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Made in ca
Terrifying Wraith





Canada

http://www.forgeworld.co.uk/Downloads/Product/PDF/F/FWchaptertactics.pdf

That is the update from the baddab war books. I read it and My Raptors lose a little because they used the RG chapter tactic but gain in shooting with rending special rule.

 
   
Made in us
Bounding Assault Marine




brooklyn, NY. USA

I think the Fire Hawks are pretty strong

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Made in se
Honored Helliarch on Hypex




Tau can now get Divination without taking Eldar or Tigurius. It's probably not worth it, but it's there.
   
Made in us
Longtime Dakkanaut




Indiana

Free FNP 5+ in each tactical squad for the red scorpions seems pretty boss. On top of being able to take any additional weapons and upgrades.

Charadons getting an extra attack for one additional point(or weapon swap) is pretty nice. Gaining rage on fall back is pretty sweet(remember ATSKNF still is a fallback, they just dont get destroyed if caught). Still deals with issues of actually getting into combat, but the versatility is pretty good. Not sure if they would be better than black templars though.


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Made in us
Veteran Inquisitorial Tyranid Xenokiller





You can give your bikes CC weapons for 1pt and with the chance to get rage after devastating a unit with a gravrifle volley. Units fall back from shooting as well.

I really like the Firehawks tactics. Thinking of bringing a command squad with banner with 2x Hand Flamer apothacary and 3 guys with 2x Hand Flamers in a dropped.. Thats 8 S4 flame templates on drop aand5 attacks a piece on the charge. And don't even try to charge them first.

This message was edited 1 time. Last update was at 2013/10/24 02:06:42


Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in us
Neophyte Undergoing Surgeries




http://www.forgeworld.co.uk/Downloads/Product/PDF/C/Charcterupdate.pdf

They have the new the character updates for those chapters for 6th.

They decreased Sevrin Loth's points cost by a decent bit, and you dont need culln to get access to the fnp on tacts anymore. Red Scorpions could be pretty good.
   
Made in au
Oberstleutnant






Perth, West Australia

Always nice to have more options available. Carcharodons would make good recently turned chaos marines, or renegade marines that don't worship chaos.
   
Made in us
Longtime Dakkanaut




Indiana

The red hunters being battle brothers with Grey Knights offers some interesting combinations......

Fire Hawks making assault and vangaurd scoring is also nice.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Made in us
Member of the Malleus





WI

Red Hunters and Grey Knights? I think I found my C:SM color scheme.

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Long-Range Land Speeder Pilot





 hellpato wrote:
http://www.forgeworld.co.uk/Downloads/Product/PDF/F/FWchaptertactics.pdf

That is the update from the baddab war books. I read it and My Raptors lose a little because they used the RG chapter tactic but gain in shooting with rending special rule.


You still keep the good half of the RG tactics. You don't lose anything unless you have jump marines in your army.

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Made in se
Been Around the Block




 Leth wrote:
The red hunters being battle brothers with Grey Knights offers some interesting combinations......

Fire Hawks making assault and vangaurd scoring is also nice.


As it is written I interpret that this only works when Red Hunters is the main detachment since "an inquisitor needs to be present in the allied detachment". A shame since it would have been nice to have som proper Battle brothers for GK.
   
Made in fi
Focused Fire Warrior




Helsinki

So unless there's a change in the e-book version you can never make use the red hunters' ally bonus as SoB can't take an inquisitor

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in us
Daemonic Dreadnought






 Dantioch wrote:
So unless there's a change in the e-book version you can never make use the red hunters' ally bonus as SoB can't take an inquisitor


Do red hunters or AS have access to an inquisitor as a forge world option?

If so hate shred and reroll armor saves on marine teq cc units would be totally broken ie 10 th/ss terminators that re roll their 2+3++ in cc

This message was edited 1 time. Last update was at 2013/10/24 11:25:45


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Wow, since when did the Red Scorpions become Blood Angels? Looks like a really strong contender for a counts as if you ask me.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





 DarthOvious wrote:
Wow, since when did the Red Scorpions become Blood Angels? Looks like a really strong contender for a counts as if you ask me.


That or Firehawks if you want to go the jumppack route. Dante makes an excellent stand-in for Knight Captain Elam Courbray.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in ca
Regular Dakkanaut



Canada

New characters too. There's a Novamarines character that will give your army using the ultramarines tactics scoring terminators.
   
Made in us
Daemonic Dreadnought






Just checked army builder. Neither space marines nor Sisters have access to an inquisitor. Sisters going battle brothers with anything that has a 2+ would be totally broken, but it appears there is no way to have an inquisitor to make them battle brothers.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in de
Grey Knight Psionic Stormraven Pilot





Forgeworld is usually pretty quick with their faqs, so I think it's safe to make some plans based on RAI.

Don't have priest that thing which allows their units to reroll armour saves? 2+ rerolable, here we come!

