvus acts independently, and may deploy separately).

All the weapons options/wargear are sadly not in the book, but noted to be in Imperial ARmour: Aeronautica :/ lame

Renegade Valkyrie Squadron- 115pts
Same as the AM codex, but BS2.

Concluding Thoughts

First off, I would almost never take a heavy bolter on any vehicle now that they are stock BS2. Give me a heavy flamer on my vehicle any day for those auto hits. I'm always afraid of someone deepstriking close to me to blow up my vehicles with space marine meltaguns, or other crazy stuff. This is a deterent, plain and simple, and it's free so why the heck not take a heavy flamer instead of a heavy bolter on your vehicles.

Chimera are at a decent point cost now, honestly I could never understand why they were 65pts in the AM codex, and not reduced, except GW wanted to sell that Taurox kit. At 55pts, I can live with that for protecting my arch-demagogue and get him from point a to b. 

I think the hellhound squadron options are not worth it, except in fun games, they just don't do enough damage for the point cost in my opinion. I want a return on my investment of every point, and they seem to lack the capacity to show me the return I want. Great model, and the 10 point reduction is nice because BS2 means nothing for a flamer tank, give it a heavy flamer...Test it out, but I think you'll come to the same conclusion as I do.

Sentinel Squadrons look pretty cool, considering you can take 6 for the cost of single bane wolf. give them autocannons for 5pts each and that is 12 autocannon shots, 1/3 will hit and hopefully do something, but the fact that you can take so many is really nice. I love the sheer volume of bodies heretics and renegades can throw at an opponent and I think used correctly, it could be quite competitive. I will have to try out a full squad of 6 with autocannons. 

I seriously don't see the point of Salamander squadrons. I don't see what niche it fills within the army, besides someone at FW saying, " hey throw this in so people can buy them"...well if that was the case, why not give them some cool rule...Like I don't know scout, or stealth. Something, anything. I think this unit is dead on arrival sadly.

Arvus squadron versus Valkyrie squadron...there is little to no comparison, if you are going to take one, take the cheaper more versatile option. You can buy two arvus lighters for the cost of one valkyrie, and you can deploy them separately. They carry the same amount of models (12). Stick some cheap troops in them, and SHAZAM, cheap objective holders. This is a no brainer, and I'd really like to test them out.

Until next time!
-Argentius

Saturday, December 20, 2014

Tactica Update- Renegade/Heretics v. Grey Knights/Ravenguard (The Good, the Bad, the Ugly)





The Lists:

Renegades And Heretics (Renegades and Heretics) 1,705 points (note I couldn't find the Hell Blade entry on the app I use, so I really had 1820, in my list).

HQ 280 points (16%)

4 Renegade Command Squad

(85)

• Arch-demagogue WS4·BS4·S3·T3·W3·I3·A3·Ld*·Sv5+

Chimera (55) BS2·F12·S10·R10·HP3

4 Rogue Psykers Coven (140) WS2·BS2·S3·T3·W2·I3·A1·Ld8·Sv–

Troops 295 points (17%)

10 Renegade Infantry Platoon

(50)

• Demagogue WS3·BS3·S3·T3·W1·I3·A3·Ld*·Sv–

10 Renegade Infantry Squad

(45)

10 Renegade Infantry Squad

(50)

20 Plague Zombie Horde (60) WS2·BS2·S3·T3·W1·I2·A1·Ld–·Sv–

30 Renegade Mutant Rabble

(90)

Fast Attack 230 points (13%)

Renegade Hellhound Squad

Renegade Hellhound (115) BS2·F12·S12·R10·HP3

Renegade Hellhound (115) BS2·F12·S12·R10·HP3

Heavy Support 520 points (30%)

Renegade Tank Squadron

Leman Russ Eradicator (145) BS2·F14·S13·R10·HP3

Leman Russ Eradicator (145) BS2·F14·S13·R10·HP3

WS3·BS4·S3·T3·W1·I3·A1·Ld*·Sv5+

close combat weapon; 4× autogun; frag grenades; flak armour

autopistol; close combat weapon; flak armour; Heretek Magus; covenant of nurgle

multi-laser; heavy bolter

close combat weapon

WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–

close combat weapon; 10× lasgun; sub-flak armour; feel no pain (6+)

autopistol; close combat weapon; frag grenades

WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–

close combat weapon; 10× lasgun; sub-flak armour; feel no pain (6+)

WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–

close combat weapon; 10× lasgun; feel no pain (6+); Flak armour

close combat weapon

WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–

close combat weapon; 30× laspistol; frag grenades

Inferno cannon

Inferno cannon

lascannon; sponson multi-meltas; dozer blade; searchlight ; smoke launchers; eradicator

nova cannon

lascannon; sponson multi-meltas; dozer blade; searchlight ; smoke launchers; eradicator

nova cannon

Renegade Strike Battery

Renegade Wyvern (55) BS2·F12·S10·R10·HP3

Renegade Wyvern (55) BS2·F12·S10·R10·HP3

Renegade Griffon (35) BS2·F12·S10·R10·HP3

heavy mortar

heavy mortar

heavy mortar

3 Renegade Rapier Laser

Destroyer Battery (85)

Detachment: Csm (Chaos Space Marines)

HQ 110 points (29%)

Warpsmith (110) WS4·BS5·S4·T4·W2·I4·A2·Ld10·Sv2+

WS–·BS–·S–·T7·W2·I–·A–·Ld–·Sv3+

3× laser destroyer array; 3× renegade crew (autogun; close combat weapon; frag grenades);

militia training ; sub-flak armour; feel no pain (6+)

fleshmetal; frag grenades; krak grenades; mechatendrils

Infantry (Character); Champion of Chaos; Independent Character; Master of Mechanisms;

Shatter Defenses

Troops 100 points (26%)

10 Chaos Cultists (50) WS3·BS3·S3·T3·W1·I3·A1·Ld7·Sv6+

• Cultist Champion WS3·BS3·S3·T3·W1·I3·A2·Ld8·Sv6+

10 Chaos Cultists (50) WS3·BS3·S3·T3·W1·I3·A1·Ld7·Sv6+

improvised armour; 10× autopistol; 10× close combat weapons

Infantry

Infantry (Character); Champion of Chaos

improvised armour; 10× autopistol; 10× close combat weapons

Infantry

Infantry (Character); Champion of Chaos

• Cultist Champion WS3·BS3·S3·T3·W1·I3·A2·Ld8·Sv6+

Fast Attack 170 points (45%)

Heldrake (170) BS3·FA12·SA12·RA10·HP3

hades autocannon; Daemonic possession


Vehicle (Flyer, Hover); Daemon; Daemonforge; It Will Not Die; Meteoric Descent

Knights Templar (1850pts)

Grey Knights: Codex (2014) (Nemesis Strike Force) (1035pts)

  • HQ (150pts)

    • Librarian (150pts)

      Combi-melta (10pts), Domina Liber Daemonica (25pts), Frag, Krak and Psyk-out grenades, Melta bombs (5pts), Psychic Hood, Psyker [ML 2], Terminator Armour, Two Nemesis falchions
      And They Shall Know No Fear, Bulky, Daemonbane, Daemonology (Sanctic), Deep Strike, Divination, Independent Character, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, Pyromancy, Relentless, Telekinesis, Telepathy, Terminator Armour, The Aegis
      • Warlord

