Showing posts with label forgeworld. Show all posts
Showing posts with label forgeworld. Show all posts

Monday, December 15, 2014

Imperial Armour 13: Renegades and Heretics- Review Part XIV (Elite Choices)

     Argentius here, and today I'll be reviewing the Elite Choices for Heretics and Renegades in Forgeworld's Imperial Armour 13: Warmachines of the Lost and the Damned.

Note: I will not be reviewing Renegade Chaos Spawn, Blood Slaughterers, and Blight Drones. Chaos Spawn are exactly the same as in Codex: Chaos Space Marines, and I have already reviewed Blood Slaughterers and Blight Drones in previous posts, please refer back to my prior reviews if you are interested in those. Thanks


Renegade Disciple Squads- 35pts

Special Rules: Uncertain Worth, Fanatic, Bulky (heavy weapon teams)
     - this unit has the same weapon options as the the normal troop choices.

     Exactly the same statline as Astra Militarum Veterans, this is probably the only unit with a BS of 4 in the entire Renegades and Heretics army list. For 35pts you get a Champion (sgt.), and 4 regular disciples. Fanatic will allow you to roll an additional dice and select the highest for leadership, so you'll probably average 8+ making them more reliable than other infantry. You can add an additional 5 disciples at 10pts each.

     You can also give this unit a chaos covenant for 10pts. The unit is flexible in terms of customization, you can add a vox, upgrade the champion, insert a special weapon on one disciple, and upgrade two to a heavy weapon team. Unfortunately, this all costs a lot of points and frankly isn't worth it in my humble opinion. If the unit could all be given special weapons, like in the Astra Militarum Codex, then I'd say put 5 of these guys in a chimera with meltas. Frankly, it's a redundant unit, where cheaper options are available (see troop choice review).

Renegade Ogryn Brutes- 60pts

Special Rules: Very bulky, Hammer of Wrath, Fearless, Random Attacks, Rampage (brutes only), rune them down (chaos hounds), Packmaster (packmaster only)

     For 60pts you get one brute...But wait, there's more! You can add 9 more Ogryn for 60pts each, and a packmaster is free! They only come with a close combat weapon and frag grenades, you can add chaos hounds for 30pts each, one can have a lascutter/powerdrill for 15pts, they don't come with any armour but you can give them flak or carapace if, YOU GUESSED IT...an obscene amount of points. To top off this outrageously expensive unit you can make it more cost-inefficient, but arguably more survivable if you give them dedication to a particular chaos god (nurgle 5+ FNP).

     You can probably sense from the tone of this particular entry, that I feel it's a waste of my time even reviewing it because (although I love the models from forgeworld), this unit is dead on arrival. Perhaps a narrative/fluff player would enjoy taking them, and who wouldn't, they are great models, but not competitive in the slightest. Reduce the points by 2/3, reduce upgrades slightly and then maybe they are mediocre, but otherwise, utter garbage. I challenge anyone to win competitively with them, at a grand tournament level and submit me the video.

This review was a little shorter, but I'll be sure to get up another review soon.

-Argentius signing off

Wednesday, December 10, 2014

Imperial Armour 13: Renegades and Heretics- Review Part XI

Renegades and Heretics- Demagogue Devotions

     A single Demagogue in any Renegade Command Squad may be upgraded to have one following option. A demagogue upgraded as such must be the Warlord, regardless of leadership value. 

Primaris Rogue Witch- 35pts

Demagogue gains Psyker (mastery level 1) and fearless. Disciplines available: daemonology (malefic), biomancy, pyromancy, telekinesis.
     Note: may be upgraded for +25 to mastery level 2
     -may not take a covenant of khorne
     -rogue psyker covens may be elite choices, as well as hq choices

Mutant Overlord- 15pts

Demagogue must roll three times on the following table, and demagogue and unit gain curse of mutation.
1- Reduce either the demagogue's I or A by -1. If rolled again re-roll the result.
2-3- +1 to either the demagogue's WS or BS
4-5- +1 to either the demagogue's S or T
6- +1 to the Demagogue's W and it gains the slow and purposeful, bulky.
     Note: must contain at least two renegade mutant rabble units and may select a single unit of renegade chaos spawn as a non-compulsory troop choice.
     -may upgrade an ogryn brute unit to have curse of mutation for 15pts

Master of the Horde- 20pts

Essentially, a Renegade infantry squad numbering at least 15 models that is removed from play or flees of the table, can be brought back on a 5+, sitting in reserve. This does not include dedicated transports that originated with the unit.
     Note: Army must contain at least two Renegade Infantry Platoons and increase the maximum size of Renegade Infantry Squads to 30 models.

