Warhammer 40000 8th Edition nearly here!

Warhammer 40000 8th edition Dark Imperium Rookbook

The much anticipated new 8th edition of Warhammer 40000 rules are about to be released. some have managed to get copies early and there are videos on YouTube showing the box set, main rules, and additional Index Books (army codexes).

At is stands, the new rules look to be everything that Games Workshop have promised. The basic rules are going to be free. This will help new players get in to the game with the fewest obstacles. For more advanced players there will be an advanced rule book and ‘index’ books with the unit by unit rules for existing models.

As I write the new box set ( which includes the advanced rules), the Advanced Rule Book and the Index books have been made available for pre-order. Following a moth or two of solid marketing I expect that early orders for these items will be strong and if you want to ensure that you get them on release day, or soon after ( if you are mail ordering), then I highly recommend that you place an advanced order. You can order the new box set and rule books through your local Games Workshop store, or through the Games Workshop website, however if you want to buy them with a discount I would recommend buying them through a reputable online Games workshop stockiest like Element Games.

As you may expect, I will be getting my hands on the rules as soon as possible and update these pages with new tactics for the new game!

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AoS Order Aelf Highborn Prince and Noble Tactics

Age of Sigmar Aelf Highborn Dragon Prince on foot

The Highborn Prince and Nobles are the leaders of the Highborn and other noble factions of the Elf / Aelf armies. in this section we will have a look at the Highborn Princes, Draconis Dragon Nobles, and several named Aelf heroes.

Why do we need a Hero?

In Age of Sigmar games you do not need to have a leader leading your army. However Heroes are the best fighters, have special/magic items that are better at killing your foe, and usually have Command Abilities that are better that the standard Inspiring Presence command ability.

Draconis and Highborn in one article?

Yes, this is a house rule around our way. The different Highborn factions are too small so we treat Highborn and Draconis as the same keyword and interchangeable. After a bit of play testing this seems to work well. If you want to take on the same house rule , great! otherwise ignore any tactics that assume that this is the case.

Aelf High Elf Prince on Griffon Tactics

If you have the Warhammer Fantasy Battles 8th edition box set ( Islands of Blood ), or the Spire of Dawn box set then you will have a lf Prince on Griffon.

The Griffon that the Elf Prince rides makes this a Monster and a hero. However this is an Elfish monster, sleek, elegant, and cuts like a razor. The upside of this is that the Prince on a Griffon is fast. The downside is that they will take damage quickly if they are attacked.

Griffon movement

Un-wounded the Prince and Griffon can fly 16″ a turn. This is a huge reach, but beware, this speed means that it is very easy to be caught out in the open without support. However this speed means that you can fly from one part of the table to another, supporting different units in your army or sniping at targets of opportunity. Just think ahead before you make your move!

One last note about movement is that the Griffon has a special rule when it comes to assault, the “Predatory Leap”. This rule allows you to leap 6″ when piling in. This should allow you to strike first in many assaults. Which leads us to…..

Prince on Griffon Weapons

All the prince’s weapons are combat weapons. This means that there is little advantage in holding back. He has quite a number of attacks too. 13 attacks per combat round when he is un-wounded. Most of these attacks wound 33.33% of the time, but many have -1 rend! This large number of attacks and minimal rend makes the Prince a good tool for taking on packs or swarms of smaller creatures rather than taking on Monstrous Creatures, even then the Prince will work better with assistance.

Prince on Griffon Command Ability : Glittering Charge

The Prince on Griffon makes for a good general. As such he come with an signature Command Ability “Glittering Charge” if you have the Prince as your general, and you use this ability in your command phase then near by Highborn units can re-roll either, or both charge roll dice if they charge before your next command phase. Remember that the Prince is always within 16“ of himself!

Aelf Dragon Prince Tactics

Age of Sigmar Aelf Highborn Dragon Prince on footThe Aelf Prince came as a box set of with a Dragon Prince on horse and a Dragon Prince on foot, or BSB (battle standard bearer). Game Workshop have added rules for including these models in Age of Sigma games.

