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2020/02/04 20:56:50
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
Dynas wrote: I'm looking at imperial fist as well, mainly because I love a well painted yellow scheme. And I like the idea of defenders of terra. And they seem to be pretty competitive. Here is my list. I am a bit overwhelmed as well. There are so many relics and WLT and supplements. I read somewhere you can get like 4-7 WLT? and even have some characters with 2?! how is this done? Also, im not finding the Grey Shield thing in the Vigilus INdomitus Crusaders. It doesnt show in Battlescribe which leads me to think im doing something wrong.
Is this list to character heavy? I want the librarian and apocathary to go in the center of the cents and heal them up (and get the 5++) invul. Scouts are cheap obj secure bodies. Stalker bolt rifles for main gunline with Lt and Garadon. Tech Marine hangs out with the Thunderfire and whirlwinds. The thunderfire shoots twice. Can the Relic Whirlwind shoot twice? The keyword is "RELIC WHIRLWIND" but the stratagem is just whirlwind.
Primaris Librarian [5 PL, -1CP, 98pts]: 1) Tectonic Purge, 3) Null Zone, 4) Fortify, Force sword [8pts], Stratagem: Chief Librarian [-1CP], Tome of Malcador
Primaris Lieutenants [4 PL, -1CP, 70pts]
. Primaris Lieutenant [4 PL, -1CP, 70pts]: Hand of Dorn, Master-crafted stalker bolt rifle [5pts], Stratagem: Hero of the Chapter [-1CP]
Techmarine [4 PL, -2CP, 45pts]: Boltgun, Chainsword, Master of the Machine, Servo-arm, Stratagem: Field Commander [-1CP], Strategem: Master of the Forge [-1CP], The Eye of Hypnoth
You can drop the LT and give one of your characters the eye of hypnoth, its basically LT rerolls for shooting attacks, it ends up saving you how ever many points and consolidates your list slightly. The relic whirlwind can fire twice on its own, it has a special rule IIRC but it can't be targeted for the suppression fire strat.
Tome of Malcador isn't worth it on your librarian really, I understand wanting nullzone, but its not going to come into play often on a footslogging librarian due to its 6inch range and the AP -2 (which is most of what you have during heavy doctrine) won't care about most invulns. If you want your librarian getting into the thick of it, give him armour indomitus as it makes it incredibly difficult to kill (goes from a 3+ to a 2+/ Once per game, for the entire turn 3++)
If your deadset on getting a nullzone librarian, take a standard one and give him a jumppack and armour indomitus, keep him deployed on the board turn 1.
2020/02/05 09:17:23
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
I didn't get any responds to my list thread, so I try here since I've been talking about the list here anyways. As discussed, Primaris White Scars with flyers:
Spoiler:
++ Battalion Detachment +5CP (Imperium - Space Marines) [43 PL, 6CP, 1,000pts] ++ + No Force Org Slot +
**Chapter Selection**: White Scars
>> Intercessors would ride those Impulsors, Kor'sarro and Lieutenant join them. Just mobile force that gets there in an aggressive style.
>> Incursors and Invictor Tactical Warsuits spread up on board a bit, Warsuits provide more aggression
>> Infiltrators are an unit on some flank on the board, just providing presence and hoping to hold their line and possibly secure an objective
>> Flyers do their thing. Unsure if they are optimised, hope you guys can help me.
Should be more than enough CP for strategems. Kind of thinking, if I should get librarians into this somehow. Help much appreciated. List aims to be winnable in a narrative campaign, most likely use them in local tourneys but I am not that obsessed about tournament winning. Not while being so fresh into the game.
2020/02/05 09:32:35
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
I would skip Khan. Even for a melee army, he's too slow to really bring anything of worthwhile value. You could argue for the Bike one, but I don't have any idea how much he costs right now.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2020/02/05 11:22:16
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
Odrankt wrote: Hey everyone. Just have a quick question to ask.
My brothers friend has gotten back into the hobby with his Imperial Fist army but he is kinda blown back by the Codex, Supplements and Psychic Awakening. He asked me if I could make him a 1k list but I don't play marines so have no idea how to make a list for them.
