Havoc Brothers Tactics

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Havoc Brothers
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Human
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Havoc Brothers

The Havoc Brothers are the dark mirror to the Battle Brothers. You get most of the same tricks as they do, but you get some better focus on melee.

Pros:

  • The majority of your army is with great defense
  • A high amount of customization when including the specialized Disciplines.
  • You've got quite a few monsters with Regeneration for extra protection.

Cons:

  • Your forces are expensive.
  • Your troops lack Tough, so heavy weapons can very easily wipe out a unit of Brothers.
  • You only have one Psychic model. Some forces add more, but you'll be paying a pretty penny for that.
  • You lack the variety of weapons the base Brothers do.

Army Special Rules

  • Chosen Veteran: You can take this on a few squads, though it's very costly. It adds +1 to all attack rolls, making them better at fighting.
  • Dark Tactics: When this unit is activated, they can make one unit within 12" move up to 6", giving you the ability to shuffle around key members and slightly offsetting your numbers disadvantage.
  • Daemon: This unit can deploy as if it either has the Ambush or Scout rule.
  • Mutations: When a model with this rule fights in melee, you randomly get either Rending or +1 to AP.
  • Repair: When a model with this rule is activated, pick a Tough model within 2". On a 2+, you heal 1d3 wounds on that model.
  • Resistance: This unit has a 4+ Regeneration save against spells as well as a 6+ Regeneration save against anything else. As a bonus, this stacks with Regeneration.
  • War Chant: For each unmodified result of 6 to hit when attacking in melee, the attached unit may roll 2 extra attacks. This rule doesn’t apply to newly generated attacks.

Psychic Spells

  • Dark Sight (4+): Two enemy units within 12" take -1 to hit with shooting. Vital for protecting your troops from heavy weaponry of any kind.
  • Havoc Terror (4+): One enemy unit within 6" takes three AP(2) hits.
  • Cursed Sludge (5+): Two enemy units within 6" suffer -2" to Advance moves and -4" to Charge/Rush moves. This will require some setup so that
  • Havoc Trauma (5+): One enemy model within 12" takes a single AP 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
  • Demon Fog (6+): Two enemy units within 6" take 8 hits each, making this hell for mobs of grunts.
  • Warp Passage (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.

Unit Analysis

Heroes

  • Havoc Champion: A Master Brother with an edgy paintjob. He's heavily customizable to fit out any mix of shooting or melee as well as any manner of mobility. With a 3+ in quality and defense, they're plenty powerful and capable of taking a blow when needed. If you need them to absolutely powerful, you can buy Chosen Veteran for an effective 2+ to hit.
    • Shooting: Your Havoc Champion is surprisingly sparse with shooting options. Your stock Heavy Rifle can grab attachments (either the Plasma-Mod to handle high armor, the Fusion-Mod for very short-range tank-cracking and the Flamer-Mod for short-range crowd control.) but that's the strongest and best range you get. If you go for the Heavy Pistol, you could grab either a Storm Rifle for a doubled-up Heavy Rife or the Plasma Pistol. You're pretty hosed if you're looking for any better.
    • Melee: If you're planning to go all-out with offense , then you can sacrifice everything for Dual Energy claws, Dumping everything for four AP(1) attacks. If you grab the pistol, you can swap your CCW for either the Energy Hammer to pop crowds, Energy Sword for general uses, Energy Fist to crush armor or Energy Axe to drop heroes.
    • Personal Upgrades: Your upgrade options are threefold. The Destroyer Armor gives Ambush and Tough(6) if you want to be a tank accompanying a squad of Havoc Destroyers. The Jetpack gives you mobility by being airborne while keeping Ambush options. The bike gives speed, extra wounds and a Twin Heavy Rifle, a good option if you for a mobile harasser.
    • Buffs: Where you really decide where you put your champion. Apostle gives War Chant, making it an especially useful idea with Mutated Brothers or Havoc Raptors - especially in a War detachment. Warlock provides Psychic and access to the spells. Dark Smith gives Repair, likely to relegate them to either the Destroyers or near your tanks and monsters. Havoc Lord provides Dark Tactics, which gives you a bit of an advantage against a numerical loss.
  • Cultist Champion: Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and quality meaning that they'll crumble quickly. However, they're still valuable as one of your most varied shooters among your heroes, not to mention having access to the buffs given to Havoc Champions.
    • Shooting: The one spot where the Cultist Champion can show up the Havoc Champion. While you can focus on melee with a basic Pistol over the base Rifle, that Rifle lets you buy other guns. The Shotgun gives you short-ranged AP(1), making it more valuable in a close-quarters squad of Cultists. The Plasma Rifle gives you a good range to pick apart armored enemies. The Flamethrower gives you a short-ranged crowd control. The Shred Rifle gives you a mid-range gun for rapid-fire Rending. The Grenade Launcher gives Blast to handle crowds in cover. The Machinegun is your longest-ranged gun for rapid fire, while the Sniper Rifle lets you pick off key targets with AP(1).
  • Harbinger of Havoc: Insanely expensive, but absolutely powerful. A 2+ on both quality and defense, it's potent Daemon Sword and Fear make this hero incredibly strong, especially with Tough(6). While it doesn't start with any guns, you can purchase a Daemon Chain for that coverage or just buy a second Daemon Sword to get all-in in melee and need specialized tools. To top it all off, you can also make them a Psychic and wings so you can double-stack with Daemon for Ambush and Scout. This guy won't need much in the way of bodyguards, in fact they'll just be a bit of a hinderance.
    • Melee: The Daemon Sword each Harbinger comes with a Daemon sword which is quite effective at handling whatever you throw at it. If you need something more specialized, you can pick up either a Daemon Hammer to flatten crowds, a Daemon Gauntlet to handle armor, or a Daemon Spear to take down any other monsters.