If you have the downloaded the first warscroll pdf’s this model was listed as an Aelf Highborn Prince.

The Dragon Noble can be on foot or on horseback.

Dragon Nobel on Foot

The Dragon Noble on foot is armed with either a Starblade sword or a Enchanted Polearm.

Dragon Nobel on Horse

When mounted on a horse can take a Starlance instead of the Starblade or Polearm. If you are building your Dragon Prince have a think about your playing style before you stick the model together.

The Starlance has a 2″ reach so you will be able to attack the enemy over the top of any front line troops. The Starlance does wound less often (33.33% chance of wounding) but does have the -1 rend and a certain 2 damage.

Placing your Dragon Prince on a horse gives the Prince double speed at 12“ in the moment phase. The horse also gets in to the fight in the combat phase dishing out 2 attacks each with 25% chance of wounding.

As your Dragon Prince on horseback is much faster than your foot troops you will need to be careful that you don’t leave your Prince undefended. If you have other mounted troops you may want to make that unit a bodyguard for the Dragon Prince.

Dragon Prince Command Ability : Might of the Dragon

If you use this ability then the selected unit can re-roll failed hits. Remember that you can select the Dragon Prince himself. The best unit to select would be one that you are expecting to do a good deal of shooting or combat attacks. Another way to use this command ability is to choose a war machine where hitting the target delivers a large amount of damage.

 

 

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AoS Order Collegiate Arcane Battlemage Tactics

Age of Sigmar Order Collegiate Arcane Battlemage Wizard Hero

Lord Barrek was in serious trouble. The Orruk Warlord in front of him was just too big and tough. He could feel the cracked bones burn as he desperately fought for his life. All of a sudden Barrek felt a surge of energy flood through his veins. A quick glance behind revealed Calif finishing one of his incantations. At the same time Barrek could feel bones in his body bind back together and flesh in the being made whole again. The Orruk Warlord was enraged with the trickery before him, his prey was becoming whole again. In a fit of anger the Warlord raised his mighty blade to smash the remaining life from Barrek. In doing so left the Warlord open for a second and Barrek took the opportunity, and his new found strength to peirce the Warlord where Barrek hoped his hart was and then twisted the blade for good measure. The Warlord let out a blood curdling cry to Gorkk. The closest Orruks turned to see their champion mortally impailed. They too echo the Warlord. Other Orruks turned to look and like a wave of sound the ripples of lamentation spread over the battlefield. As the howling became a eerie silence the Orruk turned and started to leave the battlefield. As if by a miracle the Warg was finished. The Orruks headed back to their homeland plains, and the free peoples would see another spring.

The Collegiate Arcane is the college of magic that the Free Peoples of Sigma go to if they need a Battlemage. These Battlemages protect the army from enemy wizards and to cause magic mayhem of their own!

Battlemages are not designed for close-quarter fighting. With a 6+ save most opposition will slice through their 5 wounds with ease. If it does come to the crunch you may get a lucky hit in as the Mages have a single attack with the usual 33.33% chance of hitting but comes with a -1 rend and D3 wounds! My advice though would be to keep your magic user behind a wall of warriors.

He’s My Hero!

One often overlooked feature of the Battlemage is that he is a Hero. This does not improve is usefulness directly, but some units have special bonuses if they are near a Hero, Human Hero, or Order Hero.

Look for the units with special rules that activate if you are near a hero and think about how you can use the unit and the Battlemage as a mini formation.

Battlemage Magic

With Mages, Wizards, and other magic users, the main source of usefulness comes from the spells and magic that they can wield. This is the case with the Battlemage too.

All Battlemages come with 3 spells they can cast. The first two are the standard Arcane Shield and Mystic Bolt. The Third spell comes from a list of 8 on the Battlemage warscroll and needs to be selected as you set up the model. Note that if for some reason you do not need to set up the Battlemage until partway through the game, you can see how the game is playing out before you choose your 3rd spell!