So, just wondering,can anyone recommend a 1k Casual-competive imperial Fist list for him to use. I know he has a lot of the older units and some of the newer stuff like the Primaris Marines from Dark Imperium and 1-2 redemptor dredos. He will more than likely be playing against my brother Tsons and Tzeetch daemons so the +1 damage doctorine won't have much affect but he like wysiwyg.
Thanks in-advance for the help.
if he tosses a redemptor dread onto the contents of dark Imperium he's pretty much got a 1000 point list I belive.
Opinions are not facts please don't confuse the two
2020/02/05 15:10:55
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
Slayer-Fan123 wrote: I would skip Khan. Even for a melee army, he's too slow to really bring anything of worthwhile value. You could argue for the Bike one, but I don't have any idea how much he costs right now.
I think he put Kosaro Khan and the Lieutenant in the impulsors. It may not be a bad idea. This list is basically "in your face" from Turn 1 with the Warsuit and incusors. Then the 2 Intercessors with TH follow up in 2nd Turn. But maybe the problem is, if facing a melee horde army, or Tau and being placed to go 2nd, his plan would likely fall apart.
2020/02/05 16:17:57
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
Dynas wrote: I'm looking at imperial fist as well, mainly because I love a well painted yellow scheme. And I like the idea of defenders of terra. And they seem to be pretty competitive. Here is my list. I am a bit overwhelmed as well. There are so many relics and WLT and supplements. I read somewhere you can get like 4-7 WLT? and even have some characters with 2?! how is this done? Also, im not finding the Grey Shield thing in the Vigilus INdomitus Crusaders. It doesnt show in Battlescribe which leads me to think im doing something wrong.
Is this list to character heavy? I want the librarian and apocathary to go in the center of the cents and heal them up (and get the 5++) invul. Scouts are cheap obj secure bodies. Stalker bolt rifles for main gunline with Lt and Garadon. Tech Marine hangs out with the Thunderfire and whirlwinds. The thunderfire shoots twice. Can the Relic Whirlwind shoot twice? The keyword is "RELIC WHIRLWIND" but the stratagem is just whirlwind.
Primaris Librarian [5 PL, -1CP, 98pts]: 1) Tectonic Purge, 3) Null Zone, 4) Fortify, Force sword [8pts], Stratagem: Chief Librarian [-1CP], Tome of Malcador
Primaris Lieutenants [4 PL, -1CP, 70pts]
. Primaris Lieutenant [4 PL, -1CP, 70pts]: Hand of Dorn, Master-crafted stalker bolt rifle [5pts], Stratagem: Hero of the Chapter [-1CP]
Techmarine [4 PL, -2CP, 45pts]: Boltgun, Chainsword, Master of the Machine, Servo-arm, Stratagem: Field Commander [-1CP], Strategem: Master of the Forge [-1CP], The Eye of Hypnoth
You can drop the LT and give one of your characters the eye of hypnoth, its basically LT rerolls for shooting attacks, it ends up saving you how ever many points and consolidates your list slightly. The relic whirlwind can fire twice on its own, it has a special rule IIRC but it can't be targeted for the suppression fire strat.
Tome of Malcador isn't worth it on your librarian really, I understand wanting nullzone, but its not going to come into play often on a footslogging librarian due to its 6inch range and the AP -2 (which is most of what you have during heavy doctrine) won't care about most invulns. If you want your librarian getting into the thick of it, give him armour indomitus as it makes it incredibly difficult to kill (goes from a 3+ to a 2+/ Once per game, for the entire turn 3++)
If your deadset on getting a nullzone librarian, take a standard one and give him a jumppack and armour indomitus, keep him deployed on the board turn 1.
I was planning to just keep the librarian with the Centurions for the healing spell along with the Apothecary to really bring them back. Sort of like Resurrection Protocols necrons have. What spells would you take if I dripped the nullzone?
The Lt is in there to get the grey shield ability since i don't have a non named character captain. Also Lt was going to go with the Intercessors and the Eye go with the centurions. That way everyone is getting wound buffs.
10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans
I think he put Kosaro Khan and the Lieutenant in the impulsors. It may not be a bad idea. This list is basically "in your face" from Turn 1 with the Warsuit and incusors. Then the 2 Intercessors with TH follow up in 2nd Turn. But maybe the problem is, if facing a melee horde army, or Tau and being placed to go 2nd, his plan would likely fall apart.