Infantry

  • Cultists: Your cheapest squads are about on level with the HDF Infantry in terms of power. However, those Infantry don't get get any improved melee output by buying CCWs and Pistols while also getting two special weapons. They'll often be used either as screens or as a bodyguard for your Cultist Champion.
  • Havoc Brothers: The baseline for your force, meaning a walking tank. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. This also means that they can all switch to melee if the need arises, something the Battle Brothers can't accomplish.
    • Shooting: Havoc Brothers get one of the most diverse lists for guns out there, as befits the evil Battle Brothers. The Plasma Rifle gives you a good range to pick apart armored enemies. The Fusion Rifle gives you a means to pop tanks. The Flamethrower gives you a short-ranged crowd control. The Shred Rifle gives you a mid-range gun for rapid-fire Rending. The Machinegun is your long-ranged gun for rapid fire. The Missile Launcher lets you hit any vehicles, including aircraft with Lock-On. The Laser Cannon gives you a more direct anti-tank gun, though it loses out against aircraft. The Autocannon gives you the longest-range gun with AP(2) to let it pick off Battle Brothers.
  • Mutated Brothers: You want dedicated murderous melee prowess? You'll be looking up these guys. Possessed have Fast (with an option for flight) and more attacks in melee but have absolutely no shooting power. Their other major feature is their mutations, which you roll for whenever they fight (AP(1) or Rending). Though very expensive, you'll be getting your mileage out of them.
  • Talon Raptors: Assault-crazed Havoc Brothers with jetpacks and Furious off the bat. While they can take most of the lighter guns from the base brothers, you can also strap every one of them with Dual Energy Claws if you feel the need to really go all-in with the assault.
  • Havoc Support: These brothers lack the option for Veteran Training, but you do get Relentless and the option to pick any heavy weapon you want. If you really need some gun more than once, you'll be picking these.
  • Greater Mutated: Possessed except bigger. Though fewer, these guys now drown enemies with 4 attacks each and Tough(3) lets them tank a few blows. In exchange, however, they'll never be fly, though they get Ambush off the bat so you might consider them equivalent of Destroyers.
  • Havoc Destroyers: Destroyers are your big slabs of meat with Tough(3) as well as heavy weapons platforms. By default, they're all given Dual Energy Claws to make them a pack of ambushing can openers. However, you can also give them all Storm Rifles (any of which can be turned into Heavy Rifles who can purchase attachments) and CCWs. This lets them pick up their own energy weapons and one model can also pick up either a Heavy Flamethrower to handle mobs or the Reaper Cannon in order to blow up elite infantry.
  • Daemon Spawn: A monstrous melee beast. While a 4+ defense isn't much to talk about, they do get Strider to get stuck in quickly in the fight and Mutations always give them a means for better AP on their swings. Even worse, Daemon gives them the ability to either start the game closer to their first fight or show up when your enemy least expects it.
  • Mutated Destroyer: Take a Destroyer and make them even more uncomfortably swollen. Alongside being Tough(6) now, Mutated Destroyers also get menacing AP(1) claws with Mutations to bolster their power. Fortunately their shooting aspects aren't totally shot as they can replace a claw for a Mutated Gun for rapid-fire Rending.
  • Havoc Bikers: Cheaper than Battle Brothers, but also in a smaller unit size. Each comes with Fast and Tough(3) to make them nimble tanks. If you're going for shooty, you can give the CCWs for Heavy Rifles for range equal to their bikes' Twin Heavy Rifles. This loadout also lets two of them pick up special guns for an additional role.

