Monday, July 20, 2015

Trying Out Renegades



I finally managed to get a couple of games in with Imperial Armor 13 renegades, and I was very pleased with the results.  Two of my oldest friends, Alex and Phil, wanted to get a couple of games in.  Alex and I decided to play The first game



Here was my list:

Command Squad: Mark of Nurgle, heretic magus, vox-caster, grenade launcher x2

Infantry Squad: x20, militia training, 6+, 6+ fnp, autocannon x2, flamer, chaos sigil
Infantry Squad: x20, militia training, 6+, 6+ fnp, autocannon x2, flamer, chaos sigil

Infantry squad: melta gun x2, militia training, 6+ fnp
Chimera

Zombies: x20

Chaos Spawn
Chaos Spawn

Helhound: x2

Wyvern: x2

Leman Russ: x2

Aegis Defense Line

Lord of Change: ML3, greater gift x2, lesser gift
Horrors
Daemon Prince: Tzeentch, ML3, Wings, Armor, Greater Gift x2, Lesser Gift

When I was making this list I did think, 'This is a fairly mean list', and I almost toned it down, but I remembered that both Alex and Phil play to win and do not pull punches.  When I saw Alex's list I realized that I made the right decision.

Alex brought:

Commander: drone controller
Crisis suits: plasma
8 gun drones

Kroot
Kroot
Kroot
Kroot

Broadsides: Missiles
Broadsides: Missiles

Riptide: Ion Accelerator
Riptide: Ion Accelerator
Riptide: Ion Accelerator

Piranha: x2

Void Shield Generator (3 shields)


Unit Performance:

My blob squads were amazingly resilient behind the aegis.  More surprising was the fact that I could rely on them to not run.  The combination of the command vox-caster from the nearby command squad and chaos sigil mean that they were steadfast, and I could go to ground if needed.

The Zombies absorbed a ton of firepower.  On turn one they got targeted by a squad of broadsides and only lost 4 models.  They did a great job of tying things up and not dying.

When I brought the spawn I expected to use them to smash things in close combat, but that didn't happen.  In fact spawn have become more and more disappointing in combat without some kind of buff or support.  On the other hand they were great at running around and capturing objectives.

I love hellhounds.  They always do well, and this game was no exception.

Alex's void shield prevented the wyverns from doing much, but the two times I took down the voidshield I wiped out the entire command squad.  The heavy flamers also came in great use when some kroot outflanked right next to me.

The leman russes spent most of the game plinking away at the void shield.  Such is life.

My Lord of Change summoned a couple of squads of daemons, but that was about it.  Once he got out into the open he was a fairly large target for all of the Tau shooting.

The horrors were a great support unit for the blob squads.  They hung back casting prescience and were ignored by most shooting.

Unlike the Lord of Change my daemon prince got some action and ate a riptide.  Unfortunately this left him on the ground and a priority target for two squads of broadsides.  I did not have iron arm, and while I was fairly durable with my gifts (+1 wound, it will not die, 4+ FNP)  it was not enough to weather the firepower from the tau army.


The Brief Rundown:


My army played as the classic 'hammer and anvil'.  All of the guardsmen and Zombies stood behind the aegis and took an amazing amount of punishment while the fast moving units ran around the side of the board to engage the Tau on their flank.  In general I had some difficulties getting through the void shields, but when I did I rained hell down on Alex.  I did end up winning, but it was by a narrow margin, and if the game had continued past turn five things might have ended differently.

Overall this seems like a fun army with quite a few effective builds.  I am looking forward to playing with them more.

15 comments:

  1. Cool list! I've been mulling over starting Renegades. How are you modeling them? Chaos-ifieid IG models, or did you get the actual Renegades from FW?

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    1. I have been combining traditional guardsmen with daemon, zombie, kroot, and chaos parts. The models from Forge World are gorgeous, but aren't quite as accessible.

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  3. Hi!
    I took my pure Dark Eldar to a tournament... hoping for a mid position and not a lot of hope.... at the end I was 3rd!! Can't say how much I'm happy about that performance!
    In the first game I lost 20-0 against a Daemon list, and then it was told me that that guy had won 20-0 every single game in the last 3 tournament (that makes 9 games won 20-0)
    For what I can remember this was his 1500 daemon list:
    Kairos fateweaver
    2 major Daemons
    5 "things with 2++ inv rerollable" and 2 herald of tzeench
    2 troops of little nurglin
    I don't remember the wargear

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    1. Sounds like he took a squad of Screamers of Tzeentch and threw grimoire on them (+2 to invul) with the +1 invul save daemonic power as well. Tzeentch daemons re-roll saves of 1 so when you get their invul down to 2+ it becomes 2+ re-rollable.

      However, the grimoire only works on a 3+ and if you roll a 1 or 2 the invul goes down by 1 instead. Just have to dodge the Screamers until he fails that roll once during the game and it becomes very easy to wipe them out with a little bit of firepower.

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    3. Easy? Maybe 9 games 20-0 are there to say that it's not so easy to wip them...
      Considering that the nurgolins have a 2+ cover save and something like 15 wound, the daemons and kairos are fling so you hit them only at 6+ and then they have a 4++ invul save, and every turn there are some new unit on the board /pink horror for more warp-dice, daemons with flamer, more screamers, slanesh or khorn fast moving units to grab objectives...

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    4. I never remember that they are "screamers" because we call them "manta rey" :-D

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    5. I just mean if he happens to fail the grimoire its easier to kill the Screamers. However, with Kairos on the field he can re-roll the grimoire each turn with Kairos' "re-roll one die" rule which is stupidly strong. Even still the screamers have a 4+ jink re-roll 1s if they don't have a strong invul.

      And even if you happen to get lucky and he fails the grimoire (Even after Kairos re-roll) and then you pour all your firepower into the Screamers he still has a pain train list coming at you :D. It's a nasty nasty list.

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    7. Yes, I read your comment too quickly and I understood that "wip out" was about the entire list... Sorry!!

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  4. Nice battle rep. I was very curious how renegades would play out. I personally dislike the infantry blob aspect to them. However, I do like their armor alot so I was pondering expanding into mechanized renegages a bit.

    I had a forgeworld book question. I picked up IA 13 and read through alot of it. I noticed that a few entries listed in there (like the warhound titan) there is a missing gun profiles in the book. Am I missing where they are at or are they not in the book? I looked under the warhound entry and also in the index summary. Maybe I'm blind.

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    1. Also, where do you find formations forgeworld produces? I see a few of them in army builder but I have no idea where they came from.

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    2. If the blobs aren't your thing you could still do a mechanized infantry list fairly easy.

      I'm fairly certain that most of the weapon entries for things like titans are found in the apocalypse book, but I don't know for certain since I don't own it. I think the same goes for the formations.

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    3. Formations are all in newest Apoc book. Can be found lots of places online if you want to browse.

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