Yeah you got it right. Horde army can indeed be a problem, meaning my target priorities need to be on point. Going in second is one problem. Unsure how to minimize risks with that.
2020/02/06 04:54:58
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
I think he put Kosaro Khan and the Lieutenant in the impulsors. It may not be a bad idea. This list is basically "in your face" from Turn 1 with the Warsuit and incusors. Then the 2 Intercessors with TH follow up in 2nd Turn. But maybe the problem is, if facing a melee horde army, or Tau and being placed to go 2nd, his plan would likely fall apart.
Yeah you got it right. Horde army can indeed be a problem, meaning my target priorities need to be on point. Going in second is one problem. Unsure how to minimize risks with that.
The benefits of generic characters are much greater though than the wounding aura, especially with you not being able to charge out of the Impulsors anyway.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2020/02/06 08:28:59
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
I refer to this as "The Hellblaster Rush" it has performed tremendously well TACTICS The Invictus warsuit I place right in front of as close as legally possible to the enemy, right in his face -distraction unit.. opponent MUST deal with , can not ignore
movement phase impulsors move 14", hellblasters dismount 3", hellblasters move 6" = 23" total movement, usualy places 99% of opposing force within rapidfire range of 20 hellblasters
shooting phase eliminators take out key support characters - focus on opposing space marine ancient to negate banner return fire, if none available, shoot at other supporting characters (priests, librarians, lieutenants ect ) hellblasters toss out 40 shots with full rerolls to hit and reroll 1s to wound
This tactic I have used does not depend on me going first, as opponent is forced to ignore the impulsors and focus on the warsuits however, IF I get to go first, the warsuits just add quite significant offensive capability
This army performs very well vs TAC lists, that being said, it is quite easy to create a specialized list to defeat this, but vs majority of generic take all comers lists in most events I have observed, this list performs exceptionally well
++ Vanguard Detachment +1CP (Imperium - Space Marines) [23 PL, 1CP, 474pts] ++ + No Force Org Slot + **Chapter Selection**: Ultramarines Detachment CP [1CP]
+ HQ + Lieutenants in Phobos Armor [5 PL, 81pts] . Lieutenant in Phobos Armour . . Occulus Bolt Carbine and Bolt Pistol: Grav-chute, Master-crafted occulus bolt rifle
+ Elites + Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
++ Spearhead Detachment +1CP (Imperium - Space Marines) [57 PL, 2CP, 1,203pts] ++ + No Force Org Slot + **Chapter Selection**: Ultramarines Battle-forged CP [3CP] Detachment CP [1CP]
+ HQ + Primaris Chapter Master [5 PL, -2CP, 86pts]: Adept of the Codex, Master-crafted auto bolt rifle, Power sword, Stratagem: Chapter Master, The Vox Espiritum, Warlord
Ok so I am trying to come up with a better name than smash captain for my salamanders warlord on bike.
Bike, Teeth of terra, anvil of strength, master of forge. That's 8 str 7 attacks at ap-2 2dmg on the charge on a t7 14" moving guy. Add might of heros for 9 str 8 t8.
I have been calling him a slash captain but it doesnt seem to fit his roll properly. Any suggestions?
2020/02/06 14:51:26
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
Azuza001 wrote: Ok so I am trying to come up with a better name than smash captain for my salamanders warlord on bike.
Bike, Teeth of terra, anvil of strength, master of forge. That's 8 str 7 attacks at ap-2 2dmg on the charge on a t7 14" moving guy. Add might of heros for 9 str 8 t8.
I have been calling him a slash captain but it doesnt seem to fit his roll properly. Any suggestions?