Vehicles

  • Havoc APC: A nimble yet tough tank with a 2+ defense and Tough(6) to protect its cargo of 11 models. 10 points gives you a Spike Ram to improve its Impact rating, and a costly Dozer Blade offers Strider. While it has one Storm Rifle to defend itself, you can also buy either a second Storm Rifle or a Heavy Rifle for its mods, in addition to the Havoc Missile to dent a plane.
  • Havoc Tank: A bigger tank, more suited to being a battletank rather than being a transport. It comes with a Twin Heavy Machineguns to complement the crowd-crushing main gun, but you can also buy either a Twin Laser Cannon to blow up tanks or a Rapid Autocannon for AP(2) to handle heavy infantry. If you're looking for more anti-tank power, you can also buy Twin Laser Cannons on top of the optional guns from the APC.
  • Havoc Heavy Tank: The Battle Tank now has a terrifying Quad Laser Cannon as well as Transport(11), Tough(18) and an obscene price tag. This gives it a decent amount of coverage, but it's also all you're going to get in terms of heavy weaponry. If you're looking for any other guns, you're only stuck to the extra upgrades given to the APC.
  • Infernal Brute: Big and tough, but it's not fast and lacks Impact. What it has, especially in comparison to the Battle Brothers Attack Walker, is a variety of weapons for both melee and ranged combat. With its Tough(12), they're capable of withstanding a good bit of abuse.
    • Melee: Each Brute starts off with a pair of Brute Hammers to let it flatten mobs. Either of these can be swapped for either a Brute Flail to handle heavier infantry, a Brute Axe to handle monsters, or Brute Fist (AP(4) fists that can attach either Storm Rifles or Heavy Flamethrowers for the sake of some manner of shooting while still being able to throw a punch).
    • Shooting: One hand can switch out for a Missile Array, letting you have a rapid-fire weapon with Lock-On to pop planes or cover-campers. The other hand can take more diverse weapons. The Heavy Fusion Rifle lets it demolish tanks in short order. The Twin Heavy Machinegun lets you mow down hordes at long range. The Heavy Reaper Cannon is better suited for heavy infantry like Battle Brothers. The Heavy Plasma Cannon lets it act as a heavy artillery walker. The Twin Laser Cannon, while not quite as deadly on a single hit, gives you another shot to confirm something at long range.

Monsters

  • Infernal Stalker: While not nearly as terrifying up close, the Stalker does have Strider for more maneuverability. It has a short-ranged Bane Flamethrower, which it can get around with Strider, or you could shell out for the Rapid Autocannon for better range. Its melee weapon is the Viral Injector to take down Tough troops and light tanks, but you could instead buy a Maul Cutter to rip apart anything else, especially heavy tanks.
  • Havoc Fiend: The mega-tank. Not only is it Tough (12), but it also comes with Regeneration, giving you a second shot to just shrug off any damage. By default it comes with some powerful melee weapons (either high-powered Dual Maul Cutters or Steel Tails for a literal storm of attacks), but you could also replace everything with either Twin Ecto-Cannons for a monstrous bombardment platform or Twin Autocannons for a bit more utility.
  • Spider Walker: The Spider Walker, while well-rounded, lacks the punch of the other units. Its Pain Cannons provide small blasts to help handle most units, but a lack of AP will restrict it to mostly mobs. Its Spider Fangs, while very numerous, rely on Rending in order to attain any AP while its stomps only have AP(1). This does unfortunately limit its uses to weaker enemies rather than rival walkers and tanks. Fortunately, you can give it Resistance so it can be particularly tanky against any enemy psychics.
  • Crab Walker: Another walker very capable of artillery thanks to its Battle Cannon. On top of that, it has an additional gun in its Reaper Cannon (Replace with either the Twin Heavy Machinegun or Twin Laser Cannon depending on what you intend to take down faster) as well as a dizzying array of melee weapons. On top of the stomps, it also has a set of AP(3) Crab Fists to take care of any tanks up close and a flurry of attacks from its Crab Flail. That flail can be traded in for either plane-cracking Havoc Missiles of a crowd-clearing Twin Heavy Flamethrower if you intend to keep the walker more at range.