Arch-Heretic Revolutionary- 25pts

Gains zealot special rule, and may take any covenant of chaos for no additional point cost. Any unit of renegade infantry or veterans may be upgraded with Fanatic for 20pts, and any Enforcer cadre may include up to 10 enforcers rather than the usual limit of 5.



Heretek Magus- 30pts

Demagogue gains a 3+ armour save, +1 toughness, and FNP 6+
     Note: May take defilers as heavy support choices and decimators as elite choices, and any units from the following list may take FNP 6+ for 10pts per unit:
-Command Squad
-Infantry Platoon
-Veterans
-Disciples
-Heavy Ordnance batteries
-Support Squads
-Rapier Laser Destroyer batteries
-Field Artillery batteries

Blood-Handed Reaver- 20pts

Demagogue gains a refractor field and krak grenades, may replace autopistol, laspistol or stub gun with a hot-shot laspistol or hotshot lasgun for 5pts.
     Note: Veterans upgraded to grenadiers for 15pts, +1 BS, lasguns replaced with hotshot pistols/lasguns. For every 5 models, 1 may replace weapon to hotshot volley gun for 10pts.
     -Must purchase militia training upgrade for all units able to purchase it, and may upgrade to flak armor on these units for 10pts
-Infantry platoon
-Mutant rabble
-Heavy ordnance battery
-Support squads
-Rapier Laser Destroyer batteries
-Field Artillery batteries

Renegade Warlord Traits

1-Fanatical Convert

-Any unit with uncertain worth that is destroyed, within 12" of warlord rolls a d6. On a 5+ gain an additional victory point.

2-Iron-fisted Tyrant

-At the start of the army's turn, you may remove d3 models from the Warlord's unit from play. A single fleeing friendly unit with uncertain worth immediately regroups.

3- Prophet of Doom

-Beginning of any turn, reserve roll may be changed to succeed on a 2+ regardless of the current turn or to succeed on a 6+ regardless of the current turn or any modifier.

4-Artisan of Undeath

-Essentially cause str 3 ap2 hit with poison (4+) to any enemy model within 3" (if not in direct combat).

5- Blasphemous Iconoclast

-Every turn may nominate one friendly unit within 12" of the warlord, the chosen unit rolls an additional d6 when rolling on the building damage table and uses the highest result.

6- Soul-scarred Terror

-At I1 of any fight sub-phase, roll a d6 for each enemy model in base-to-base contact with this warlord, on a 6 the model suffers an automatic wound. Warlord also has fear.

Concluding Thoughts

     As later reviews will show, the Renegades and heretics army lacks significant armor saves of any kind. The best the army can hope to achieve is throw bodies at the opponent and hope that you get good morale checks and not flee. How do you solve this problem?

    Stack FNP wherever you can. Annoying yes, but it will definitely help keep bodies on the table than without it. Give your arch-demagogue Heretek Magus and see those blob squads of infantry sit on objectives longer. For a mere 10pts per unit, it is absolutely worth the 30pt initial upgrade. I think the real winner though is the fact that you can put FNP 6+ on rapier laser destroyer batteries and field artillery pieces, keeping your guns in the fight longer, and making it just a little harder to take out those heavy hitting guns.

     Stick 6 rapier laser destroyers behind an aegis defense line with a 4+ cover, and 6+ FNP. That's a tough nut to crack, and incredibly cheap. Overpowered? Not at all, the opponent will make them a target priority due to their firepower, and they are susceptible to anything that ignores cover. Still, it would be highly effective for the few points invested, the return could be huge!


     I'm kind of underwhelmed by the warlord traits, getting victory points for friendly units with "uncertain worth" could be helpful in maelstrom missions, but that is far too situational. I really enjoy Prophet of Doom, especially if you are playing a heavy flier list and want to keep them off for as long as possible, that is the best way of getting it done. I would probably stick to the BRB warlord traits, as they seem to be better and less hit-and-miss.