Gunrunner1775 wrote: I refer to this as "The Hellblaster Rush"
it has performed tremendously well
TACTICS
The Invictus warsuit I place right in front of as close as legally possible to the enemy, right in his face
-distraction unit.. opponent MUST deal with , can not ignore
movement phase
impulsors move 14", hellblasters dismount 3", hellblasters move 6" = 23" total movement, usualy places 99% of opposing force within rapidfire range of 20 hellblasters
shooting phase
eliminators take out key support characters - focus on opposing space marine ancient to negate banner return fire, if none available, shoot at other supporting characters (priests, librarians, lieutenants ect )
hellblasters toss out 40 shots with full rerolls to hit and reroll 1s to wound
This tactic I have used does not depend on me going first, as opponent is forced to ignore the impulsors and focus on the warsuits
however, IF I get to go first, the warsuits just add quite significant offensive capability
This army performs very well vs TAC lists, that being said, it is quite easy to create a specialized list to defeat this, but vs majority of generic take all comers lists in most events I have observed, this list performs exceptionally well
Spoiler:
++ Vanguard Detachment +1CP (Imperium - Space Marines) [23 PL, 1CP, 474pts] ++ + No Force Org Slot + **Chapter Selection**: Ultramarines
Detachment CP [1CP]
+ HQ + Lieutenants in Phobos Armor [5 PL, 81pts] . Lieutenant in Phobos Armour . . Occulus Bolt Carbine and Bolt Pistol: Grav-chute, Master-crafted occulus bolt rifle
+ Elites + Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
++ Spearhead Detachment +1CP (Imperium - Space Marines) [57 PL, 2CP, 1,203pts] ++ + No Force Org Slot + **Chapter Selection**: Ultramarines
Battle-forged CP [3CP] Detachment CP [1CP]
+ HQ + Primaris Chapter Master [5 PL, -2CP, 86pts]: Adept of the Codex, Master-crafted auto bolt rifle, Power sword, Stratagem: Chapter Master, The Vox Espiritum, Warlord
Several guys at my local store were using Invictors to screen forward (but with the autocannon instead of the flamer), and they were all successful right after the unit/kit came out. But they all recently stopped and dropped their Invictors from their lists. I asked why, and one told me that everybody had figured out how to defeat the suits by tagging/wrapping them, and that the Invictors had become a liability because they gave up easy kills early in the game without accomplishing any effective screening. Because Invictors have so many wounds, a beefier unit (and also characters) can assault in and tripoint them without having to worry about accidentally killing the suit, then finish it off the following turn. So the suit provides a place where assault units can hide for a turn, and then slingshot off of, while also giving up a kill.
I haven't confirmed this for myself, but it seems like the kind of thing that common TAC lists could mostly do with available units. Tagging/wrapping the Invictors would allow all the big guns to shoot at impulsors in turns 1-2. With the shield domes, probably two impulsors would get through, but maybe half the hellblasters would get stranded where their impulsors blew up.
You haven't found that to be a problem?
"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz
2020/02/07 14:11:35
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
Gunrunner1775 wrote: I refer to this as "The Hellblaster Rush"
it has performed tremendously well
TACTICS
The Invictus warsuit I place right in front of as close as legally possible to the enemy, right in his face
-distraction unit.. opponent MUST deal with , can not ignore
movement phase
impulsors move 14", hellblasters dismount 3", hellblasters move 6" = 23" total movement, usualy places 99% of opposing force within rapidfire range of 20 hellblasters
shooting phase
eliminators take out key support characters - focus on opposing space marine ancient to negate banner return fire, if none available, shoot at other supporting characters (priests, librarians, lieutenants ect )
hellblasters toss out 40 shots with full rerolls to hit and reroll 1s to wound
This tactic I have used does not depend on me going first, as opponent is forced to ignore the impulsors and focus on the warsuits
however, IF I get to go first, the warsuits just add quite significant offensive capability
This army performs very well vs TAC lists, that being said, it is quite easy to create a specialized list to defeat this, but vs majority of generic take all comers lists in most events I have observed, this list performs exceptionally well
Spoiler:
++ Vanguard Detachment +1CP (Imperium - Space Marines) [23 PL, 1CP, 474pts] ++ + No Force Org Slot + **Chapter Selection**: Ultramarines
Detachment CP [1CP]
+ HQ + Lieutenants in Phobos Armor [5 PL, 81pts] . Lieutenant in Phobos Armour . . Occulus Bolt Carbine and Bolt Pistol: Grav-chute, Master-crafted occulus bolt rifle
+ Elites + Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
Invictor Tactical Warsuit [6 PL, 131pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber
++ Spearhead Detachment +1CP (Imperium - Space Marines) [57 PL, 2CP, 1,203pts] ++ + No Force Org Slot + **Chapter Selection**: Ultramarines
Battle-forged CP [3CP] Detachment CP [1CP]
+ HQ + Primaris Chapter Master [5 PL, -2CP, 86pts]: Adept of the Codex, Master-crafted auto bolt rifle, Power sword, Stratagem: Chapter Master, The Vox Espiritum, Warlord
I run 3 flamer invictors in my salamanders army. I’ve yet to face an opponent who wasn’t completely fed up by them being in their face turn one. The sally strats and bonuses help put them over the top for me as an auto take.