Hmmmm, maybe some purifiers with Chaplain. Or better yet, Deathcult Assassins +Chaplain in Landraider. Or replace the chaplain with a combat HQ and give him the hatred rule via chapter tactics.

Cheap Scriptors with biomancy to make Devastor Squads relentless (or if you don't get that power, stick him in a CC squad).


Carcharodons seem fun but is very situational.

Star Phantoms seem a cool idea for droppod lists maybe even more so than salamanders (depends on wether you want to have more reliable firepower or manpower).

Minotaurs: The idea seems to be, to give footsloggers a boost. Still seems like a mediocre idea though.

Fire Hawks: Cool. Very Cool. At least fluffwise, not sure how reliably you can get flamers close enough with deepstrike.

Mantis Warriors: Seems cool at first but the problem is: A. Tac Marines don't want to charge, not even with HoW. B.Assault Marines either allready have HoW or are in a transport so I see very few cases where they would get the Furious charge rule
This leaves only Vets and Scout to utilitize the Chapter tactics fully... CC-scouts...
   
Made in us
Bounding Assault Marine




If you take the Fire Hawks HQ, he can make deep striking pretty reliable for the unit he is with. Also, units coming out of a pod also have their flamers affected. (It says so specifically in the ruling.)
   
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Lone Wolf Sentinel Pilot






Anything in these tactics or chars that might benefit allied IG?
   
Made in de
Grey Knight Psionic Stormraven Pilot





 ultimentra wrote:
Anything in these tactics or chars that might benefit allied IG?


Red hunters can get a list of special rules. You could atach an IC to a combined platoon and for example, give them all hatred (But a chaplain would do the same and better, probably).

One of the chapters can field telepathy-scriptors, which could be a cheap alternative to Spacewolves.

Otherwise they've been pretty carefull to limit shenanigans to those which they'll officially allow.
   
Made in us
Mutated Chosen Chaos Marine





Ohio

So, since these are fw rules regarding SM successor chapters would it be OP to allow these chapter tactics in games that normally don't allow IA?

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Longtime Dakkanaut




Indiana

Follows the same rules as all forgeworld. If your tournament/group allows it then no reason you couldnt. If they dont then dont.

I would build two different but similar armies so that with minor substitutions I could use the FW chapter without too much work.

Also any word on characters like Korvydye and the like? Would be cool if he kept assault marines as troops, would make taking a ravenguard detachment potentially worth it.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Made in de
Grey Knight Psionic Stormraven Pilot





Uno: There's allready a thread about that going on.

Duo: To answer a more sensefull question; Are the forgeworld chapter tactics well balanced?

As far as I can tell they are even a bit underpowered. The only ones which strike me as actually powerfull are the "Red Hunters" and "Fire Hawk". I haven't really playtested any of them yet though, so I'll get back to you on that...
   
Made in ca
Terrifying Wraith





Canada

 Tyberos the Red Wake wrote:
 hellpato wrote:
http://www.forgeworld.co.uk/Downloads/Product/PDF/F/FWchaptertactics.pdf

That is the update from the baddab war books. I read it and My Raptors lose a little because they used the RG chapter tactic but gain in shooting with rending special rule.


You still keep the good half of the RG tactics. You don't lose anything unless you have jump marines in your army.


Back then, I had stealth all the game but loosing that for the RG tactic is the logical choice. The Legendary Marksman will not change my army but made it a very good gunline army and Issodon didn't change a lot, they just made him better.

 
   
Made in us
Mutated Chosen Chaos Marine





Ohio

Perhaps I can make a case to our local game store owner/players to allow just these chapter tactics in normal games. They aren't really OP it seems and since its a free download everyone can see/use them. The named characters I doubt will be allowed, which I'm fine with.

I currently looking at the Red Hunters. Though nothing is really screaming this needs to be in your GKs army.

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Made in gb
Human Auxiliary to the Empire




cornwall

 Coyote81 wrote:
You can give your bikes CC weapons for 1pt and with the chance to get rage after devastating a unit with a gravrifle volley. Units fall back from shooting as well.

I really like the Firehawks tactics. Thinking of bringing a command squad with banner with 2x Hand Flamer apothacary and 3 guys with 2x Hand Flamers in a dropped.. Thats 8 S4 flame templates on drop aand5 attacks a piece on the charge. And don't even try to charge them first.


Just a question but how are you shooting both hand flamers on each guy? They are assault 1 and not pistols aren't they? Hence you can't benefit from the gunslinger rule?

I may be wrong though I haven't had any experience with hand flamers!

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Hand-flamers are pistols.
   
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coyote, I don't think bikes count as tactical squads.

   
Made in gb
Human Auxiliary to the Empire




cornwall

In the BRB the entry says they're assault 1 unless it's been FAQ'd??

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/ Grey Knight/13th Company Wolves - Various points
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