If you are playing using the rules from the Generals Handbook then you will probably be using the ‘rule of one’. This rule says that no spell can be used twice it one round, so you can not have two wizards casting Arcane Bolt in the same turn. If you have several wizards this can get limiting, Two reduce the limitation, I recommend that you give each Battlemage a different third spell.

Chain Lightning

Lightning Flash Chain Lighting is a direct damage spell that is very useful against massed units. If you can force your enemy in to a confined space then this may be the spell for you! It casts on a 6+, which is over half the time, but only just! However it will cause D3 mortal wounds to the target unit, and then there is a 1in6 chance for each other unit within 6″ of the first to cause D3 mortal wounds on them too!

So what is the best way to use this spell? First, as I mentioned, you need to herd the enemy in to a large group. You may find this spell works better if there is a lot of scenery on the table or if  you can flank the enemy so that they become concentrated  in one spot. The next step is to place your battlemage where you can cast a spell on one of the central units, preferably when your battlemage is near an Arcane scenery piece to get the +1 on your spell casting. Also having a bodyguard of warriors between the battlemage and the enemy will reduce the chance of having a counter attack on the mage! Now I know that it will be very rare that you can get all these elements in place, but the closer you get to the perfect situation the better!

Fireball

Fireball Fireball does not need and introduction, it does what you expect, blasts a ball of fire at your opponent! It is also similar to Arcane Bolt when it comes to range and casting value. What is different is that Fireball is more random when it comes to damage. If you successfully cast Fireball you roll a D6 ( D3 really), on 1 or 2 the target suffers 1 mortal wound, on a roll of 3 or 4, you get to cause D3 wounds, and on a 5 or 6 to get to cause D6 wounds!

So how do you use this spell? The main tactical point is to target units that have 6 wounds or more. Smaller, weaker units may run out of wounds if you roll a 6, and that seems a wast of mortal wounds. The next point to consider is that this spell is very random. You need to roll to cast, then hope that it will not be dispelled, then roll for spell strength, and last of all roll for number of mortal wounds. This means that this spell could be very effective, or not work at all! With this in mind, try to have a backup plan. One where if the spell works really well you can take advantage of it, and on where if it goes horribly wrong you can get out of there!

Soul Steal

Soul Steal SpellThe Souls Steal spell creates a battle of bravery. Once cast both players roll a D6 and add this to their bravery scores. If the battlemage gets a higher final score then the target unit suffers a number of mortal wounds equal to the difference between the two scores. So if you win by 3 then the target unit receives 3 mortal wounds!

Don’t worry if you loose the roll off. This spell does not backfire!

So how do you use this spell? Well the first point to note is that he battlemages bravery is 6. This is not high by any measure, so if you can increase the mage’s bravery somehow this will help. Inspiring scenery will help, as will some command abilities, and maybe spells cast by other friendly nearby mages. In the same way look for targets with lower bravery scores. Night Golblins and Trolls make good targets. In addition, friendly units near sinister scenery can reduce the bravery of enemy units around then, as can some spells too.

In summary this spell may need you to have several elements in place for it to work well. But then the organising of units for the best results is what tactics is all about!

Light Of Battle

Many time a wizard can do more to win a battle by aiding friendly units than he can by causing direct damage. This is one of those spells.

Light of Battle works in a similar way to the Inspiring Presence command ability but with a batch of bonuses. First off it has an 18″ range (over the 12″ of the Inspiring Presence ability), and the second advantage is that it gives all the other friendly units within 6″ of the target unit in the battle shock phase get +1 bravery.

Final Transmutation

This is another direct damage spell a Battlemage can cast, and it is designed for those who like to kick the opponent while they are down!

How it works is you pick a unit in 18″, roll to see if the spell works, and then pick a model in that unit as the target. Now some units are single models like heroes or monsters. However in multi-model units you can pick out the one you want to target. This may be the unit leader or banner carrier, or a multi-wound model that has already taken some wounds. Note that the mage does not need to be able to see the target model, just any model from the unit.

