Sanctifiers

Aloha fellow Agents players.

I've been playing Agents as my primary army for quite a while now, and I feel its worth sharing one of my learnings with the community.

I typically play Purgation Force for that sweet ignore cover and combat shooting strat.

But what I felt was worth sharing is just quite how powerful Sanctifiers are, and what I've found to be the optimum ways of using them.

So it's a 100 point unit, with access to 2x1 shot 2 damage heavy flamers, 5 hand flamers S4, and 1 Flamer, along with a Plasma gun.

This says to me that this unit is a disposable 1 off nuke something and die type gig, or in the way I use them, a 1 off objective flipper, they come in through reserves, pick up just about any infantry unit in 1 go (recently had mine take out 10 Crusaders and put wounds on the character).

Once they have done this, they can then lock down a position with the 6 remaining flamer profiles for overwatch.

They also scale up really nicely, so we can stick an Inquistor in there (Ignis Judicium takes this further.. a lot further), and we can put a Priest in the unit to give it an additional flamer.

You can also hit the unit with a reroll wound rolls of 1 strat into a character unit through Veiled Blade.

Now this does stack it up to a 200 point unit, however, that unit now has enough damage to be a huge threat.

The beauty of this unit is that it's also incredibly understated, it's mostly underestimated.

It also has the benefit of being extremely small in footprint for fitting in tight gaps.

When bringing it in, if you combine it with your callidus you gain an additional layer of survivability through Vect, which can prevent an overwatch.

Next up is what to do once you drop the unit in.

So its a 12 inch range death machine, so perfect for reserves, but it also has a free CP reroll and can punch up fairly well in melee, if you combine it with the Inquisitor and Priest, the melee profile becomes problematic, and you get a free reroll on your charge, which can then generate a CP.

As a stand alone unit, it's optimal to bring it in, nuke something light, and then move onto an objective next turn (great for scoring denial).

If you run more than 1 of these, you can combine that into a very potent "go turn" strategy, due to how much output they each have, you can effectively delete 3+ units just from the 300 points of Sanctifiers, and as they punch up you can trade them for roughly 50% more points than their value.

In Purgation Force they work extremely well paired with Subductors, if you send Subductors up a flank to engage something, bring in your Sanctifiers via reserves, and then use the shoot into combat strat, you can halt an opposing unit in its tracks, and even if your Subductors are Battleshocked, you can then pump that damage straight into the fight without risking your unit, and if you have deployed them in the right well, when that Subductor unit gets picked up you can potentially shoot back at the unit that just killed them.

Essentially.. Sanctifiers are one of, if not our best high output cheap trading unit.

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u/SustainedHits3 — 18 hours ago

This list may offend..

I'm an Imperial Agents player primarily, which means I have a good knowledge and close relationship with the dark arts of Imperial Knight Allies and what they can do.

I also have 2 Dominus Knights, more specifically 2 Castellans...

So I have been playing around with some list ideas that capitalise on this..

And I came up with something that some may consider.. offensive.

But I think it has some legs to it..

My logic here is that Kroyle grants reroll hits to Agents & Battleline (skittles), who get +1BS and Heavy.. so hitting on 2s.. that's quite a bit of accurate fire going down range from 85 points of troops.

Combine that with the 2 Castellans, which I don't need to explain as they simply delete the big stuff.

And then we have the Agents, zipping around doing their disruption thing, the Sisters and Immolators stripping cover for the Castellans & providing some nice anti elite/armour firepower to root out those hiding units (again Kroyle gives them rerolls + twin linked.. beefy).

Next up, the Sanctifiers, which are a proven unit of filth.. 8 flamer (2 heavy flamer) profiles x2 walking in from a board edge and BBQing any sneaky infantry.. great for turn 3 home objective tagging.

Finally Callidus does Callidus things, uppy downy objectives, and being a general nuisance.

u/SustainedHits3 — 18 days ago

The Man. The Myth. The Legend..

He slays creature and woman alike. The man. The myth. The legend. Inquisitor Ynigoh Kroyle.

Hero of the Imperium.

Hunter of monsters.

Destroyer of xenos.

Ruiner of marriages.

Kroyle has personally driven seventeen hostile species to extinction and is currently banned from entering three Sororitas convents, two pleasure worlds and the entire eastern hemisphere of Gudrun.

His mighty steed was originally classified as an unknown xenos horror. Kroyle took one look at it and said:

“Would.”

Nobody has had the courage to ask him to clarify.

His rifle has slain beasts the size of Baneblades. His charm has slain considerably more complicated relationships.

The Administratum officially records Kroyle's greatest weapon as his xenotech hunting rifle.

The Administratum is incorrect.

His enemies fear his arrival.

Their wives have mixed feelings.

Kroyle: exterminating bloodlines by any means necessary.

u/SustainedHits3 — 19 days ago

Dominus 1

Foebreaker has convinced me that my investment was not wasted, so here is the first of my 2 Dominus Knights, with a view to expanding it to a list of 4.

u/SustainedHits3 — 2 months ago

New to Knights..

Does anyone have any pearls of wisdom they can bestow upon me as someone about to get into Knights?

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I have 5 armigers, and now 2 dominus, along with all the Agent allies you could ever want (or not as the case may be!).

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Anything helpful?

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u/SustainedHits3 — 2 months ago

"Banelings"

I've been experimenting recently with Crusher Stampede, and my "Giant Banelings" list concept.