This message was edited 1 time. Last update was at 2020/02/11 03:46:55
2020/02/12 23:06:34
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
Played my first game against Knights today with my crimson fists, it was an absolute massacre. I got the first turn and the firepower of an Imperial fist successor against a vehicle heavy army is devastating. I've had great success against death guard and admech who have been vehicle heavy but I've never played pure Knights.
My repulsor executioner almost one shorted a knight and then my invictor charged into the enemy causing havoc before being destroyed in combat and then exploding and causing allot of mortal wounds
I'm finding I'm just tabling everyone now with a pretty mid power list which is mainly intercessors and a smattering of dreads etc.
2020/02/13 00:03:53
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
Heavy Support: 5x Devastators - 4 grav cannons
Drop Pod
1,197 pts
Warlord traits: Adept of Codex, Selfless healer, wise orator
Relic: Seal of Oath, Healers Aegis
Theme is to use the Aggressors as a ball of hate. Suppressors for some anti take, 12 shots with re-roll hits and wounds of 1. Seal of Oath to help too. Apothecary keeps the Aggressors alive. Stalker bolt rifles for first turn 36" -2AP. Grav-Dev turn 1 for a strategem or turn two.
This message was edited 1 time. Last update was at 2020/02/13 00:04:35
2020/02/13 03:12:11
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
Heavy Support: 5x Devastators - 4 grav cannons
Drop Pod
1,197 pts
Warlord traits: Adept of Codex, Selfless healer, wise orator
Relic: Seal of Oath, Healers Aegis
Theme is to use the Aggressors as a ball of hate. Suppressors for some anti take, 12 shots with re-roll hits and wounds of 1. Seal of Oath to help too. Apothecary keeps the Aggressors alive. Stalker bolt rifles for first turn 36" -2AP. Grav-Dev turn 1 for a strategem or turn two.
I think you forgot to add the storm bolter to the Dev Sgt.? Making you 1199pts instead of 1197pts. But outside of that, the list looks fine.
I think it's a hard choice to drop down the Droppod with Grav Dev squads in turn 1 or turn 2, if you drop down T1, you get the AP-4 but suffer -1 to hit, I think it is better to drop in T2 to avoid the -1 to hit, since AP-3 is enough for more than 70% of the time in my experience.
2020/02/13 14:11:01
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
That list is pretty close to my salamanders list I run, except I put a squad of 10 thss terms in front of the aggressors to protect them and dont run suppressors.
It works really well, takes people forever to kill off the terms once you start staking buffs on them, but the reason I bring this up is once the terms are dead the aggressors die much too quickly. A big blob of 6 are just such a threat people are going to target them first. Be prepared for that as beyond the apothecary I dont see much in the way to protect them or get them up the field quickly. Good luck at the tournament!
2020/02/14 01:12:17
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
Heavy Support: 5x Devastators - 4 grav cannons
Drop Pod
1,197 pts
Warlord traits: Adept of Codex, Selfless healer, wise orator
Relic: Seal of Oath, Healers Aegis
Theme is to use the Aggressors as a ball of hate. Suppressors for some anti take, 12 shots with re-roll hits and wounds of 1. Seal of Oath to help too. Apothecary keeps the Aggressors alive. Stalker bolt rifles for first turn 36" -2AP. Grav-Dev turn 1 for a strategem or turn two.
I think you forgot to add the storm bolter to the Dev Sgt.? Making you 1199pts instead of 1197pts. But outside of that, the list looks fine.
I think it's a hard choice to drop down the Droppod with Grav Dev squads in turn 1 or turn 2, if you drop down T1, you get the AP-4 but suffer -1 to hit, I think it is better to drop in T2 to avoid the -1 to hit, since AP-3 is enough for more than 70% of the time in my experience.