Once you have picked your target and made sure the spell goes off, then you roll a D6. If you roll greater that the remaining number of wounds for that model then it changes in to a golden statue & is out of the game! Note that the target does not suffer mortal wounds, so it does not get a chance save against wounds or mortal wounds!

So how do you use Final Transmutation spell? Well as I said at the top, look for wounded characters or monsters with a couple of wounds left and finish them off! Otherwise look for units that have one or two wounds per model and snipe a model out of the unit. Remember that units get +1 bravery for every 10 models, so smaller units make better targes. My favorite targets are Chaos Warriors that have 5+ saves against mortal wounds. With this spell you can pick off the units leader or banner carrier with ease!

Mystifying Miasma

Mystifying Miasma a spell that does not damage your opponent directly, but causes them to be weaker than usual. In this case if the spell is successfully cast then the target unit becomes a bit befuddled and has 1 subtracted from their to hit rolls.

So how do you use this spell? With this spell you want to target units that will be shooting or in combat this turn. The more attacks you think they will make, the better target they become. Another way to look at it is to protect a key friendly unit by reducing the incoming hits. A cannon may only have one shot, But if you can stop it from firing at your general then it may be worth trying to block the shot!

Wildform

Beast man eye. This is another of those spells that helps your friends rather than kills the enemy directly. With this spell you choose a friendly unit within 18″ of the wizard and roll 6+ on 2D6 plus any bonuses. If the spell activates then the target unit gets +1 to wound in thier combat phase or phases untill your next command phase. So if your enemy gets double turn you get your combat phase and their combat phases.

So how do you use this spell? The key issue with the Wildfire spell is that it only works on friendly units in close combat, or just about to enter close combat. This may include the Battlemage himself. However as the Battlemage is not great in close combat you will want to have him protected by warriors anyway!

So have your Battlemage near the front line, but protected by warriors. Have the warriors engage in close combat, and have the Battlemage use this spell on them to give them an extra boost!

Lifesurge

The last spell it the Battlemage spell book is Lifesurge. This spell can heal wounds of nearby units and give them a 1 in 6 chance of shrugging off wounds until your next hero phase.

This spell does not raise the dead back to life! The target model needs to be on the table when the spell is cast. As the dead are immediately removed, they will not be there to heal. In a similar way you can not heal models in reserve either!

So how do you use this spell? Well you need to have your Battlemage near a unit of multi-wound models. Heroes and monsters are usually single model multi-wound units, so they will do nicely! Also if you pick a unit that you expect will need to make several saves in the next round, all the better! Remember that the Battlemage himself is a multi-wound character and you can cast spells on yourself!

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AoS Destruction Ogor Gutbusters

Age of Sigmar Destruction Gutbuster Ogors

Ogor Gutbusters are not subtle. Coming from the frozen waste lands where only the biggest and toughest survive, Ogors Gutbusters come to grab supplies and smash and bash anything and everything that gets in their way!

If you like to fight battles with monster creatures that win battles using brute force, then an Ogor Gutbusters army could be your thing!

In 8th edition Warhammer Fantasy the Gutbusters where the Ogor Kingdom army.

From a gamers point of view one great advantage of building a Ogor army is that you do not need many models to make a good sized force. It only takes 3 models to make a unit. Sure a unit of 12 works better, but compared to a unit of 30+ Orruks, that is still much easier to collect, carry and paint!

Ogor Gutbuster Butcher Tactics

Butchers are the wizards of the Ogor army. However that is not to say that Butchers are useless in a fight. Far from it! The Butchers are only slightly behind the

Ogors Brute Tactics

Age of Sigmar Destruction Gutbuster OgorsIn the Age of Sigmar Destruction Gutbuster Ogors army, Ogors Brutes are the rank and file units. They have no ranged weapons so you will want them to get stuck in to combat as soon as possible.

Ogre Brutes have 3 attacks and a 33% of wounding before saves. This means that you should expect one wound per Ogor model. However the winds of fate will mean that this will vary, but the more Ogors you have in a fight, the more the averages will even out!