        Warlord
        • Warlord Traits: Grey Knight

          Warlord Trait 1: Daemon-slayer, Warlord Trait 2: Hammer of Righteousness, Warlord Trait 3: Unyielding Anvil, Warlord Trait 4: First to the Fray, Warlord Trait 5: Perfect Timing, Warlord Trait 6: Lore Master
      NameUnit TypeWSBSSTWIALdSaveRef
      LibrarianInfantry (Character)5444242102+/5++Codex: Grey Knights p64
      NameDescription
      Domina Liber DaemonicaThe bearer knows an additional Psychic power from the Daemonology (Sanctic) discipline. In addition, the bearer and friendly units from the Grey Knights-Faction within 6" re-roll 1's when taking psychic tests when attempting to manifest powers from the Daemonology discipline.
      Frag grenade (melee)Fight at normal Initiative, despite charging through difficult terrain.Wh40k: The Rules
      Psyk-out grenade (melee)Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots.Codex: Grey Knights p91
      Warlord Trait: Daemon-slayerWarlord gains Hatred: Daemons and succesfully harnesses Warp Charges on a 2+ when trying to manifest 'Banishment'.Codex: Grey Knights p86
      Warlord Trait: First to the FrayIf placed in Deep Strike Reserve, the Warlord and his unit automatically arrive in your first turn and can re-roll the scatter dice.Codex: Grey Knights p86
      Warlord Trait: Hammer of RighteousnessWarlord and his unit have Hammer of WrathCodex: Grey Knights p86
      Warlord Trait: Lore MasterThe Warlord knows one more Psychic power from Daemonology (Sanctic)Codex: Grey Knights p86
      Warlord Trait: Perfect TimingThe Warlord and his unit have Counter-attack.Codex: Grey Knights p86
      Warlord Trait: Unyielding AnvilThe Warlord an all friendly Grey Knight-units within 12" have Stubborn.Codex: Grey Knights p86
      NameRangeStrengthAPTypeRef
      Boltgun24"45Rapid FireWh40k: The Rules p176
      Frag grenade8"3-Assault 1, BlastWh40k: The Rules
      Krak grenade8"64Assault 1Wh40k: The Rules
      Krak grenade (melee)-64-Wh40k: The Rules
      Melta Bomb-81Armourbane, Unwieldy
      Meltagun12"81Assault 1, MeltaWh40k: The Rules p177
      Nemesis falchion-User3Melee, Force, Daemonbane, Specialist WeaponCodex: Grey Knights p87
      Psyk-out grenade8"2-Assault 1, Blast, Psi-shockCodex: Grey Knights p91
  • Troops (140pts)

    • Strike Squad (140pts)

      Brotherhood of Psykers [ML 1], Frag, Krak and Psyk-out grenades
      And They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The Aegis
      • Grey Knight (hammer) (30pts)

        Nemesis Daemon hammer (10pts), Storm bolter
        Daemonbane
      • Grey Knight (psycannon) (35pts)

        Psycannon (15pts)
      • 2x Grey Knight (sword) (40pts)

        2x Nemesis force sword, 2x Storm bolter
        Daemonbane
      • Justicar (35pts)

        Melta bombs (5pts), Nemesis force sword, Storm bolter
        Daemonbane
      NameUnit TypeWSBSSTWIALdSaveRef
      Grey KnightInfantry444414183+Codex: Grey Knights p66
      JusticarInfantry (Character)444414293+Codex: Grey Knights p66
      NameDescriptionRef
      Frag grenade (melee)Fight at normal Initiative, despite charging through difficult terrain.Wh40k: The Rules
      Psyk-out grenade (melee)Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots.Codex: Grey Knights p91
      NameRangeStrengthAPTypeRef
      Frag grenade8"3-Assault 1, BlastWh40k: The Rules
      Krak grenade8"64Assault 1Wh40k: The Rules
      Krak grenade (melee)-64-Wh40k: The Rules
      Melta Bomb-81Armourbane, Unwieldy
      Nemesis Daemon hammer-x22Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist WeaponCodex: Grey Knights p87
      Nemesis force sword-User3Melee, Force, DaemonbaneCodex: Grey Knights p87
      Psycannon24"74Salvo 2/4, RendingCodex: Grey Knights p89
      Psyk-out grenade8"2-Assault 1, Blast, Psi-shockCodex: Grey Knights p91
      Storm bolter24"45Assault 2Wh40k: The Rules p176
  • Fast Attack (320pts)

    • Interceptor Squad (160pts)

      Brotherhood of Psykers [ML 1], Frag, Krak and Psyk-out grenades, Personal teleporters
      And They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The Aegis
      • Interceptor (hammer) (34pts)

        Nemesis Daemon hammer (10pts), Storm bolter
        Daemonbane
      • Interceptor (psycannon) (39pts)

        Psycannon (15pts)
      • 2x Interceptor (sword) (48pts)

        2x Nemesis force sword, 2x Storm bolter
        Daemonbane
      • Interceptor Justicar (39pts)