Aircraft

  • Havoc Dragon: Your lone aircraft is plenty durable thanks to Regeneration, but its role is tightly constrained to two roles: incinerating hordes with its stock Forge Flamethrower or dogfighting and anti-vehicle with the Forge Cannon. This makes the Dragon suffer the hardest against anything else with the lack of any other guns.

Disciples

Similar to the Battle Brothers, the Havoc Brothers have their own specialized detachments focused around special themes. While this opens up special rules and even unique units, this does come at the cost of certain units from the core roster. Almost universally, all detachments lose access to the Harbinger of Havoc, the Infernal Stalker and the Spider Walker.

Disciples of War

The Disciples of War are bluntly simple with their passions: ripping things up in close quarters. Furious is now a given to all of your army, with War Havoc Raptor given the new Frenzy rule to make them even deadlier. However, you lose out on any psychic powers, with your heroes gaining a new upgrade instead.

Special Rules

  • Frenzy: Furious +1. Models with this rule (Talon Raptors and War Berserkers) can make an extra attack and gains +1 to AP when making a charge. This means that even your cultists now have a chance at taking down tougher squads of infantry and capable of ripping apart equivalent units, especially when stacked with Gift of War for more reliability or War Chant for potentially more attacks.
  • Gift of War: Any attached unit gains a +1 to hit in melee, making this a lot more affordable for your forces instead of buying Chosen Veteran.

Units

Heroes
  • War Champion: This version of the Havoc Champion can grab the extra-cruel Heavy Cleaver with AP(3) Deadly(3), but it sacrifices their gun as well, and for 35 points you need to make sure this is something you want. While you lack Psychic, they get Gift of War as a buff, a massive cost saver if you're looking to boost a specific squad.
Infantry
  • War Berserkers: Havoc Brothers with Fearless and Frenzy to make them at home in melee. If you feel kind, you can pick up Energy Swords for any of them to punch through armor. However, this comes at the cost of abandoning any pretense of shooting beyond pistols (or the odd plasma pistol).

Disciples of Change

The Disciples of Change give you quite a few venues to getting psychic casting done. They also have the means of giving a lot of their units Stealth, though it can become very costly depending on the unit. Stacked with their spells, this gives you some widespread ways to protect your forces from whatever can try to hit them.

This also costs you quite a lot of units. Gone are your Harbinger, Mutated Brothers and Greater Mutated, your Talon Raptors for assaulting, and you still lack the Infernal Stalker and Spider Walker.

Special Rules

  • Gift of Change: Enemies over 18" away take -1 to shoot units with this rule. This stacks with Stealth for a total of -2 to shooting rolls, some incredible protection.
  • Warp: When an enemy is hit by this weapon, any defense rolls of 1 deal an extra unsaved hit. A pretty dangerous way to take advantage of unlucky rolls.

Psychic Spells

  • Inferno (4+): Enemy unit within 6" takes three AP(2) hits. Somewhat equivalent to Havoc Terror, though it hits the entire unit.
  • Breath of Change (4+): Two friendly units within 6" can add +1" to their next Advance move and +2" to their next Rush/Charge move.
  • Inferno (5+): Enemy unit within 6" must roll a number of dice equal to the number of models in the unit. Every 3+ deals a hit, making it effective against mobs.
  • Steal Power (5+): Two enemy unit swithin 18" takes -1 to hit when they shoot, which can help since you have more squishy models.
  • Bolt of Change (6+): Enemy unit within 6" take an AP(4) Deadly(3) hit. Rest assured that whoever you target, they will DIE.
  • Loyalty (6+): Friendly unit within 12" gains Regeneration, a great save.

