Post by Deleted on Jun 14, 2007 18:25:44 GMT -5
Heya,
Before I begin I would like to say that this review abides by copyright laws, as it has been used and approved on Tau Online.
Thanks.
The Heretic list as a whole works very similar to the Imperial Guard one, with only minor alterations to some units, and the inclusion of new special rules to make the army more interesting.
So, to kick-start this review off, I’ll start from the armoury and then progressively make my way through every unit, and then come to a conclusion.
Armoury
There is very little to say here, the heretic armoury is exactly the same as the Imperial guard one, the only notable exception being that characters can take a Sniper Rifle.
Special Rules
There is only one special rule that effects the army as a whole, and that rule is called “Renegades.” Most of the Renegade units fall under this rule, as it represents the unreliability of Renegade Troops. Anyway, any unit that is affected by the Renegade rule has to roll for the first leadership test they have to take, and whatever result you get on the dice, is what that units leadership is for the entire game. (Ld can vary from 5 - 10, depending on the dice roll of course!)
The renegade rule is designed to make games more interesting, not to create any advantages or disadvantages, although some people may be put off by the idea.
HQ
Company Command Platoon
This unit is exactly the same as the Imperial Guard Company Command Platoon; the only difference being that instead of Officers, they are called Champions, so there is little more I can say here.
Advisors
Enforcers
Enforcers are essential in a Heretic army, as there leadership is not affected by the Renegade rule, as they enforce the will of the armies overall God or Master. Enforcers have the Summary Execution rule, the same one that Imperial Commissars use. They also have access to the armoury, and to Champion only items.
Rogue Psykers
At first most people will dismiss these guys as the usual Guard Sanctioned Psykers, but they will be horribly mistaken as these guys actually have good psychic powers! And just when you thought it couldn’t get better, it just did. Rogue Psykers can become possessed! Usually when you fail a perils of the warp test, the model takes an automatic wound, or dies, but instead the Psyker actually becomes possessed! The Rogue Psykers C.C. attacks count as rending, and he receives an invulnerable save, but loses the ability to use psychic powers.
Apostate Preachers
Preachers work exactly the same as Guard preachers, and they work well when attached to Command Squads geared towards C.C. Otherwise, there is little else to mention here.
Elites
0-1 Alpha Legion Squad
For all of you people who are wondering what the new Undivided Marines will be like, read carefully. Okay, these guys have essentially the same equipment as the Dark Angel Marine Squads; they all have Bolt Pistols, C.C.W.’s, Bolt Guns, Frag and Krak Grenades as standard! The squad numbers work like the Dark Angels, with a minimum of 5, and a maximum of 10. The squad can take the same number special weapons as before (I couldn't post the exact number, but we all know what it is in the current Codex), plus one heavy weapon in addition! They all have the same Ld as Necron Warriors. The Champions no longer have access to the armoury; instead it works like an upgrading system e.g. you can upgrade the Champion’s C.C.W to a power weapon for said amount of points. An individual Alpha Legion Marine costs more than the current Chaos Marines, but please keep in mind that these guys can infiltrate.
Disciples of Xaphan
The Disciples of Xaphan work just like Guard Veterans, the only exception being that there is no 0-1 limit on them. They can also infiltrate and take the same number of special weapons as Guard Veterans plus a heavy weapon.
Renegade Ogryn Berserkers
Berserker Ogryns are Awesome! They still retain the same stats as the Guard Ogryns, but they get some extra goodies, at a price. Ogryns are filled with a dangerous drug called ‘Slaught,’ the sort of stuff that the Flesh Tearers and World Eaters use. But, because the ‘Slaught’ constantly enrages the Ogryns it makes them fearless and have the Feel No Pain rule, plus instead of set attacks, they get the same number of attacks as a chaos spawn. Also one Berserker Ogryn per squad can take a power weapon. But 'Slaught' can have a terrible side effect. Basically, say for example Ogryn A has rolled to hit, wound etc... a total of 4 attacks altogether, with this rule called "on slaught" you must roll a single dice. If you roll equal to or greater than the number of said Ogryn's attacks (in Ogryn A's case 4) then your safe, but if the result is less than said Ogryn's attacks, then you suffer the number of wounds equal to difference, (so if I rolled a 2 for Ogryn A, he would suffer 2 wounds.)