        Melta bombs (5pts), Nemesis force sword, Storm bolter
        Daemonbane
      NameUnit TypeWSBSSTWIALdSaveRef
      InterceptorJump Infantry444414183+Codex: Grey Knights p73
      Interceptor JusticarJump Infantry (Character)444414293+Codex: Grey Knights p73
      NameDescriptionRef
      Frag grenade (melee)Fight at normal Initiative, despite charging through difficult terrain.Wh40k: The Rules
      Psyk-out grenade (melee)Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots.Codex: Grey Knights p91
      NameRangeStrengthAPTypeRef
      Frag grenade8"3-Assault 1, BlastWh40k: The Rules
      Krak grenade8"64Assault 1Wh40k: The Rules
      Krak grenade (melee)-64-Wh40k: The Rules
      Melta Bomb-81Armourbane, Unwieldy
      Nemesis Daemon hammer-x22Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist WeaponCodex: Grey Knights p87
      Nemesis force sword-User3Melee, Force, DaemonbaneCodex: Grey Knights p87
      Psycannon24"74Salvo 2/4, RendingCodex: Grey Knights p89
      Psyk-out grenade8"2-Assault 1, Blast, Psi-shockCodex: Grey Knights p91
      Storm bolter24"45Assault 2Wh40k: The Rules p176
    • Interceptor Squad (160pts)

      Brotherhood of Psykers [ML 1], Frag, Krak and Psyk-out grenades, Personal teleporters
      And They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The Aegis
      • Interceptor (hammer) (34pts)

        Nemesis Daemon hammer (10pts), Storm bolter
        Daemonbane
      • Interceptor (psycannon) (39pts)

        Psycannon (15pts)
      • 2x Interceptor (sword) (48pts)

        2x Nemesis force sword, 2x Storm bolter
        Daemonbane
      • Interceptor Justicar (39pts)

        Melta bombs (5pts), Nemesis force sword, Storm bolter
        Daemonbane
      NameUnit TypeWSBSSTWIALdSaveRef
      InterceptorJump Infantry444414183+Codex: Grey Knights p73
      Interceptor JusticarJump Infantry (Character)444414293+Codex: Grey Knights p73
      NameDescriptionRef
      Frag grenade (melee)Fight at normal Initiative, despite charging through difficult terrain.Wh40k: The Rules
      Psyk-out grenade (melee)Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots.Codex: Grey Knights p91
      NameRangeStrengthAPTypeRef
      Frag grenade8"3-Assault 1, BlastWh40k: The Rules
      Krak grenade8"64Assault 1Wh40k: The Rules
      Krak grenade (melee)-64-Wh40k: The Rules
      Melta Bomb-81Armourbane, Unwieldy
      Nemesis Daemon hammer-x22Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist WeaponCodex: Grey Knights p87
      Nemesis force sword-User3Melee, Force, DaemonbaneCodex: Grey Knights p87
      Psycannon24"74Salvo 2/4, RendingCodex: Grey Knights p89
      Psyk-out grenade8"2-Assault 1, Blast, Psi-shockCodex: Grey Knights p91
      Storm bolter24"45Assault 2Wh40k: The Rules p176
  • Heavy Support (425pts)

    • Nemesis Dreadknight (215pts)

      2x Power fist, Heavy Incinerator (20pts), Heavy Psycannon (35pts), Personal teleporter (30pts), Psyker [ML 1]
      And They Shall Know No Fear, Banishment, Deep Strike, Force Shielding, Preferred Enemy (Daemons), Purity of Spirit, Sanctuary, The Aegis
      NameUnit TypeWSBSSTWIALdSaveRef
      Nemesis Dreadknight (Personal teleporter)Jump Monstrous Creature (Character)5466443102+/5++Codex: Grey Knights p77
      NameRangeStrengthAPTypeRef
      Heavy incineratorTemplate64Heavy 1, Soul Blaze, TorrentCodex: Grey Knights p89
      Heavy psycannon (area)24"74Heavy 1, Large Blast, RendingCodex: Grey Knights p89
      Heavy psycannon (focussed)24"74Salvo 3/6, RendingCodex: Grey Knights p176
      Power fist-x22Melee, Unwieldy, Specialist WeaponWh40k: The Rules p179
    • Nemesis Dreadknight (210pts)

      2x Power fist, Gatling Psilencer (30pts), Heavy Incinerator (20pts), Personal teleporter (30pts), Psyker [ML 1]
      And They Shall Know No Fear, Banishment, Deep Strike, Force Shielding, Preferred Enemy (Daemons), Purity of Spirit, Sanctuary, The Aegis
      NameUnit TypeWSBSSTWIALdSaveRef
      Nemesis Dreadknight (Personal teleporter)Jump Monstrous Creature (Character)5466443102+/5++Codex: Grey Knights p77
      NameRangeStrengthAPTypeRef
      Gatling psilencer24"4-Heavy 12, ForceCodex: Grey Knights p89
      Heavy incineratorTemplate64Heavy 1, Soul Blaze, TorrentCodex: Grey Knights p89
      Power fist-x22Melee, Unwieldy, Specialist WeaponWh40k: The Rules p179