The idea is fairly simple, it's about maximising mortal wounds dealt to the opponent through the cheapest options possible.

The list starts with the CP engine, the Swarmlord, that extra CP each of our turns is essential to fuel this.

The second element to the list is sources of mortal wounds, I recently invested in a Sporocyst for this army concept, and to my surprise it actually brings some great value to the board in this list.

Along side the Sporocyst, is a Biovore, and once 11th is up and running, a Harpy will be joining this too (the 24 inch projection on spore mines is excellent from the backline out of LOS) - having both of these provides some real value in terms of damage output, board control and secondary scoring potential.

Next up we have the "Banelings".. the Tervigons.. now you might be thinking "they suck for damage, why would you take them?", and you're not wrong, a Lone Tervigon with no buffs, isn't doing alot, but when you stack them up with a few strats, they become extremely potent.

The idea being that you charge them in, one at a time, mortal on the charge, attack with crushing claws (always charge the biggest thing that wont instantly kill you on your turn), and then in your opponents turn you detonate the big boy on its way down.

For 160 points what you get is a unit thats going to absorb a lot of damage, maybe 300-500 point worth of attacks, it's doing LOTS of mortals, and then if your opponent tries to avoid this, you're also disrupting their lines and positioning.

Finally you have another Tervigon hidden nearby, within 6 of the first one so it takes mortals, that way when you send it out its charged up for +1 to hit with crushing claws already, and really.. its there to die anyway - you can also have other monsters nearby too for them to take mortals to get that +1 to hit, but its a little more risky.

Thus far it's proved quite effective, in my last game a single Tervigon did 33 damage before dropping, and the next one was already positioned behind it ready for launch.

u/SustainedHits3 — 2 months ago
▲ 194 r/Grey_Knights+1 crossposts

Agents of the Imperium 11th rules megathread

Okay, so we're getting redirected here from the Warhammer40k Subreddit with anything related to the faction right now so I've made this post here.

Points of note:

- we can't legally play 1000 point games

- we can't legally play doubles matches.

- we can't play Take and Hold.

- All our detachments are 3DP implying that we won't get any 1DP detachments.

- We are all emailing GW to communicate the issues.

Am I missing anything else?

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u/Character-Past-9113 — 2 months ago

Imperial Agents, 11th, and injustice.

Whether you play Space Marines, Orks, Tyranids, Eldar, Chaos or anything else, I think what has happened to Imperial Agents should concern everyone.

This isn't a "my faction is weak" post.

Every faction has good editions and bad editions.

This is about something bigger.

Games Workshop spent years selling Imperial Agents as a standalone army. They released a Codex. They released a Combat Patrol. They released battleforces. They encouraged people to buy into the faction and build collections worth hundreds, sometimes thousands, of pounds.

Now, with the move into 11th Edition, that faction has effectively been left without meaningful support and many players are finding they can't even build the kinds of armies they've spent years collecting.

The reason this matters isn't because Imperial Agents are your favourite faction.

The reason it matters is because GW has just demonstrated that they are willing to heavily reduce support for a faction after people have already invested their time, money and passion into it.

Today it's Imperial Agents.

Tomorrow it could be Deathwatch.

It could be Harlequins.

It could be Grey Knights.

It could be Kroot.

It could be Daemons.

It could be any smaller faction that doesn't fit neatly into GW's plans.

We all accept that rules change.

We all accept that balance changes.

What we shouldn't accept is buying into a faction that is marketed as a complete army only for it to effectively stop functioning as one a short time later.

This isn't about demanding a top-tier win rate.

This isn't about demanding broken rules.

This is about asking GW to support the factions they sell.

If you think people who invested in Imperial Agents deserve a playable faction, regardless of whether you play them yourself, then please make some noise about it.

Because once it becomes acceptable to abandon one faction, every faction becomes vulnerable.

Don't let them Squatt us.

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u/SustainedHits3 — 2 months ago

Our fate is sealed..

Brothers and Sisters of the Inquisition & those with lineage of trade warrants...

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I emplore you to all take to your keyboards, take up digital arms to fight for your place in this universe.

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Send those emails to GW support, make our voices heard.

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What we have been through as a faction over the last 3 years has been unacceptable and today marks the final nail in the coffin.

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As a player, a customer, a willing participant in this mad universe of 40k, we deserve better.

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3DP for all detachments, no faction support, a random character tossed in, RANDOMLY assigned dispositions..

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Its insulting.

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Give us our army rule.

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Give us our datasheets.

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Give us our units.

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Make our faction playable.

40kFAQ@gwplc.com community@gwplc.com

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u/SustainedHits3 — 2 months ago
▲ 100 r/Tyranids

So we're banning the Deathleaper guy right.. right?!

I've been building models for a long time now, so I went into this having read Reddit thinking "nah, cant be that bad, they must just be fat fingered".. but fuck me was i wrong..

Deathleaper is absolute dog water to build..

Who ever at GW designed this kit.. learn from your mistakes, don't do it again!

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u/SustainedHits3 — 2 months ago

2000-ish points of Space Weirdos

A small selection of my (mostly) painted up Imperial Agents, I think the total force here is sitting around 2000 points.

Still plenty left to paint up, but the 1 model a day method seems to be paying off!

u/SustainedHits3 — 3 months ago

New to Knights

I'm new to Imperial Knights, and looking for advice on list building.

Does anyone have any advice on how many big Knights I should take, which ones of these, how many small Knights, and how many Agents?

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u/SustainedHits3 — 3 months ago