Ogor Brutes have 4 wounds and a 5+ save. This means that they are not invulnerable, but they should take a battering before they are laid low!
Ogor Weapons

Ogor Brutes have two weapon options. the first is to have two clubs/blades, the second is to have one club/blade and one iron fist. A unit can have a mix of models with different weapon options.

If you take two blades then your chance of hitting increases by 1 in 12 (8.33%). With this option the chance of wounding goes up to 37.49% chance of wounding (before saves). Not a lot, but worth remembering the re-roll if you get it!

If you take the iron fist option then you do not gain any advantages during your melee round, bur you do get to hit back if you save with a roll of 6+. Remember that you may save bonuses that will help your save roll, these are added to the final dice rolls first.

Ogor Irongut Tactics

If the regular Ogors are not brutish enough, then meet the Ogor Ironguts! These are Ogors with heaver armour and double handed weapons!

Iron Guts wear basic armour and get a 4+ save because of it. That’s 50% of regular wounds saved. Adding this save to the usual 4 wounds that Ogors get and you start to see what makes this unit so tough!

Ogor Leadbelcher Tactics

Age of Sigmar Destruction Ogor LeadbelchersLeadbelchers are Ogors that have picked up a cannon from some where, loaded it with gunpowder and scrap metal and now use it as an oversized blunderbuss!

Like many of the other Ogor units there you only need a minimum of Leadbelchers in a unit. The unit does not get any special rules for being larger than this, so keeping to smaller sized units may be a good strategy!

The Leadbelcher Gun

The main feature of the Leadbelcher unit is the Leadbelcher Guns that they carry. In true Ogor fashion, these guns have no finesse! The closeted weapon that I can think of is a Blunderbuss. They have a short 12″ range, and a random number of attacks.

The Leadbelcher Gun can be used in 3 ways. The first is as a melee weapon, hitting the opponent with is like a club. Do not under estimate the effectiveness of this weapon on close combat. It has 2 attacks per model, each attack with a 33.33% chance (2 in 3 chance of wounding per model) of wounding, with -1 rend and 2 wounds! Basically these weapons can make a mess of most units!

The second is a close ranged move and fire weapon where you can fire the Leadbelcher Gun even if you have moved or you are in combat. Fired this way you get D3 attacks, each with a 33.33% chance of wounding with -1 rend and 1 wound. This means that they are less effective as a ballistic weapon (49.99% chance of wounding) then they are and close combat clubs (66.66% chance of wounding) ! Don’t give up hope though, because you have to remember that you can shoot in the combat phase too, so the chance of wounding is not either /or but the sum of the two chances to wound!

The 3rd option is as a stand and fire weapon. If you stand and fire you do not increase the, but you do increase the number of attacks from D3 to D6 per model! This doubles your chances of of wounding (before saves) which works out at 99.99% chance of wounding, or 1 wound per turn per model!

So how do you get to shoot at close range without moving? The usual best tactic is to get the enemy to come to you, preferably slowly and in small numbers at a time! This means holding an objective that they want, funnelled through a tight space and over difficult ground. The chance that you will be able to set this up each game will be slim, however the closer you get to this ideal the better!

 

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AoS Destruction Ogor Beastclaw Raiders Tactics

Age of Sigmar Destruction Gutbuster Ogors

If you like the grunt of the Ogor Gutbusters, but want them mounted on the biggest, badest monsters you are likely to see, then the Ogor Beastclaw Raiders could be just up your street!

Gutbusters where created with Age of Sigma in mind so it is no surprise that they have their own Battle Tome, and that they fit into the Age of Sigma game easily.

Ogor Frostlord on Thundertusk Tactics

The biggest, badest of the Ogor Beastclaw Raiders is the Frostlord.

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AoS Chaos Skaven Clan Moulder Tactics

AoS Chaos Skaven Skryre and Moulder Stormfeinds

Clan Moulder is the clan of  Skaven race that love to meddle in bio-genetics. By grafting body part from different creatures they create monsters that rival Frankenstine’s.  Clan Moulder also have an affinity with the smaller and more feral rat creatures that accompany the Skaven in to battle.