Space Marines: Codex (2013) (Combined Arms Detachment) (745pts)

  • HQ (75pts)

    • Librarian (75pts)

      Auspex (5pts), Melta Bombs (5pts)
      And They Shall Know no Fear, Chapter Tactics, Independent Character, Psyker
      • Power Armour

        Force Maul
      NameUnit TypeWSBSSTWIALdSave
      Space Marine LibrarianInfantry5444242103+
      NameDescriptionRef
      AuspexForego shooting to make an enemy unit within 12" reduce it's cover save by 1, untill the end of the phaseCodex: Dark Angels 6th p63
      NameRangeStrengthAPTypeRef
      Force Maul-+24Melee, Concussive, ForceBRB p61
      Melta Bombs-81Armourbane, Unwieldly, Against Vehicles and MCs onlyBRB p62
  • Troops (510pts)

    • Tactical Squad (170pts)

      Meltagun (10pts), 4x Space Marine (56pts)
      And They Shall Know no Fear, Chapter Tactics, Combat Squads
      • Infernum Pattern Razorback * (65pts)

        Multi-melta
      • Space Marine Sergeant (39pts)

        Bolt pistol, Combi-weapon (10pts), Melta Bombs (5pts), Teleport Homer (10pts)
      NameUnit TypeWSBSSTWIALdSave
      Space MarineInfantry444414183+
      Space Marine Sgt.Infantry (Character)444414183+
      NameBSFrontSideRearHPType
      Infernum Pattern Razorback *41111103Vehicle (Tank, Tranport)
      NameRangeStrengthAPTypeRef
      Bolt Pistol12"45PistolBRB p56
      Melta Bombs-81Armourbane, Unwieldly, Against Vehicles and MCs onlyBRB p62
      Meltagun12"81Assault 1, MeltaBRB p57
      Multi Melta24"81Heavy 1, MeltaBRB p57
    • Tactical Squad (170pts)

      Meltagun (10pts), 4x Space Marine (56pts)
      And They Shall Know no Fear, Chapter Tactics, Combat Squads
      • Infernum Pattern Razorback * (65pts)

        Multi-melta
      • Space Marine Sergeant (39pts)

        Bolt pistol, Combi-weapon (10pts), Melta Bombs (5pts), Teleport Homer (10pts)
      NameUnit TypeWSBSSTWIALdSave
      Space MarineInfantry444414183+
      Space Marine Sgt.Infantry (Character)444414183+
      NameBSFrontSideRearHPType
      Infernum Pattern Razorback *41111103Vehicle (Tank, Tranport)
      NameRangeStrengthAPTypeRef
      Bolt Pistol12"45PistolBRB p56
      Melta Bombs-81Armourbane, Unwieldly, Against Vehicles and MCs onlyBRB p62
      Meltagun12"81Assault 1, MeltaBRB p57
      Multi Melta24"81Heavy 1, MeltaBRB p57
    • Tactical Squad (170pts)

      Meltagun (10pts), 4x Space Marine (56pts)
      And They Shall Know no Fear, Chapter Tactics, Combat Squads
      • Infernum Pattern Razorback * (65pts)

        Multi-melta
      • Space Marine Sergeant (39pts)

        Bolt pistol, Combi-weapon (10pts), Melta Bombs (5pts), Teleport Homer (10pts)
      NameUnit TypeWSBSSTWIALdSave
      Space MarineInfantry444414183+
      Space Marine Sgt.Infantry (Character)444414183+
      NameBSFrontSideRearHPType
      Infernum Pattern Razorback *41111103Vehicle (Tank, Tranport)
      NameRangeStrengthAPTypeRef
      Bolt Pistol12"45PistolBRB p56
      Melta Bombs-81Armourbane, Unwieldly, Against Vehicles and MCs onlyBRB p62
      Meltagun12"81Assault 1, MeltaBRB p57
      Multi Melta24"81Heavy 1, MeltaBRB p57
  • Heavy Support (160pts)