Troops
Renegade Militia Platoon
This unit works exactly the same as the Imperial Guard Infantry Platoon. The only exceptions being that this entire unit (Command Squad included) fall under the Renegade rules, and that they can take a heavy stubber as a heavy weapon. Also any squad can take autoguns, shotguns, lasguns and laspistols & C.C.W’s for free.
Workers Rabble
This unit works exactly the same as the Imperial Guard Conscript Platoons. The only exceptions being that you don’t require a Militia Platoon to take a Workers Rabble, and that they can be equipped with autoguns, shotguns, lasguns and laspistols and C.C.W’s. They can also take a heavy stubber.
Renegade Armoured Fist Squad
This unit works exactly the same as the Imperial Guard Armoured Fist Squad, the only exception being that they can be equipped with autoguns, shotguns, lasguns and laspistols and C.C.W’s. They can also take a heavy stubber. Also when taking a Renegade Armoured Fist Squad they are kept in reserve always, to represent them as being counter attack units.
Fast Attack
Hellhound
This unit works exactly the same as the Imperial Guard Hellhound, so there is little else to mention here.
Sentinel Squadron
This unit works exactly the same as the Imperial Guard Sentinels, the only exception being that instead of “patterns” you just have the weapon options available instead.
Salamander Scout
This unit works exactly the same as the Imperial Guard Salamander Scout, so there is little else to mention here.
Heavy Support
Heavy Weapons Platoon
This unit works exactly the same as the Imperial Guard Heavy Weapon Platoon, so there is little else to mention here.
Sabre Defence Platform Battery
This unit acts as turret really, but with every weapon choice you can also upgrade the Platform to be AA.
Tanks
The Renegades have access to the following tanks: Leman Russ, Demolisher, Vanquisher, Exterminator, Executioner, Conqueror, Annihilator, Thunderer or Destroyer. So there’s no shortage of armour power here!
Close Support Artillery
The Renegades have access to the following Artillery: Basilisk, Griffon, Medusa Siege Gun, Manticore, Hydra Flak Tank or Bombard. Unfortunately the Renegades don’t get access to the Heavy Mortar or Thudd Gun, but there is still plenty of good artillery pieces to take.
Weapon Platform
The Renegades have access to the following Weapon Platforms: Earthshaker, Hydra or Medusa. The rules for these weapons are covered in IA1.
Turret Emplacement
Turret emplacements are like pillboxes or Turret holes, so they are completely static, and should be left for Trench engagements. The weapon options are pretty wide, but the Turret Emplacement is quite pricey, and should be left for fluff battles.
0-1 Sentry Gun Battery
Sentry Guns are basically Tarantula Turrets, with a very weak armour value, and that are totally static. Once again this unit should be left for Trench engagements or fluff battles.
0-1 Minefield
Fun, but essentially a waste of points. They can only glance vehicles, but they cause massive amounts of damage to Infantry. Once again this unit should be left for Trench engagements or fluff battles.
0-1 Artillery Strike
The Artillery Strike makes up for the lack of "good" artillery in the list. The only problem with Artillery strikes is that they are inaccurate, and even if you score a hit you still have to scatter in the direction of the little arrow. This is not a bad choice as you don’t require any vehicles, but because it takes a while to time well, shots can become delayed.
Super Heavy Detachments
The Renegades have access to the following Super Heavy Vehicles: 1-3 Gorgons, 1-3 Baneblades, Shadowsords Stormblades or Stormswords, and 1-3 Macharius. Well, this list wouldn't have been printed in an IA book if you couldn't take super heavies! Anyway, this leaves room for pretty much most of the super heavies available, so no complaints there.
Conclusion
The Renegade list is very versatile, and allows for a broad range of playstyles. Overall this list is fun, and cannot be abused as easily as any other list. And, I speak for everyone when I say “Thank you Forge World for giving us a Traitor Guard based list which can stand on it’s own two feet!”