Tuesday, December 9, 2014

Imperial Armour 13: Renegades and Heretics- Review Part X


Renegades and Heretics

     First and foremost, the list provided in IA:13 may be used as allies, battle brothers, for chaos space marines and vice versa. This provides an incredible amount of flexibility where there previously was none. Finally, CSM players can shore up their army with cheap and effective troops, supported by masses or artillery, or Renegade players can field a vast army supported by resilient hard-hitting allied CSM.

Wargear

     The Renegades have vox-casters just like their Astra Militarum counterparts.

Vox-caster: a unit equipped with one may re-roll dice to determine their leadership, the 2nd result must be used however.

Command Net Vox: Same benefit as previously mentioned, and any unit with 12" may use the leadership value of the unit when taking morale checks.

Sub-flak Armour: 6+ armour save.

Chaos Sigil: a unit with this may ignore the first morale check or pinning test it fails in each game turn.

Combat Drug Injectors: Unit gains rage in close combat, but must take a toughness test, failure results in D3 models being removed.

Banner of Hate: Units within 12" roll 3d6 for morale and pinning, choosing the two lower results.

Banner of the Apostate: a unit with this banner adds +1 to their score to determine which side wins an assault. (not cumulative)


Special Rules

**Uncertain Worth- The first time a unit with this special rule is required to take a leadership test, roll a D6 +4, to determine the units leadership value.

Curse of Mutation:  Each unit must roll a D6  before deployment.
1-2 Horrific Disfiguration: Unit gains fear, all friendly units without Curse of Mutation reduce their leadership by -1 when within 6".
3-4 Unnatural Senese: Unit has acute senses and scout special rule. All blast, barrage and heavy weapons have the blind special rule against this unit.
5-6 Horns, Claws and Fangs: Unit has hammer of wrath, and these attacks have 1+ str. Must declare charges when within 12" of an enemy.

Covenant of Khorne: re-roll all failed to wound rolls on the first turn of CC.
Covenant of Nurgle: unit has FNP 6+
Covenant of Slaanesh: Fleet
Covenant of Tzeentch: Snap shots at BS 2

Fanatic: A model with this special rule rolls and additional D6, discarding the lowest for leadership value, as per the Uncertain Worth special rule.

Aura of the Witch: 5+ inv save and fear special rule (may not join another unit or be the warlord).

Renegade Warlord Traits and Demagogue Special rules will be covered in the next installment, stay tuned.

Saturday, December 6, 2014

Imperial Armour 13: Chaos Titans Lost and the Damned- Review Part IX



"The heads of some were reshaped into daemonic visages, or mounted with massive blades or cannon, while many grew long sinuous tails tipped with wrecking balls or still more cannon or blades. In many cases, the fate of the Titans' crews was a dark one" -Imperial Armour 13, The Fate of the Titans

     This will be a relatively short review as there are only two chaos titans, the Reaver and the Warhound. 

Chaos Reaver Titan

     The Reaver is 1460 pts, front armor 14, side 14, rear 13 and comes with 18hp. Equipped with 4 void shields, dirge casters, the Reaver must select one carapace weapon from the list:

Double-barreled turbo laser destructor
Plasma blastgun
Inferno gun
Vulcan mega-bolter
Apocalypse missile launcher
Vortex missile

Must select two arm weapons:

Gatling blaster
Melta cannon
Volcano cannon
Laser blaster
Titan power fist

Special rule: Reactor Meltdown

     The only difference between a loyalist Reaver and the chaos equivalent is being able to choose to make it a daemon titan. The most powerful of which is the Daemon Titan of Nurgle, making the titan have the daemon, hatred daemons and tzeentch and it will not die special rules.

Chaos Warhound Titan

     The Warhound is 730 points, front armor 14, side 13, rear 12 and comes with 9hp. Equipped with 2 void shields, dirge casters, the Warhound must select two arm weapons:

Double-barrelled turbo laser destructor
Plasma blastgun
Inferno gun
Vulcan mega-bolter

Special rule: Agile, Reactor Meltdown

Friday, December 5, 2014

Imperial Armour 13: DAEMON ENGINES Lost and the Damned- Review Part VIII

     This is the second and final installment of the Daemon Engines Chapter of Imperial Armour 13. Let us jump right to it!

