With the
release of Imperial Armour 13 I had to get it, mainly for the army
list, but I do love the Imperial Armour books, as they are finely
crafted. As its a big book, I though I would break it down into 2
parts, the Renegades and Heretics Army list, and the Chaos Space
Marine bits. So here is part 1 of the review, the army list.
This list
is designed to represent all sorts of different armies that have
turned from the Imperium. While most of them are some form of chaos
worshipers, its quite refreshing to be able to take a force of
guardsmen who have just want to be free from the oppression. Not that
I will be using such a force, but its possible.
Special
Stuff
Before I
go into detail of the list here are the important special rules for
the army list.
Uncertain
Worth: The units of the renegades and heretics aren't known for their
training or bravery, so when a unit with this special rule has to
take a LD based test (moral, pinning, something else) you roll a D6
and +4 and that is their LD for the rest of the game. You could have
a unit of cowards, or hardened veterans determined to spit in the
face of their enemy. Its a risk, but it could be interesting to see
what you get.
Fanatic:
This rule allows you to roll 2D6 and pick the highest for Uncertain
worth, so its more likely to end up with a higher Ld, not guaranteed,
but helps.
Chaos
covenant: A model can make a pact with the chaos gods and receive
certain gifts for it, which spreads to the whole unit. I think this
is a great way to give the force a feel of being dedicated to a
certain god.
- Khorne: In the first round of close combat the unit can re-roll failed rolls to wound in the first round of combat. While it doesn't sound too scary on say a guardsman... what about 40 of them? Yer... not your worried.
- Nurgle: The unit gains feel no pain (6+) , not great.
- Slaanesh: The unit gains fleet, which is useful for getting units where you want them and into combat for those combat units (ogryn).
- Tzeentch: A unit with this rule gets to make snap shots at BS 2 instead of 1. This is huge as it doubles the chance of shooting down fliers and actually doing damage with over watch. This has a lot of potential.
And of
course we get warlord traits which are... brilliant.
- Fanatical Convert: If a unit with in 12 is destroyed, if it has uncertain worth you can roll a D6 and if you roll high enough, you gain 1 Vp... just do. Wow that's massive, you could win a game of the relic by getting your army killed and doing nothing else.
- Tyrant: your warlord can kill members of his own unit to force a fleeing unit to auto-rally. Also useful.
- Prophet: You can influence one reserve roll a turn (yours AND your opponents), you can either succeed on a 2+ or 6 + regardless of modifiers... your choice. That can stop a potentially devastating unit from coming into play or making sure you get the unti you need in. Its amazing.
- Artisan: if your warlord isn't in base to base but is locked in combat can swap his attacks for a poison 4+ ap 2 attack... its ok, but situational.
- Iconoclast: you can make one of your units better ant damaging buildings each turn.
- Soul-scarred terror: the warlord gains fear and roll a D6 for each enemy in base to base at initiative step 1, on a 6 the model takes a wound.
The
List
HQ
The way
the list works, you have only really have single choice of Hq, The
renegade command squad, but you can take many different upgrades to
make it what you want, the biggest way is though the Renegade
Devotions. These are upgrades which show what kind of leader your
warlord is (if you take this upgrade you have to make it him your
warlord). We have 6 available:
Primaris-rogue
Witch: you get a psyker who can choose from a limited list of
disciplines, and you are allowed to take rogue psykers are elites
which boosts your power dice, probably my least favourite.
Mutant
Overlord: This poor sod hasn't had much luck in life, deformed and
dismissed by the imperium its no wonder they turn to chaos. This
gives your warlord 3 rolls on a table which can either increase stats
like Ws or strength, or cripple them with less attacks or initiative.
How ever you get to pick which state goes down out of the two and you
generally get more than you lose. But that's not all, you get to take
a unit of chaos spawn as troops and you can mutate Ogryn.
Master of
the Horde: As the name suggests this buy brings the hordes, they are
forced to take at least 2 platoons and they are allowed to have up to
30 models per unit. That's bit, but for each unit of 15+ models that
gets removed from the table, roll a D6, on a 5+ the unit goes into
reserve, including all upgrades the unit had... not a bad little
upgrade.
Arch-Heretic
Revolutionary:When you think of chaos cults this is the guy you
normally think of, the rabble rouser who is totally dedicated to the
cause of chaos. He is a fanatic and to show this gains Zelot and
allows other units to take the abilit fanatic (which helps with Ld).
They can also take more Enforcers (more on them later).
Heretak
Magus:A member of the dark mechanicum, the warlord gains power armour
and +1 toughness but his real strength is allowing the list to take
Defilers, Decimators and Titans. If you want vehicles and BIG walkers
this is your guy.
