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Does anyone play infiltrating HQ retinues? It was one of the more fun concepts I have been thinking about lately and was wondering if they were very effective in general.
My initial idea is to put up 2 HQ retinues on opposing sides in cover. Both retinues will be tuned for CC with a chaplain each and terminator honours on all. They will also have teleport homers to bring in some terminators for the surprise value and general support.
If the enemy is cautious and leave my retinues out of CC range, the termies come in and autocannon everything in sight, while being a meatshield for the advancing retinues. If my HQ choices end up in CC, the termies will come in to finish the job.
Comments on such a plan is welcome.
P.S. I know it's probably not tournament worthy, but it sounds great to try for fun.
I'd go with the See But Don't Be Seen trait so you can also infiltrate your Tactical squads along with your HQ. Splitting your force onto opposing sides of the battlefield while taking such expensive choices (Terminators and an all-veteran Command squad) will leave you outnumbered by quite a bit and every casualty will cause you much pain.
The Chaplains are a good idea. Make it Reclusiarchs (with the Chaplain the higher Ld of the Master of Sanctity won't make a difference except on very, very rare occassions, and about that extra wound: you shouldn't be suffering any at all, otherwise you are pretty dead anyhow) and forget about the Terminator Honors on the whole squad (it's much too expensive for what you get). A Veteran Sergeant with a Powerfist, maybe a Company Champion who also benefits greatly from Terminator Honors, and if you want, then an Apothecary too (with Terminator Honors and Powerfist, if you really want to overdo it). If you take all that it will be about the same points but take much longer until you lose the more precious models and you'll do a lot more damage in close combat.
Teleport Homers and calling in Terminators works fine. We don't have Autocannons on ours, though, that's Chaos. (Assault Cannon roxx harder anyhow!)
Still, try to keep low. Go for more squads (with the trait listed above you can infiltrate your powerarmoured Troops choices too) with cheaper models. Don't overdo it, and if you overdo, then the way I put it above with the Command squad kitout. Don't split your foot-slogging forces too far (if you want to win against a decent opponent, you must be able to focus) and maybe drop the second HQ entirely.
Remember: At 1,500 points you'll have a hard time filling in your mandatory Troops choices if you really want to take two squads of Terminators and two all-veteran Command squads! Six not so big squads at 1,500 points is nothing to win many games with! Even Deathwing could have as much, and they put out a lot more firepower and hurt more badly in close combat too!
Keep it cheap, keep your troops together.
Hehe I always mix up autocannon and assault cannon, it's so embarassing
Can't take traits sadly since I play Ultramarines, but those are some nice thoughts on the strength and weaknesses of the HQ retinues. Thanks.
Glad to help.
Well if you play Ultramarines you still have Scouts and/or Veteran squads who can infiltrate. Try to use those to back up your Command squad(s). If it's out there alone (or with another pricy Command squad) the opponent can focus his whole army's firepower against it, and those precious points you invested in the squad will be lost, along with the up-front teleport homer for your Terminators.
That's a general rule in warfare and warfare gaming: never leave a single unit completely on its own without any backup!