General Clan Moulder Tactics

It is possible, but rare to play a pure Clan Moulder army. If you do want to play a Clan Moulder only army then you will need a good number of Ratings Swarms and Giant Rats, herded by Pack Masters followed up with Rat Ogors, and a brood horror or two to tack on more difficult enemy units.

A more usual way to play Clan Moulder is to use them as auxiliary units to a more inclusive Skaven army. A common example of this is adding Pack Masters and Rat Ogers to back up basic Skaven, adding mussel when needed.

Clan Moulder Pack Master Tactics

Pack Masters are the core of Clan Moulder. The junior Pack Masters are in charge of herding swams of Rat Swarms and Giant Rats. More senior Pack Masters get to herd Rat Ogers that they have created. The most senior get to create the massive Hell Pit Abominations.

As the Pack Master has such a key role in the army in will be a key target for your enemy. Following this line of thought it makes sense to give your Pack Masters plenty of protection. This is where the Wolf Rats come in their own.

Pack Masters can be armed with one of three different herding tools/weapons. There is surprisingly little difference between the three weapons. The knife and whip has more attacks but causes less damage. The Shock Prod hits less frequently but causes plenty of damage if it does hit. The Thing Catcher lies somewhere in the middle.

Clan Moulder Rat Swarm Tactics

Rat Swarms are the smallest of the rat folk. They are so small several are placed on one base to make them large enough to make them playable. So does this mean that the Rat Swams should be overlooked? Absolutely not! I know that they will take wounds and they are not particularly quick, but 5 attacks per base adds up! One base with 5 attacks has a 55% chance of wounding (before saves). Add this to the 4 wounds per base and you can see that the Rat Swams will hang around longer than you would expect, and hopefully catch you opponent off guard!

As we see, each base of Rat Swarms has bite. But hang on, there’s more! The special rule will allow you to add an extra base to the unit each Hero Phase. This means that if you have a single base, and can keep it alive for one hero phase then you double its value by adding a second base to the unit. It also means that fielding two single bases is far more valuable than starting out with a unit of two! Make sure you have enough bases to allow for reinforcements. Remember that you can reuse dead units to act as newly spawned ones.

Because the Rat Swarms reproduce so quickly they are worth saving and allowing to grow in number before you send them in to the fight. Using them to defend an objective is a good example of this.

Clan Moulder Giant Rats Tactics

Age 0f Sigmar Chaos Skaven Giant Rats and Rat SwarmLarger than a rat swarm, but smaller than Skaven are Giant Rats.

Giant Rats definitely work better in larger numbers. If you look at the basic stats line their hit and wound rolls look terrible. 5+ to hit and 5+ to wound means you have a 1 in 9 or 11.11% chance of wounding per model! However if you look at the special rules you see that as packs get larger they get more useful too. With a pack of 10 you effectively only need to roll a 4+ to hit. This means that you have a 16.66% chance of wounding (before saves). With 20+ models in the pack you get +2 to hit and an extra attack. This is a 44.44% chance to wound per model! And with 30 models you get +3 to hit and 2 extra attacks each.

Skaven Clan Moulder Rather Ogor Tactics

Rat Ogors are Clan Moulder creations. As the name suggests they are Ogor sized rat creations that can add extra mussel to your army.

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AoS Destruction Grot Gitmob Snotlings

AoS Destruction Snotlings show off to their Orruk kin.

Snotlings are are smaller Grots that run around in small mobs (all on one base). What they lack in size they make up for with noise.

Grots are not short of small, cheap disruptive units. Snotlings are another unit that can take on this role.

Snotlings have a 6″ ranged attack, and a close combat attacks. The ranged attack in only short so you may only get one shot before assaulting, or being assaulted. However if you sit your Snotlings on the sidelines as you Orruks take on the enemy and have the Snotlings fire in to the combat.