Bloody
Handed Reaver: This guy is the trained solider, maybe he was a high
ranking general who turned to chaos for more power, maybe he is the
leader of the Blood Pact, either way he takes no shit and doesn't
tolerate rabbles. This upgrade allows you to upgrade your veterans to
have +1 Bs (making them 4) and gain hot shot lasguns. It also allows
your infantry to take flak armour instead of the sub-flak the army
normally has. This guy make the list similar to Astra Militarum while
still having the flavour of chaos.
Now for
the actual command squad its more or less the same as the Imperial
guard command squad, apart from you can boost the squad size up to 15
members. The stats aren't great, they are what you would expect from
a human. But something else that affects the force is what chaos
covenant the warlord takes, if indeed he does. It allows them take
take different units.
- None: up to 3 maruders.
- Khorne: a unit of blood slaughters.
- Nurgle: a unit of plague zombies and/or blight drones.
- Slaanesh: Noise marines and/or sonic dreadnought.
- Tzeetch: up to 3 units of spawn as troops.
We do
also have 2 more choices for Hq but they are less units, more
additions to the force which may or may not help later on. They are
enforcers and psykers.
Enforcers
are similar to a IG commissar, but have a slightly different role,
they add +1 to the units LD and if the unit fails a moral test they
can execute a model to re-roll. For some reason they have 2 wounds
and 3 attacks so aren't slouches in combat but they can take combat
drugs which give the unit rage when they charge, which if you are
Khorne... well it all adds up.
Psykers
are rather odd. They may not join units, and have 3 possible powers,
are forced to stay at level 1 and have 2 wounds. The interesting part
is if they take a perils from the warp you remove them and replace
them with a possessed psyker, who becomes a 3 attack, strength 5
rending combat machine. Its very odd.
Renegade
Infantry Platoon
Again
this is similar to the imperial guard infantry platoon, you can take
between 3 and 5 squads each 10 – 20 models. At 3 points a model
this can be very cheap if you just want a large horde of cheap
troops, but they are the same as conscripts. You can upgrade them to
have militia training (+1 bs and ws), for 10 points, regardless of
the unit size. They have no armour saves, and you can give them a 6+
save for 5 points, but it isn't great. One of the units may be
upgraded to be the command squad which if you buy a vox, allows the
other units to use their LD if its higher. So very possible to make
infantry squads equal to the guardsmen, or keep them cheap.
Mutant
rabble
This guys
are the same as the starting infantry unit but it can't be upgraded
apart from sub-flack armour. What sets these guys apart if the unit
can be up to 50 models and has the special rule 'curse of mutation'
which gives the unit a random ability, from stealth, and +1 strength
hammer of wrath attacks.
Veterans
This unit
is very odd, instead of bs 4 of the guard, they have ws 4 which is an
interesting change. The unit starts very cheap at 35 points for 5,
but gets very expensive as you have to pay 10 points for each extra
model. But you can give them special rules such as tank hunter, deep
strike, furious charge and scout. While very versatile, I can see the
unit getting very expensive quickly. But as the other units might be
cheaper it can balance out.
If you
have a nurgle warlord you gain access to zombies, these guys are also
3 points (everything seems to be) and have terrible stats. They gain
fearless, slow and purposeful, feel no pain (4+) and warp plague. Now
warp plague allows the zombies to replenish their ranks if they kill
a unit in combat or force it to flee they gain D3 new zombies. Now
that's if they ever win combat, they don't exactly have the best
stats.
Elites
Maruders
This unit
is only available if your warlord doesn't have a chaos covenant,
these guys are pirates, mercenaries and anyone after some money to
fight. They are ws 4 humans who come with a specialist skill, either
stalkers (outflank, steath and move though cover), murder cultist
(furious charge, crusader) or heretek (carapace armour). The upgrades
are just the normal ones that every one gets, but they can have
brutes join the unit, which are strength 4 with rending. However the
unit has another special rule, in it for the money, if they flee,
they can't regroup, ever.
Chaos
spawn
For 55
points you get a unit of 3 chaos spawn, which is stupidly cheap and
potentially quite good. Unfortunately you can only take this unit
from the warlords special rules.
Disciple
squad
These
guys are the veterans of the army, BS 4 and fanatics. They are pretty
much just Ig veterans but they are elites. Its hard to say anything
else about the unit. The biggest advantage of this unit is that they
are fanatics hopefully making them high LD.
Fast
Attack
The fast
attack of the army list are the Helhound variants, sentinels and
salamanders and valkyrie. They all come at Bs 2 and for that they are
slightly cheaper than in the codex astra militarum. You can upgrade
them back up to BS 3 for a set price. Now if you take them in units,
its the same price so you get a slight discount.