You can pod T1 while being in tactical doctrine with the correct stratagem
Azuza001 wrote:That list is pretty close to my salamanders list I run, except I put a squad of 10 thss terms in front of the aggressors to protect them and dont run suppressors.
It works really well, takes people forever to kill off the terms once you start staking buffs on them, but the reason I bring this up is once the terms are dead the aggressors die much too quickly. A big blob of 6 are just such a threat people are going to target them first. Be prepared for that as beyond the apothecary I dont see much in the way to protect them or get them up the field quickly. Good luck at the tournament!
My issue exactly, need something more "threatening" than the aggressors so they live a bit longer. The suppressors did alright at best but had to ensure they focus fired all 12 shots at a vehicle and even then, it wouldn't die.
Neophyte2012 wrote:
I think you forgot to add the storm bolter to the Dev Sgt.? Making you 1199pts instead of 1197pts. But outside of that, the list looks fine.
I think it's a hard choice to drop down the Droppod with Grav Dev squads in turn 1 or turn 2, if you drop down T1, you get the AP-4 but suffer -1 to hit, I think it is better to drop in T2 to avoid the -1 to hit, since AP-3 is enough for more than 70% of the time in my experience.
Very hard choice. If I don't go first turn, I'll drop it first turn. I'll drop it second if my first turn was decent. Agreed on the -3. At that point, heavier units tend to have inv saves anyway.
godardc wrote:
You can pod T1 while being in tactical doctrine with the correct stratagem
Right. It just depends on blowing another CP at that low points
What are thoughts on the relic contemptor dred with twin lascannon at 1200pts instead of the suppressors?
This message was edited 2 times. Last update was at 2020/02/15 00:24:15
2020/02/15 01:54:48
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
I know this thread is for Space Marine tactics but I was wondering if people here knew the best way to deal with Raven Guard as Tau, asking for my bro and I figured you guys would be the experts on Raven Guard and SM in general.
As for me, I was wondering what would be a good idea to buy next. Ive got about 20 intercessors, a bunch of HQ choices and a redemptor, the start collecting vanguard marines and enough infantry from other game systems to use as counts as for hellblasters/scouts etc but I was wondering what to get next? I was thinking of going for the invictor tactical warsuit some termies or maybe a FW dread?
2020/02/15 15:04:43
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
Qyleterys wrote: I know this thread is for Space Marine tactics but I was wondering if people here knew the best way to deal with Raven Guard as Tau, asking for my bro and I figured you guys would be the experts on Raven Guard and SM in general.
As for me, I was wondering what would be a good idea to buy next. Ive got about 20 intercessors, a bunch of HQ choices and a redemptor, the start collecting vanguard marines and enough infantry from other game systems to use as counts as for hellblasters/scouts etc but I was wondering what to get next? I was thinking of going for the invictor tactical warsuit some termies or maybe a FW dread?
What was the Ravenguard running? 18 infiltrate / Deepstrike Assault Centurions? If so your friend's Tau may have some nuisance due to the 1+ armor save and -1 to hit and "in your face latest turn 2", other than that and IH Intercessors spam supported by Chief Apothecary, I don't think Tau have big difficulty in defeating space marine.
Automatically Appended Next Post:
Qyleterys wrote: I know this thread is for Space Marine tactics but I was wondering if people here knew the best way to deal with Raven Guard as Tau, asking for my bro and I figured you guys would be the experts on Raven Guard and SM in general.
As for me, I was wondering what would be a good idea to buy next. Ive got about 20 intercessors, a bunch of HQ choices and a redemptor, the start collecting vanguard marines and enough infantry from other game systems to use as counts as for hellblasters/scouts etc but I was wondering what to get next? I was thinking of going for the invictor tactical warsuit some termies or maybe a FW dread?
Go evil route to the two storm cannon Levithan, or Contemptor Mortis with two twin Lascannon, or a Chaplain Dread. That will give you great punch to be competitive. Terminators are still overpriced sadly.