Note: In the past I was hesitant about providing point values and profiles for some stats, in the future I will strive to provide more information. However, I don't want to be sued by some company, so pictures of stats will never be posted, unless linked from another website.




Chaos Decimator

     Coming in at 205, the decimator is str 8, front armor 13, i 3, has 4 attacks, and 3 hp. It has the special rules: daemon, unholy vigour, deep strike, and daemonic resilience. It comes equipped with two decimator seige claws with two heavy flamers, you can replace each seige claw with a butcher cannon, storm laser, or soulburner petard, or a single seige claw with a heavy conversion beamer.

     A decimator can be given a mark of khorne, nurgle, slaanesh, or tzeentch. Although this is nice, the point cost of such upgrades is prohibitive. 

    Unholy Vigour, allows the decimator to ignore a weapon destroyed or immobilized result on a 5+. In addition, if the decimator is wrecked, but not exploded, in the player's subsequent turn on the roll of a 6, it comes back with D3 hullpoints. For the initial roll of the D6, a 1 removes the decimator, and a 2-5 allows you to roll again in the next turn.

Weapon Profiles:
Siege Claws- user str, ap 2, shred, smash 
Butcher Cannon-36", str 8, ap 4, heavy 4
Storm Laser- 36", str 6, ap 3, heavy d3+2
Soulburner Petard- 24", str5, ap5, Ordinance 1, large blast, rending

     This is a really cool looking model, and competes for an elite slot in the army. Unfortunately, I doubt you will see many of these on the table competitively due to the high point cost and the high risk, low reward. The model has no clearly defined role (besides close combat) and as the game focuses on shooting, getting this model into CC will be extremely difficult.

Blight Drones

     Costing 150, and being able to take between 1-3 in a detachment. This thing looks like a fly from hell. Front armor 12, side 11, rear 10, with only 2 hp...Its saving grace is that it is a flyer and has hover, it comes with: 1x mawcannon, and one reaper autocannon. 

Mawcannon
(vomit)- template, str 6, ap 4, assault 1
(phlegm)- 36", str 8, ap 3, assault 1, large blast

     Drones come with the special rules: daemon of nurgle, daemonic resilience, deep strike, and explosion of pus. Meaning, it always explodes. Again, a great looking model but people will be targeting this squadron from the outset of the game. Yes, it will have a 2+ jink, however that will cost you the use of the Phlegm shot, that str 8 ap 3 large blast. This is a nice fast attack choice, but I don't see it being very competitive when you have cheaper options in a highly competitive slot. Imperial Armour 13, has given the CSM player so many great choices that any competitive army should most likely take a Hell Blade instead. It goes without question that this would make a nice addition to any nurgle host!

Plague Hulk of Nurgle

     Lastly, the Plague Hulk is the same cost as a single blight drone, front armor 13, side 13, rear 11, with 4 hp. It comes with an iron claw, rancid vomit, and rot cannon. The Hulk comes with daemon of nurgle, deep strike, and daemonic resilience. You can replace the iron claw with a warp sword for 25.

Weapons
Rancid Vomit- template, str 5, ap 3, assault 1, poison 3+
Rot Cannon- 36", str 6, ap 3, ordinance 1, rending, large blast
Iron Claw- user str x 2, ap 2, unwieldy, specialist weapon
Warp Sword- user, ap 3, master crafted, specialist weapon.

     The plague hulk takes up a heavy support slot, which is crammed full of great units. If this unit was more shooting oriented I would recommend just sitting it behind an aegis defense line to protect an objective and take defend the back field (especially with a 2+ cover). However, with a str 12 claw, and 4 attacks this unit is meant to get up in your opponents face. I think this model is under-costed for what it can potentially do, and I think it's a rather strong choice; it provides a versatility of options and isn't prone to die right away. I would probably deepstrike it near the enemy lines, it's a tough target that will surely make up the point cost.

This series is almost done! Next will be the Chaos Titans, followed closely by the Renegade and Heretic army list. Stay tuned. 

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