Heavy
support
You have
the same units to pick from as the astra militarum, Leman russ battle
tanks, basalisks, as well as the rest of the forgeworld heavy
supports. What is different is you have to take support squads as
heavy supports. Which is a bit of a shame instead of being part of
the troops section. However you get a massive discount and you can
get up to 6 bases in a squad.
Lords of
war
Regardless
of your warlord you get a choice of the Malcador, Malcador
'defender', Minotaur artillery tank and Baneblade. Now these are the
same as the imperial ones except for the Baneblade, which gives all
units within 12 inches have both the zealot and fanatic special rules
which is a great boost to the army.
Now you
also get extra lord of war units depending on what kind of upgrades
you have for your warlord.
- Bloody handed reaver: Lord of skulls or brass scorpion
- Primaris-rogue witch: the daemon lords
- Mutant overlord: you can take 1-3 giant chaos spawn or spined chaos beasts
- arch-heretic: Any macharius variant
- Heretek: Warhound or reaver titan.
Conclusion
Now I
know you can easily start drawing comparisons between this army list
and the Imperial Guard. Indeed that's exactly what I started to do
when I first read over it, and I believe at first glance I came away
a little disappointed. But upon reading it over again I have come to
the realisation that I was wrong, you should not compare the two
together, as much as you want to, they may have very similar units
(and some the same) but the way they will act on the battle field is
totally different.
Let us
take the veteran unit for example, they are totally different, while
having the same name and similar stats. In the astra militarum they
are BS 4 and can have 3 special weapons, great for taking out tank
provided they have a transport. In this list they are WS 4, and can
only have up to 2 special weapons. Now that wouldn't be so bad but
the renegade veterans with 2 special weapons are 5 points more
expensive than imperial veterans with 3. BUT do not worry it doesn't
make them useless. The renegades can buy abilities such as deep
strike which is cheaper than a chimera allowing them to get where
they need to be with out signalling before hand, as with a chimera
you kind of know what's going to happen. But also it means that they
now have the option to charge, having WS 4 makes a difference and
while it doesn't make them combat masters it does give them an edge
vs the astra militarum and the like.
Example
2, the infantry platoons. While the renegades are cheaper and lightly
equipped they have the ability to quickly swamp the imperial guard as
the unit upgrades which really help them are bought as a whole
regardless of size, so you can have 20 guardsmen in a single squad
for the price of one and a half imperial guardsmen. Over the course
of the battle that could make a hell of a difference.
Example
3, bs 2 hellhounds and leman russ battle tanks? They are cheaper and
the BS really doesn't come into it when you are a flame tank or have
a large template.
Another
thing that really makes a difference is that with the rule uncertain
worth you really are at the mercy of the dice. It will really give
your army character, it suits chaos quite well as it can both give to
you and take away, quite characterful.
What I am
trying to say it, this army list is rather unique as it takes parts
from many different lists and brings them together, and comparing it
to other similar codex's isn't going to do anything. I think this
list is brilliant, and what's more it can allow those people who made
a lost and the damned force from 3rd edition to use them
again properly, while still allowing vraks armies to work
brilliantly. Personally this list is what 40k needs, and I wish some
of the GW codex's were more like it. It gives options for many things
while not making half of them obsolete and keeps the character and
background alive. Compared to say the grey knight codex this is
stunning.
However,
if you are after a competitive list, I am not 100% sure this is for
you. Don't get me wrong a competitive list does live in this book
some where but I hope people that use this use it for fun and
characterful games. I would hate to see this book used as a cookie
cutter list as it takes away from it a little.
Anyway I
hope this little article gave you a little insight into the renegade
and heretic list.
Great review. I'm definitely picking this up at some point. I'm guessing there are no Psyker battle squads? and can the Psykers take demonology? Was hoping to have a summoning coven with a primas leading the dark sinister rituals.
ReplyDeleteIf you take the Pysker as your leader option you can have covens of psykers as elite choices, and yes the leader choice can take demonology (with the same peril woes as everyone else), but the coven have a chart of powers.
ReplyDeleteThis is a fantastic review. Thank you for writing it! Will you eventually be doing a unit-by-unit breakdown? I would love to see some in depth reviews on Ogryns/Mutated Ogryns in the future. Maybe throw out a few themed lists for us to see how all the points and themes come together for a fighting force?
ReplyDeleteOnce again, thanks!
I wish IA13 had included some chaos knights...but hopefully they'll be available soon. Regardless, this book expands so much on the evil choices as to make me positively giddy. Thanks so much for the overview!
ReplyDeletecan renegade troop trade 2 soldier for a heavy weapon team like autocannon?
ReplyDeleteYes, they can.
Delete