Don’t get excited about the amount of damage the Snotlings will cause. The basic chance to wound is 5+,6+, or 1 in 18 (5.55%). Even if you are 6″ then the melee attacks only come down to 1 in 12 (8.33%) per attack. So with 5 melee attacks per base you get a 27.5% or 41.65% chance of wounding per base depending if there are any Orruks around. If you do wound there is no rend and 1 damage per unsaved wound!

In summary Snotlings are not going to be game winners. You may want to add them to the army for fun but that is about it!

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Imperial Agents Tactics  for WH40k 7th Ed

Over the years Games Workshop have created a number of auxiliary Imperial Forces that are not quite big enough to warrant their own Codex, but are too fun to play to drop completely. These include The Sisters of Battle, Assassins, The Legion of the Dammed, and Inquisition, amongst others. Recently Games Workshop have done the right thing by bringing all these factions in to one Codex, Codex: Imperial Agents.

If you have been collecting Warhammer models for a while, or you have one of the boxed games that have these units in, you will want this updated Codex with the latest rules and updates.

Imperial Agents General Tactics

The Imperial Agents are not designed as a stand alone army. This does not mean that you cannot use them on their own. It’s just how they are designed, so let’s have a look at this first.

Imperial Agent Factions

  • Cult Mechanicus: Mechanics with optional labotomised heavy weapons.
  • Aeronautical Imperialis: Fire power on the wing and good for fast troop transportation too.
  • Adeptus Astra Telepathica: Imperial Psykers that come singularly or as brotherhood of psychers.
  • Adepta Sororitas: Guard in Power Armour, or low point Marines? Make of them what you will. They do come with a lot of framers, so they are always hot stuff!
  • The Deathwatch: Elite Space Marines on a mission.
  • Grey Knights: Got a Daemon problem? Rent a Marine has the solution for you!
  • Legion of the Dammed: Veteran Marines with firery shells and a reputation for warping out when the going gets though!
  • Officio Assassinorum: Nope, no one here!
  • The Inquisition: Oh no, not the comfy chair!

What Imperial Agents can add to a Space Marine army

WH40k Space Marines have a very developed army list, and you can find a solution to any situation within that list if you wanted to. However there are units found within the Imperial Agents Codex that are useful in specific situations. This is another case of being prepared if you have advanced knowledge of the opposition, territory, and mission.

3 of the Imperial Agent factions are special types of Space Marines. The Deathwatch, Grey Knights, and Legion of the Dammed, are elite Space Marine units. If you want to add more elite units then you can look at these units in addition to the ones found in the Codex: Space Marines.

The Officio Assassinorum is a popular addition to a Space Marine army. Their assassin skills can be very useful in certain situations. I would not recommend having more than one in a game.

Tech-priests Enginseers of the Cult Mechanicus are useful for repairing tank and other armoured vehicles. Space Marine have Techmarines covering this role, and although the Techmarines are 10 points more you do get a lot for the extra points.

The Sisters of Battle (Adeptus Sororitas), and Inquisition may be useful if you want to add cheaper gun fodder. They have a bit more bite than an Imperial Guard detachment which is the usual go to for gun fodder.

What Imperial Agents can add to an Imperial Guard Army

With the Imperial Guard the Imperial Agents really come into their own. Any of the Imperial Agents can act as Elite units for the Guard.

As usual, I highly recommend that you limit the amount of points spent on Elite units. If you over do it you will find yourself short of boots on the ground to achieve your objectives!

Cult Machanicus and Tech-Preist Enginseers give the Imperial Guard a chance to repair tank and vehicles like Techmarines do for the Space Marines. This is great if you are fielding Leman Russ Tanks and Chimera. The trick here is to keep the Tech-Preist and the armour together. Servitors will aid the Tech-Preist too.

The Aeronotica Imperialis can be useful for the Guard too. Their Valerie aircraft can ferry Guard units around the board quickly. This can be very useful to steal objects.