Before I begin I would like to say that this review abides by copyright laws, as it has been used and approved on Tau Online.
Thanks.
The Heretic list as a whole works very similar to the Imperial Guard one, with only minor alterations to some units, and the inclusion of new special rules to make the army more interesting.
So, to kick-start this review off, I’ll start from the armoury and then progressively make my way through every unit, and then come to a conclusion.
Armoury
There is very little to say here, the heretic armoury is exactly the same as the Imperial guard one, the only notable exception being that characters can take a Sniper Rifle.
Special Rules
There is only one special rule that effects the army as a whole, and that rule is called “Renegades.” Most of the Renegade units fall under this rule, as it represents the unreliability of Renegade Troops. Anyway, any unit that is affected by the Renegade rule has to roll for the first leadership test they have to take, and whatever result you get on the dice, is what that units leadership is for the entire game. (Ld can vary from 5 - 10, depending on the dice roll of course!)
The renegade rule is designed to make games more interesting, not to create any advantages or disadvantages, although some people may be put off by the idea.
HQ
Company Command Platoon
This unit is exactly the same as the Imperial Guard Company Command Platoon; the only difference being that instead of Officers, they are called Champions, so there is little more I can say here.
Advisors
Enforcers
Enforcers are essential in a Heretic army, as there leadership is not affected by the Renegade rule, as they enforce the will of the armies overall God or Master. Enforcers have the Summary Execution rule, the same one that Imperial Commissars use. They also have access to the armoury, and to Champion only items.
Rogue Psykers
At first most people will dismiss these guys as the usual Guard Sanctioned Psykers, but they will be horribly mistaken as these guys actually have good psychic powers! And just when you thought it couldn’t get better, it just did. Rogue Psykers can become possessed! Usually when you fail a perils of the warp test, the model takes an automatic wound, or dies, but instead the Psyker actually becomes possessed! The Rogue Psykers C.C. attacks count as rending, and he receives an invulnerable save, but loses the ability to use psychic powers.
Apostate Preachers
Preachers work exactly the same as Guard preachers, and they work well when attached to Command Squads geared towards C.C. Otherwise, there is little else to mention here.
Elites
0-1 Alpha Legion Squad
For all of you people who are wondering what the new Undivided Marines will be like, read carefully. Okay, these guys have essentially the same equipment as the Dark Angel Marine Squads; they all have Bolt Pistols, C.C.W.’s, Bolt Guns, Frag and Krak Grenades as standard! The squad numbers work like the Dark Angels, with a minimum of 5, and a maximum of 10. The squad can take the same number special weapons as before (I couldn't post the exact number, but we all know what it is in the current Codex), plus one heavy weapon in addition! They all have the same Ld as Necron Warriors. The Champions no longer have access to the armoury; instead it works like an upgrading system e.g. you can upgrade the Champion’s C.C.W to a power weapon for said amount of points. An individual Alpha Legion Marine costs more than the current Chaos Marines, but please keep in mind that these guys can infiltrate.
Disciples of Xaphan
The Disciples of Xaphan work just like Guard Veterans, the only exception being that there is no 0-1 limit on them. They can also infiltrate and take the same number of special weapons as Guard Veterans plus a heavy weapon.
Renegade Ogryn Berserkers
Berserker Ogryns are Awesome! They still retain the same stats as the Guard Ogryns, but they get some extra goodies, at a price. Ogryns are filled with a dangerous drug called ‘Slaught,’ the sort of stuff that the Flesh Tearers and World Eaters use. But, because the ‘Slaught’ constantly enrages the Ogryns it makes them fearless and have the Feel No Pain rule, plus instead of set attacks, they get the same number of attacks as a chaos spawn. Also one Berserker Ogryn per squad can take a power weapon. But 'Slaught' can have a terrible side effect. Basically, say for example Ogryn A has rolled to hit, wound etc... a total of 4 attacks altogether, with this rule called "on slaught" you must roll a single dice. If you roll equal to or greater than the number of said Ogryn's attacks (in Ogryn A's case 4) then your safe, but if the result is less than said Ogryn's attacks, then you suffer the number of wounds equal to difference, (so if I rolled a 2 for Ogryn A, he would suffer 2 wounds.)