This message was edited 1 time. Last update was at 2020/02/15 16:27:55
2020/02/16 12:51:02
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
Qyleterys wrote: I know this thread is for Space Marine tactics but I was wondering if people here knew the best way to deal with Raven Guard as Tau, asking for my bro and I figured you guys would be the experts on Raven Guard and SM in general.
As for me, I was wondering what would be a good idea to buy next. Ive got about 20 intercessors, a bunch of HQ choices and a redemptor, the start collecting vanguard marines and enough infantry from other game systems to use as counts as for hellblasters/scouts etc but I was wondering what to get next? I was thinking of going for the invictor tactical warsuit some termies or maybe a FW dread?
What was the Ravenguard running? 18 infiltrate / Deepstrike Assault Centurions? If so your friend's Tau may have some nuisance due to the 1+ armor save and -1 to hit and "in your face latest turn 2", other than that and IH Intercessors spam supported by Chief Apothecary, I don't think Tau have big difficulty in defeating space marine.
Automatically Appended Next Post:
Qyleterys wrote: I know this thread is for Space Marine tactics but I was wondering if people here knew the best way to deal with Raven Guard as Tau, asking for my bro and I figured you guys would be the experts on Raven Guard and SM in general.
As for me, I was wondering what would be a good idea to buy next. Ive got about 20 intercessors, a bunch of HQ choices and a redemptor, the start collecting vanguard marines and enough infantry from other game systems to use as counts as for hellblasters/scouts etc but I was wondering what to get next? I was thinking of going for the invictor tactical warsuit some termies or maybe a FW dread?
Go evil route to the two storm cannon Levithan, or Contemptor Mortis with two twin Lascannon, or a Chaplain Dread. That will give you great punch to be competitive. Terminators are still overpriced sadly.
The Raven Guard player was me actually, mostly infantry, some counts-as hellblasters and aggressors and a redemptor. He has a riptide some crisis suits a commander and a lot of infantry. His problem is more that his infantry can’t scratch a -1 to hit 2+ save 2W intercessor
2020/02/25 02:25:00
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
fraser1191 wrote: What's a reliable way to remove a riptide once it gets its 3++ as Ultramarines?
I'll be honest I've been having too much trouble with this on my own and I need some outsourcing.
Run 18 Aggressors, Marneus, Lieutenant, Chaplain, Mark the Riptide with zeal of oath. Then bolt storm it to death. Your weapons will mostly be AP-1, perfect against 2+/3++.
Math tells a squad of 6 Aggressors averagely output 114 shots of S4 AP-1. Even with only Calgar and Lt., you are looking at average >39 wounds before Riptide making the saves. So on average it will inflict 13 unsaved wounds. With the further help of Chaplain buff, and/or even the relic. You will pretty reliably take out the Riptide in one round of shooting.
You may also consider spam the humble Tactical Squads as well. 5 men each, one HB and SBCS on the Sgt. Once you have 10+ such squads, Their firepower output is also astonishing under Tactical Doctrine and character buff.
Of course, keep your aggressors alive before they can fire That is the hard part when Ultramarine facing Tau.
This message was edited 3 times. Last update was at 2020/02/25 03:40:25
2020/02/25 12:47:26
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
fraser1191 wrote: What's a reliable way to remove a riptide once it gets its 3++ as Ultramarines?
I'll be honest I've been having too much trouble with this on my own and I need some outsourcing.
Run 18 Aggressors, Marneus, Lieutenant, Chaplain, Mark the Riptide with zeal of oath. Then bolt storm it to death. Your weapons will mostly be AP-1, perfect against 2+/3++.
Math tells a squad of 6 Aggressors averagely output 114 shots of S4 AP-1. Even with only Calgar and Lt., you are looking at average >39 wounds before Riptide making the saves. So on average it will inflict 13 unsaved wounds. With the further help of Chaplain buff, and/or even the relic. You will pretty reliably take out the Riptide in one round of shooting.
You may also consider spam the humble Tactical Squads as well. 5 men each, one HB and SBCS on the Sgt. Once you have 10+ such squads, Their firepower output is also astonishing under Tactical Doctrine and character buff.
Of course, keep your aggressors alive before they can fire That is the hard part when Ultramarine facing Tau.
A Jump Libby with Null Zone could also be of benefit. Tricky part will be getting him close enough.