A Tyranid Lictor sneeks up on Sisters of Battle

A Tyranid Lictor sneeks up on Sisters of Battle

Where the Adaptation Sororitas or the Sisters of Battle as cut price Marines, the Guard see them as armoured Veteran units. The power armour and flames are just the tool for cleaning out buildings where poorly armoured Guardsman would just get shredded in close combat.

 

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WH40k Chaos Space Marine Black Legion Tactics for WH40k 7th Ed

If you have been playing Chaos Space Marines for a while and you are looking to add a bit more character to your army then you may be interested in the Black Legion Black Legion Codex Supplement that adds extra rules for the Chaos Space Marines that follow Abaddon the Despoiler and the Sons of Horus (a Chaos Space Marine army and not some Heavy Metal pop group!).

The rule for the Black Legion come from the Codex Supplement: Black Legion. You can buy this from the Black Libaray to download, or from online stores like Element Games. You will need the full Codex Space Marines to use this supplement, so make sure you have a copy of that first, or easy access to a copy!

What’s in the Codex Supplement?

In the Black Legion supplement you get :

  • Black Legion special rules.
  • Chaos Space Marine Artifacts for the Black Legion.
  • Black Legion Warlord Traits
  • 7 Black Legion formations
  • 8 Black Legion themed Missions
  • Black Legion Tactical Objectives

Chaos Artifacts of the Black Legion

The Black Legion supplement comes with rules and points for 6 Black Legion artifacts. You do not need to limit yourself to these artifacts if you are playing a Black Legion army, you can still choose artifacts from the Chaos Space Marine Codex, or from the mission special artifacts, if the mission has them.

Be careful when adding artifacts to your heroes. Their points can add up quickly. You may find that the points would be better used by adding more models to the force However if you have no models to add and you want to use the points up then they could be worth considering!

Black Legion Formations

The main reason a Chaos Space Marine player will want the Codex Supplement is the army formations that are detailed in the supplement.

  • The Bringer of Despair
  • The Chosen of Abaddon
  • The Hounds of Abaddon
  • Daemon Engine Pack
  • Cyclopia Cabal
  • The Tormented
  • Black Legion Warband

Black Legion Missions

There are 8 Black Legion themed missions included in the Codex Supplement.

  • Altar of War: Speartip Strike
  • Altar of War: Kill Them All
  • Echoes of War: Slaughter at Jason Lutein
  • Echoes of War: Spilling the Blood of Angels
  • Echoes of War: Death Comes to Relorria
  • Echoes of War: Defiance on Ildanira
  • Echoes of War: The Blood-trial of Khorne

 

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Great 4 Handed game highlights armies strengths and weaknesess

On Saturday we had a great game of Warhammer with 2 Chaos forces ( Chaos Space Marine and Daemons of Tzeentch) face 2 forces of Order (Using AoS) armies of Space Marines and Tau.

Richard and I had a quick pre-game match to get use to our new armies. Ghks was the first time I have played Chaos Daemons in 40k so I was flipping back and forth through the Codex getting use to the Daemon Special Rules. Richard also got to grips with the raft of new weapons availible to the Tau since the last Codex.

In the afternoon Lee and Mark arrived for the main battle royal. Lee brought Space Marines with him and Mark had Chaos Space Marines. This is what Richard had suggested would be the case so no big surprises there.

As Richard and Lee where long time 40k comrades and because it made a better match to the background fluff Richard and Lee teamed up as the forces of order against Mark and I who where the new comers championing  the forces of Chaos.

My first surprise was when I saw the army that Mark brought. As we where playing 1000 points per player I was surprised my how HQ heavy and troop unit light his force was. It did not bode well as my force was fast and light but a bit short of solid troop and heavy support units. This brought up the first learning point, where possible, in a two handed game, check with your team mates what they are bringing to the battle or you could end up with a mismatched force.

 

It was great fun testing out my Chaos Tzeentch Daemons in a WH40k game, even though it was not a winning outcome! Many thanks to Richard, Lee and Mark for the battle.

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