Units

Heroes
  • Change Champion: Your Havoc Champion gains two new guns for a pistol loadout, making for a good midway against the Heavy Rifle's attachments. The Hexed Pistol and Hexed Rifle both offer rapid-fire shooting with Warp, with the rifle providing a decent bit of range. You can also replace your CCW for a Cursed Staff that isn't much better than a base CCW but comes with an additional gun. Alongside the existing buffs, you can also provide Change Lord for Gift of Change for the sake of protection for a long-range squad. You also get a new mount option, a Disk of Change for extra wounds as well as Fast and Strider to make a better skirmisher.
  • Change Birdman Champion: Treat the birdmen as slightly stronger cultists. They're still much weaker than the Change Brothers though. Their melee prospects are limiting, as aside from the base CCW you have to sacrifice both that and the pistol for either a free Spear (though Impact makes more sense on a Disc with some other Disc Riders) or Dual CCWs. The pistol, however, can change for either Burst Pistols for an extra shot or a Hexed Bow for mid-ranged Warp. As for personal upgrades, you're stuck with Psychic and the option for a Disc of Change to ride around.
Infantry
  • Change Birdmen: Your cultists but not as utterly weak. That said, they can't do much else besides chopping, especially if you replace their pistols with an extra CCW.
  • Change Brothers: Not only can you buy Psychic for one of these guys, but you can also equip the entire unit with Hexed Rifles for mid-range Rending while their melee loadout comes with Hexed Pistols by default. While they might not benefit much from Gift of Change like this, they still remain capable of protecting themselves and can equip other guns.
  • Change Destroyers: These Destroyers will appreciate the protection alongside their innate tankiness. If the Storm Rifles aren't cutting it for guns, you can also buy a Missile Rack like the Battle Brothers Destroyers if you want anti-air options. In addition, one model can take a Hexed Staff and Energy Sword, giving a gun and two melee weapons. This unit also lets you get a Psychic caster.
  • Birdmen Disc Riders: Your cavalry is much more mobile than any bike, though this is at the cost of power. While you could lean into melee by either earning back points for Spears with Impact or just taking free Dual CCWs, you could instead buy them Hexed Bows so they can actually shoot at a decent range while your more durable forces close in.

Monsters

  • Change Vortex Beast: Can be viewed as a variant to the Havoc Fiend. Its Vortex Blast is essentially a toned down version of the Dual Ecto-Cannons while getting Blast(6) to cover bigger mobs while its claws are only a few attacks shy of being the Steel Tails.

Disciples of Plague

The Disciples of Plague are a thematic opposite to the Disciples of Change. Where one focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes your forces very expensive and scales based on Tough value.

Fortunately, you also have access to disposable zombies to screen enemies in place of your brothers. Shame that it comes at the cost of your bikers and Talon Raptors. While you also lose the Infernal Stalker, Spider Walker, and Havoc Fiend, you have new vehicles to take their place.

Special Rules

  • Gift of Plague: Any attached unit adds +1 to their Regen roll.
  • Ring the Bell: The attached unit gains +2" to Advance moves and +4" to Charge/Rush moves. What better way to surprise your enemies than by throwing a squad of Claw Destroyers right out of Ambush. It might also help boost your Zombies to more acceptable speeds to act as distractions.
  • Undead: Your Plague Zombies are immune to morale, which is good because these guys will fold up faster than paper. However, in place of such a check, you need to roll a d6 for each model left and a 1 or 2 instantly kills one without saves.

Psychic Spells

  • Blessed Virus (4+): Two friendly units within 6" get Stealth the next time they get shot at. Now you have protection before AND after you get shot.
  • Muscular Atrophy (4+): Enemy unit within 6" must roll a number of dice equal to the number of models in it. Any 4+ deals a hit, making this effective on mobs more than anything else.
  • Plague Curse (5+): Enemy unit within 12" takes an AP(4) Deadly(3)hit. Sadly, this can only work on solo monsters or exposed heroes more than anything else.
  • Putrefaction (5+): Two friendly units within 6" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor.
  • Pestilence (6+): Two enemy units within 6" suffer -3" to Advance moves and -6" to Charge/Rush moves.
  • Rot Wave (6+): Enemy unit within 6" takes five AP(2) hits, making this better for most small units.