Troops
Renegade Militia Platoon
This unit works exactly the same as the Imperial Guard Infantry Platoon. The only exceptions being that this entire unit (Command Squad included) fall under the Renegade rules, and that they can take a heavy stubber as a heavy weapon. Also any squad can take autoguns, shotguns, lasguns and laspistols & C.C.W’s for free.
Workers Rabble
This unit works exactly the same as the Imperial Guard Conscript Platoons. The only exceptions being that you don’t require a Militia Platoon to take a Workers Rabble, and that they can be equipped with autoguns, shotguns, lasguns and laspistols and C.C.W’s. They can also take a heavy stubber.
Renegade Armoured Fist Squad
This unit works exactly the same as the Imperial Guard Armoured Fist Squad, the only exception being that they can be equipped with autoguns, shotguns, lasguns and laspistols and C.C.W’s. They can also take a heavy stubber. Also when taking a Renegade Armoured Fist Squad they are kept in reserve always, to represent them as being counter attack units.
Fast Attack
Hellhound
This unit works exactly the same as the Imperial Guard Hellhound, so there is little else to mention here.
Sentinel Squadron
This unit works exactly the same as the Imperial Guard Sentinels, the only exception being that instead of “patterns” you just have the weapon options available instead.
Salamander Scout
This unit works exactly the same as the Imperial Guard Salamander Scout, so there is little else to mention here.
Heavy Support
Heavy Weapons Platoon
This unit works exactly the same as the Imperial Guard Heavy Weapon Platoon, so there is little else to mention here.
Sabre Defence Platform Battery
This unit acts as turret really, but with every weapon choice you can also upgrade the Platform to be AA.
Tanks
The Renegades have access to the following tanks: Leman Russ, Demolisher, Vanquisher, Exterminator, Executioner, Conqueror, Annihilator, Thunderer or Destroyer. So there’s no shortage of armour power here!
Close Support Artillery
The Renegades have access to the following Artillery: Basilisk, Griffon, Medusa Siege Gun, Manticore, Hydra Flak Tank or Bombard. Unfortunately the Renegades don’t get access to the Heavy Mortar or Thudd Gun, but there is still plenty of good artillery pieces to take.
Weapon Platform
The Renegades have access to the following Weapon Platforms: Earthshaker, Hydra or Medusa. The rules for these weapons are covered in IA1.
Turret Emplacement
Turret emplacements are like pillboxes or Turret holes, so they are completely static, and should be left for Trench engagements. The weapon options are pretty wide, but the Turret Emplacement is quite pricey, and should be left for fluff battles.
0-1 Sentry Gun Battery
Sentry Guns are basically Tarantula Turrets, with a very weak armour value, and that are totally static. Once again this unit should be left for Trench engagements or fluff battles.
0-1 Minefield
Fun, but essentially a waste of points. They can only glance vehicles, but they cause massive amounts of damage to Infantry. Once again this unit should be left for Trench engagements or fluff battles.
0-1 Artillery Strike
The Artillery Strike makes up for the lack of "good" artillery in the list. The only problem with Artillery strikes is that they are inaccurate, and even if you score a hit you still have to scatter in the direction of the little arrow. This is not a bad choice as you don’t require any vehicles, but because it takes a while to time well, shots can become delayed.
Super Heavy Detachments
The Renegades have access to the following Super Heavy Vehicles: 1-3 Gorgons, 1-3 Baneblades, Shadowsords Stormblades or Stormswords, and 1-3 Macharius. Well, this list wouldn't have been printed in an IA book if you couldn't take super heavies! Anyway, this leaves room for pretty much most of the super heavies available, so no complaints there.
Conclusion
The Renegade list is very versatile, and allows for a broad range of playstyles. Overall this list is fun, and cannot be abused as easily as any other list. And, I speak for everyone when I say “Thank you Forge World for giving us a Traitor Guard based list which can stand on it’s own two feet!”