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Made in ca
Hauptmann




Hogtown

I was wondering today about people's thoughts on the viability of the new centurions. I know it's early yet but what is the community consensus on their usefulness in an army with such an already versatile arsenal. Grav cannons + amps seem to suggest an ability to eat up 2+s and MC but how does that stack up against say a well equipped stern squad from a competitive stand point?

As a casual player looking to take his first steps into competitive play I am interested in hearing the thoughts of more veteran gamers on the subject.

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OK

As a chaos player I'm rather upset (if it turns out to be true) about the centurions. The solid rumors say that for 80 pts you have a model with a missile launcher and a 5 shot grav weapon. That is enough to put the hurt on anything (except maybe cultists). It seems they will put more unneeded hurt on ground troops.



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herpguy wrote:
As a chaos player I'm rather upset (if it turns out to be true) about the centurions. The solid rumors say that for 80 pts you have a model with a missile launcher and a 5 shot grav weapon. That is enough to put the hurt on anything (except maybe cultists). It seems they will put more unneeded hurt on ground troops.


80pnts is not cheap. For a single model nonetheless.



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It is an oblit without DS. I really like the overall concept of it but I am still unsure of how these are going to work without DS, drop pods, or infiltrate. Putting them into land raiders is crazy expensive and 24" range on the grav cannon is very short when you are a T5 Sv2+ W2 model with no Inv save. I really need to see the full rules though.
   
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I can see the Devastator Centurions with lascannons and MLs as a solid replacement for standard devastators, put them at a ADL/quad-gun to give them a 4+ cover and the IF chapter trait. And profit.

Or the grav death-star:

6 centurions, 6 grav cannons/MLs, grav amps and allied DA libby with PFG and prescience. Walk those bad-boys up the board and shred away. Or face a daemon army with 0 armor and cry.

Definitely not sold on the CC Centurions, I think even a five man termie squad with a sprinkling of chainfists would be more mobile and do the same job for equivalent points
   
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Really need the codex before commenting. For all we know, it may never ever be used because its heavily overpriced for what it does.

Didnt people believe the Riptide was like 3x as crazy as it actually is before they saw the codex? i seem to remember people saying it was basically an army on its own lol

Really all i want to know is wth is that extra armor doing. Theyre bigger than termies, are the SNP since the armor looks kinda clunky? are they T5? do they have 2wounds? Wont know till the dex comes out because everything we "know" right now is just rumors.
That being said, being an ork player i must loot it lol. I want to get my hands on the CC model arm so i can attach it to a nob

This message was edited 1 time. Last update was at 2013/09/04 02:13:22


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 phoenix darkus wrote:
I can see the Devastator Centurions with lascannons and MLs as a solid replacement for standard devastators, put them at a ADL/quad-gun to give them a 4+ cover and the IF chapter trait. And profit.


That'd be an interesting investigation. A usable alternative to regular devastators. That's how'd I'd use them. Need to see points first.

This message was edited 1 time. Last update was at 2013/09/04 02:18:44


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GoI in and shoot with grav weapons.
   
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They'll fit right in to my IF army, if they're useful. If they're a good concept but suck in practical terms like Mutilators or Warp Talons then no.



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What about this:
Devastator Shiturions w/Grav Cannons aaaaand a joined Tau Batcommander (Commander w/Iridium, C&C, suite)! With the Batcommander, the Shiturions can re-roll to-hit and ignores cover! Now that's something!

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ReVedUp wrote:
GoI in and shoot with grav weapons.


IF you can get GoI.....

I'm on the fence about them, they are extremely expensive and fragile (yes, fragile even at T5, 2W. Eldar and Tau will make short work of them).

The Grav Cannons are relatively short range for being on a slow unit. So using them, will likely require a delivery system that adds another 250 points to the cost of the unit - AND is still a very risky investment.

Using them as a tougher version of Devs with Lascannons and Missile launchers look like they will be a better option, but point costs will also determine that. 80 points a model is a tremendous investment into a unit that will likely die as easy as it's less-expensive alternative (Devastators).

This is more conjecture obviously, since we don't have the Codex yet -- and is also largely based on the armies I face the most often (Tau/Eldar/Necron). Against other armies, I think they will be extremely powerful being able to handle MEQ/TEQ and monsterous creatures with relative ease.

This message was edited 1 time. Last update was at 2013/09/04 06:05:25


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 ansacs wrote:
It is an oblit without DS. I really like the overall concept of it but I am still unsure of how these are going to work without DS, drop pods, or infiltrate. Putting them into land raiders is crazy expensive and 24" range on the grav cannon is very short when you are a T5 Sv2+ W2 model with no Inv save. I really need to see the full rules though.

Well, it appears that Centurions are better played defensively in a counter-strike army. T5 helps to survive incoming fire. Two squads of 3 Centurions could be a decent force the enemy doesn't want to come close. Use this to your advantage.

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 wuestenfux wrote:
 ansacs wrote:
It is an oblit without DS. I really like the overall concept of it but I am still unsure of how these are going to work without DS, drop pods, or infiltrate. Putting them into land raiders is crazy expensive and 24" range on the grav cannon is very short when you are a T5 Sv2+ W2 model with no Inv save. I really need to see the full rules though.

Well, it appears that Centurions are better played defensively in a counter-strike army. T5 helps to survive incoming fire. Two squads of 3 Centurions could be a decent force the enemy doesn't want to come close. Use this to your advantage.


Counter assault elements only work if your opponent has to close to kill you. What army doesn't out-shoot a SM army when outside of 24"? CD...well there goes the use of the grav cannon.

I can definitely see a use for them but I cannot say if they are good until I see what options exist to get them within 24" of something.
   
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San Jose, California

the grav cannon/ml loadout will put the hurt on any meq/teq army. and its not like they cannot handle a few turns of bolter fire (or las for that matter). But imagine if you will how much it would suck to end up with these guys ending up 25'' away from an enemy vindicator at the end of your shooting phase.

This message was edited 1 time. Last update was at 2013/09/04 06:38:04


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3 center board with grav cannon/amp and the enemy will have to deal with them. (unless they are daemons) They look like they will shred MCs and vehicles pretty well. Just having something that can kill a wraithknight or riptide easily will shift the meta quickly.

I see fast melee and s10 pie plates being the obvious counters for them. (again flying daemons will hurt)

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 Trozen wrote:
3 center board with grav cannon/amp and the enemy will have to deal with them. (unless they are daemons) They look like they will shred MCs and vehicles pretty well. Just having something that can kill a wraithknight or riptide easily will shift the meta quickly.

I see fast melee and s10 pie plates being the obvious counters for them. (again flying daemons will hurt)

Ironically Wraithknights, who can stay out of range and shoot them with S10 shots (you can chase in a Land Raider, but it may blow that up first). But it will force them to move it more carefully.

They're pretty good against Wraithguard, as they ignore the main defence of them (toughness), so they die as easily as Fire Dragons. Though Cannonguard will one-shot each one with a successful wound if they get close.

How are the Grav Cannon points costs compared with Lascannon /ML ?

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 Daba wrote:

How are the Grav Cannon points costs compared with Lascannon /ML ?


They will cost the same (80 ppm).

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I see them as a better Oblit.
Same toughness and wounds, better LD thanks to ATSKNF and both choices really need to get within 24" for full effectiveness.
The Oblit's 5++ is easily compensated for with cover.
And for the Dev replacement squad, the ability to ignore Nightfighting is huge.
   
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Do cents ignore Nightfighting?

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I don't understand why everybody is acting like 24" is so horrible.

You start 12" from the edge

You get to move 6" due to being relentless

You fire 24"

That is a 42" threat range.

Remember, they have FIVE shots each, plus the other weapon. That is crazy good.



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I believe the Cent sarge can take an upgrade which gives night vision and split fire.
   
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Gravcannon spam is going to make any non-Daemon monster mash list cry (and even then most people like 3+ saves on their princes), ruin the day even harder for MEQs, and cast TEQ heavy lists into a deep pit to never return from.

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Which rumors give them Relentless?

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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 DarknessEternal wrote:
Which rumors give them Relentless?

aren't they SnP?

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I think they are going to be a prime target for my Wraithknights. Move to 31" away, ID them. Rinse Wash Repeat. Will make "making his points back" much easier at 80ppm.


Though, with everything that has been said and the fear mongering we have yet to have any confirmed stats for costs for the Grav Weapons. Its highly unlikely they are as good or as cheap as people believe, that is our fears getting the best of us. They can't be superior to every other option against just about every threat out there, GW rarely makes that mistake!

I think the best role for the new Centurions will be as mobile Devs offering a defense against the Hell Drake or as a heavy hitting assault unit in an LR.


But, in three days we can stop speculating.

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80 ppm is what I heard.

However as with everything it is about target saturation and a little redundancy.


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 Zagman wrote:
I think they are going to be a prime target for my Wraithknights. Move to 31" away, ID them. Rinse Wash Repeat. Will make "making his points back" much easier at 80ppm.


Though, with everything that has been said and the fear mongering we have yet to have any confirmed stats for costs for the Grav Weapons. Its highly unlikely they are as good or as cheap as people believe, that is our fears getting the best of us. They can't be superior to every other option against just about every threat out there, GW rarely makes that mistake!

I think the best role for the new Centurions will be as mobile Devs offering a defense against the Hell Drake or as a heavy hitting assault unit in an LR.


But, in three days we can stop speculating.

Grav guns have a major deficiency against poorly armored hordes such as Blobnid, Guard, Cultist, or Ork lists. They're also generally short ranged.

And they're really quite inefficient against poorly armored and cheap vehicles.

 Midnightdeathblade wrote:
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I look at them as an alternative to the dreadnaught.
Since the big models with stats rather than armor seem to rule the day, this is a me-too for the marines.

What else would you stick in the back yard with a twin linked lascanon and missile launcher or two dreadnaught combat weapons and hvy flamer or melta? It replaces all that a dreadnaught does AND can be in a squad.

Wonder if I can use a dreadnaught as a "counts as"? hehe

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