    • Relic Sicaran Battle Tank * (160pts)

      Armoured Ceramite (20pts), Dozer Blade (5pts), Hull-mounted Heavy Bolter, Turret-mounted Twin-linked Accelerator Autocannon
      Relic of the Armoury
      NameBSFrontSideRearHPType
      Relic Sicaran Battle Tank41312123Vehicle (Tank, Fast)
      NameRangeStrengthAPType
      Accelerator Autocannon48"74Heavy 6, Rending, Rapid Tracking
  • (No Category)

    • Chapter Tactics

      Raven Guard

Fortifications and Stronghold Assault (2013) (Fortification Detachment) (70pts)

  • Fortification (70pts)

  • Aegis Defense Line (70pts)

    Comms Relay (20pts)
    NameDescriptionRef
    Aegis Defence LineA model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain.Warhammer 40k rulebook
    Comms RelayAny player with an unengaged model within 2" of a comms relay can re-roll Reserves rolls. A model in cover behind a comms relay has a 5+ cover save.Warhammer 40k rulebook
  • Sadly, I didn't have the opportunity to take pictures, the game took us nearly 4 hours to write our lists, setup, and actually play the game (he had a ton of psychic powers and I have several psykers myself). 

  • To explain the jist of what happened, and then to break it down to the good, the bad, and the ugly of the IA:13.

  • Good:

  •      Renegade Strike Battery- I took two wyvern and one griffon, you can take FIVE total in this unit. DO IT! My friend/opponent agreed that he should have targeted these and not the rapiers during the game. They can take out light armor and infantry by piling on the wounds. These are an absolute MUST.

  •      Renegade Command Squad- The idea here was to keep it as cheap as possible to unlock the plague zombies; and that's exactly what it did. Stayed alive till turn 7 by keeping him in the backfield in a chimera. This should really be in the category of not good, not bad, just right. 

  •      Rogue Psyker Coven- I really wanted to test this out. Two of my pskers had unholy vigour which gave my troops fleet and crusader, one had warp flux (which is really nifty for hitting vehicles with it's haywire ability), and one had Creeping terror which was completely useless against fearless space marines. I kept them at psyker level 1 to keep them cheap, I think they did what they were meant to do, pose a possible threat and throw buffs on the units when they could. Having fleet on foot-slogging infantry was really nice!

  •      Plague Zombies- They killed a few grey knights in combat, resurrected 3 additional zombies, and tied up a dreadknight for several turns. What's not to like?!

  •      Heldrakes and Hell Blades- I'm lumping these two bad boys together, they are cool and fun to play with. They killed some grey knights, popped a rhino, and the heldrake went into hover and held an objective for two turns. I think the Hell blade is a must take because of how cheap it is, and the heldrake is reasonably priced and versatile. 

  • Bad:
  •      Mutant Rabble- they just couldn't withstand anything, and don't have the option to get a FNP 6+ through the Heretek Magus. Perhaps I didn't play them correctly, but they were purely meant to protect the tanks and they couldn't even do that.

  •      Renegade Hellhound Squad- I was under the mistaken impression that these had a str 6 ap 3 flamer...it is ap 4. They didn't do enough damage for their point cost, plain and simple.

  • Ugly:
  •      Rapier Laser Batteries- I gave them militia training and FNP 6+, and put them in ruins. My opponent targeted them early. Maybe if they had stayed alive longer they would have more of an impact, but as it stood in this game they didn't. Note: I will have to test this again.

  •      Leman Russes- I wanted to test the cheapest variant, the eradicator with a str 6 ap 4. Again they got targeted early, and I will have to test them again.

Tactica notes:
Always upgrade a guy in your infantry squad to demagogue so that you can unlock the fanatic rule and roll an additional dice for Uncertain Worth. This just increases your chances of getting a decent leadership.

Rogue Psykers are nice because when someone goes to target  your unit, you only need 5s to dispel.

Utilize the versatility of the artillery in IA:13, especially since Renegades and Heretics can cram so much into their lists. 

My friend was using mine, but seriously consider an aegis defense line to help protect artillery and other supporting units.

Don't be afraid to sacrifice a unit for a long-term win. I knew I couldn't handle his dreadknights, so I sent my zombies to deal with one. It worked and saved my artillery which I used to pick off his infantry and rhinos.