Units

Heroes
  • Plague Champion: This particular champion gets spoiled for choices considering how many weapons are available to you, many of them being poisoned to provide you the chance to deal a bit more damage. You also have access to the Plague Sprayer as a replacement for the pistol, allowing you to grab a Flamethrower with Poison slapped on. For melee weapons, you have the Plague Sword (Offering AP(1) to handle some infantry) and Plague Scythe (AP(4) Deadly(3) to take down heroes). If you intend on going only to fight in melee, you can sacrifice the loadout for either a Plague Flail for more AP(1) swings or a Great Scythe for a second Plague Scythe swing.
    • Buffs: On top of any of your other personal buffs, you can also pick up Plague Lord for Gift of Plague's defensive perks and Plague Bringer for Ring the Bell's speed boost.
Infantry
  • Plague Zombies: Even more chaff than Cultists. You're picking up a pile of bodies better protected by their Regeneration than their armor. Being Slow and equipped with mere claws, they're not going to be able to handle anything else but being irritants.
  • Plague Brothers: These guys come with quite a few special tools, not accounting for all the weapons the champion gets. They also get a Plague Sprayer for a Flamethrower with Poison and a Plague Launcher to handle small crowds. You can also provide them all Dual CCWs in case you just want a giant smelly meat-wall.
  • Plague Destroyers: Destroyers are already hardy, so making them also have Regeneration makes them insanely powerful. Fortunately, they can also pick up the Plague Sprayer and Plague Launcher, but you could also grab a Plague Sword if you need Poison instead of the Energy Sword's Rending. One model can pick up a Great Plague Flail to help knock down tough units. However, they scariest option is the Poison Gauntlets and Heavy Scythes, giving some short-ranged Poison shots as well a weapon that can absolutely demolish tanks on all three models.
Vehicles
  • Plague Drone: A surprisingly zippy thing made for mulching mobs up close, with Strider letting it move without hinderance. At default, you have an insane amount of attacks from its Meat Grinder. If you plan to focus more on shooting, you can instead grab either Twin Plague Sprayers to wipe out crowds outside of melee or a Heavy Plague Launcher to act as Poison bombardment.
  • Plague Hauler: A light tank with a gun for any occasion. Need long-range? You have a Missile Pod with AP(2) Deadly(3) and Lock-On to take down aircraft. Need to nail tanks? Well, you've also got a Heavy Fusion Rifle to see them explode. Enemies too close? Its Stomps and Daemonic Teeth give you a decent number of AP(1) attacks to scare them off.

Disciples of Lust

Lust is all about speed, hence all of your units get some flavor of Fast. Every unit costs more than their Havoc Brother version, which hurts since the Havoc Brothers are already costly. Don't be discouraged though, because the price hike is worth it. Your speed is unparalleled, giving threat ranges others can only dream of. No one is completely safe from a charge, and no objective can be safely left alone.

Special Rules

  • Gift of Lust: The hero and its unit move +1” on Advance and +2” on Rush/Charge. Stacks with Fast and Very Fast.
  • Very Fast: This model moves +4” when using Advance and +8” when using Rush/Charge.
    • Speed Boost: How you make a Fast unit Very Fast.

Psychic Spells

  • Acquiescence (4+): Two enemy units within 12” get -1 to hit next time they shoot. Good for hampering a shooty unit, just be careful since you will be within charge range of the target.
  • Seizure (4+): Target enemy unit within 6” takes one AP(2) and Deadly(3) hit. Best saved for a monster or lone hero.
  • Pain (5+): Target enemy model within 12” takes 2 hits with AP(4). Use this to kill special weapon models.
  • Pleasure (5+): Two friendly units within 12” get +1 to defense next time they take hits.
  • Ecstasy (6+): Target friendly unit within 12” gets Impact(1) next time it charges.
  • Overload (6+): Target enemy unit within 6” rolls as many dice as models in it, and takes 1 hit for each 2+ rolled. Hard to pull off but is powerful against big units (duh), especially those with bad defense.

When should I be using Pleasure and Acquiescence? In the terms of survivability, Acquiescence is generally better for the cultists (aka Def 5+), and Pleasure is better for everyone else. There is an important nuance between the two. Pleasure will be able to keep an ally unit alive, whereas Acquiescence will shut down a dangerous enemy. Looking at it another way, Acquiescence can keep your whole army alive. You also have control over how Pleasure affects your army, while you don't with Acquiescence since the targeted enemy unit can still shoot whoever they would like.

Units

Alas, we don't have access to the Infernal Stalker or the Spider Walker. This sucks, but we lose less than what the other Disciples lose.

Heroes
  • Lust Champion: Comes with two unique weapons: The Noise Rifle, which lets them ignore any cover in place of a Heavy Pistol, and the Lust Whip for a set of AP(1) attacks with nothing else. Their unique buff is the Gift of Lust, which can help boost the speed of any unit; this is exceptionally powerful on pack of bikers, who will be able to Rush a total of 24" to far off objectives.
Infantry
  • Lust Brothers: Uniquely among the base brothers, you can swap out all their guns for Noise Rifles, letting them shoot through any cover the enemy dares hide behind at the cost of any AP. This results in these guns being better suited for wiping off mobs of any variety. One model can then replace their Noise Rifle for either a Noise Amplifier for a deluge of shots at mid-range or a Noise Cannon for a very long-range gun that fires through cover.

List Building & Tactics

General Advice

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Tactics

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See Also

Havoc Brothers
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future tactics
List Building - Strategy - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons