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![[Post New]](/s/i/i.gif) 2013/11/23 17:59:48
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Regular Dakkanaut
NE TN
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So, long story short, the new weekly supplement is for Iron Hands and includes an item (Gorgon Chain) that is basically another Shield Eternal, giving a 3+ invul/EW/+1 to FNP roll at full wounds, 3+ invul/EW after taking a wound, 3+ invul after taking 2, and a 4+ invul after taking 3. So, it's not quite as good as the Shield Eternal, but it is a bit cheaper. It's worth noting that you regain the better effects if you pass your IWND roll.
The question then becomes, is it worth allying C:SM with itself to basically get two of the EW Chapter Master beatsticks? You'd probably want to go IH/WS to give your bike squads all the badass bike buffs while giving your vehicles (the standard anti-flyer options) IWND. I envision quite a few bikes with Stormravens and TFCs backing them up. Any thoughts? Would this be putting too many eggs in one basket? Have you found the original EW Chapter Master to be all he was cracked up to be?
Edit: It also just occurred to me that the Gorgon Chain is not a shield, which means the CM's other hand is open for once. Another new item is similar to a Thunder Hammer (+2S/AP2/Unwieldy/Mastercrafted/+4S on 6 to hit) except it is not Specialist, which means you could still rock a pistol for 5 attacks (MC too!).
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This message was edited 1 time. Last update was at 2013/11/23 18:07:52
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![[Post New]](/s/i/i.gif) 2013/11/24 16:17:42
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Member of a Lodge? I Can't Say
OK
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Plus in a command squad with apothecary this dude gets a 4+ FnP or a 3+ if he rolls the right warlord trait.
This seriously makes me roll my eyes at the gigantic boner GW is showing towards Space Marines, whie continuing to give CSM the finger.
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Argel Tal and Cyrene: Still a better love story than Twilight |
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![[Post New]](/s/i/i.gif) 2013/11/24 16:35:17
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Dark Angels Librarian with Book of Secrets
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I don't think more than one CM beatstick would be needed in most armies.
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![[Post New]](/s/i/i.gif) 2013/11/24 16:47:14
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Fireknife Shas'el
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labmouse42 wrote:I don't think more than one CM beatstick would be needed in most armies.
True. However, with a bike army you could fit up to three and still have plenty of room for bike troops.
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![[Post New]](/s/i/i.gif) 2013/11/24 16:50:34
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Regular Dakkanaut
NE TN
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I mostly envision them tanking for their respective squads. They can soak up a lot of firepower, while keeping the Grav guns in their squad safe. This is especially true with a command squad, due to the FNP and sheer number of Grav weapons. Obviously, once you get close enough, let the bad boy loose on your opponent's line. He can pretty much fight anything except Abaddon or a Swarmlord.
With Codex: Inquisition out, bike armies also need a replacement for Khan... in steps the Gorgon Chain beatstick! (which tg already nicknamed Smash@#$%er)
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This message was edited 1 time. Last update was at 2013/11/24 16:51:38
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![[Post New]](/s/i/i.gif) 2013/11/25 01:30:37
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Daemonic Dreadnought
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McNinja wrote: labmouse42 wrote:I don't think more than one CM beatstick would be needed in most armies.
True. However, with a bike army you could fit up to three and still have plenty of room for bike troops.
That's what I was thinking. A lot of players will field the double chapter master beat stick Rauukan allied with standard Iron Hands simply because they can. Even though it's unnecessary it's also not uncompetitive. Players do like their beat sticks so expect to see it around.
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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.
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![[Post New]](/s/i/i.gif) 2013/11/25 01:47:00
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Fireknife Shas'el
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schadenfreude wrote: McNinja wrote: labmouse42 wrote:I don't think more than one CM beatstick would be needed in most armies.
True. However, with a bike army you could fit up to three and still have plenty of room for bike troops.
That's what I was thinking. A lot of players will field the double chapter master beat stick Rauukan allied with standard Iron Hands simply because they can. Even though it's unnecessary it's also not uncompetitive. Players do like their beat sticks so expect to see it around.
That's a thought. I do prefer white scars for that scout move though.
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![[Post New]](/s/i/i.gif) 2013/11/25 01:57:24
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Regular Dakkanaut
NE TN
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McNinja wrote: schadenfreude wrote: McNinja wrote: labmouse42 wrote:I don't think more than one CM beatstick would be needed in most armies.
True. However, with a bike army you could fit up to three and still have plenty of room for bike troops.
That's what I was thinking. A lot of players will field the double chapter master beat stick Rauukan allied with standard Iron Hands simply because they can. Even though it's unnecessary it's also not uncompetitive. Players do like their beat sticks so expect to see it around.
That's a thought. I do prefer white scars for that scout move though.
Agreed, although I'd do it more for the Hit and Run. A melee monster getting bogged down in fearless combats is a real bummer.
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![[Post New]](/s/i/i.gif) 2013/11/25 03:47:26
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Fireknife Shas'el
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magodedisco wrote: McNinja wrote: schadenfreude wrote: McNinja wrote: labmouse42 wrote:I don't think more than one CM beatstick would be needed in most armies.
True. However, with a bike army you could fit up to three and still have plenty of room for bike troops.
That's what I was thinking. A lot of players will field the double chapter master beat stick Rauukan allied with standard Iron Hands simply because they can. Even though it's unnecessary it's also not uncompetitive. Players do like their beat sticks so expect to see it around.
That's a thought. I do prefer white scars for that scout move though.
Agreed, although I'd do it more for the Hit and Run. A melee monster getting bogged down in fearless combats is a real bummer.
I'd rather be bogged down in combat with a unit I know I can win against than sweep an easy target in a turn and be blown away in the enemy turn.
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![[Post New]](/s/i/i.gif) 2013/11/25 11:44:12
Subject: Re:Clan Raukaan: Chapter Master Beatdown Part II
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Perfect Shot Ultramarine Predator Pilot
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Nobody forces you use H&R if you do not wish to do so
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![[Post New]](/s/i/i.gif) 2013/11/25 19:27:04
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Regular Dakkanaut
NE TN
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Woke up this morning from a fevered dream with a crazy idea: Attaching the two Chapter Master beat-sticks (and Khan) to a TFC at the start of the game. You're limiting your movement quite a bit, but you can't assault turn 1 anyway. You still want to deploy agressive adn get that scout move. So, essentially either way you're gonna be taking a round of shooting on the chin. The toughness 7 of the TFC applies to the entire unit and is especially effective against Wave Serpents and Broadsides (two very common choices).
Obviously, once you get close enough, you can leave it behind and go start smashing into the gun-line. It goes without saying that this isn't a tactic you should use in every game, but against a dedicated gunline, T7 is no joke.
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This message was edited 1 time. Last update was at 2013/11/25 19:27:37
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![[Post New]](/s/i/i.gif) 2013/11/25 19:35:36
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Devestating Grey Knight Dreadknight
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magodedisco wrote:Woke up this morning from a fevered dream with a crazy idea: Attaching the two Chapter Master beat-sticks (and Khan) to a TFC at the start of the game. You're limiting your movement quite a bit, but you can't assault turn 1 anyway. You still want to deploy agressive adn get that scout move. So, essentially either way you're gonna be taking a round of shooting on the chin. The toughness 7 of the TFC applies to the entire unit and is especially effective against Wave Serpents and Broadsides (two very common choices).
Obviously, once you get close enough, you can leave it behind and go start smashing into the gun-line. It goes without saying that this isn't a tactic you should use in every game, but against a dedicated gunline, T7 is no joke.
I really don't think you have though this through. This either results in your TFC being easier for the enemy to get to and destroy, or it results in the characters taking longer to get to the enemy, and thus taking a round of shooting on their T5 anyway (and I'm still not sure why you think that T5 isn't good enough).
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![[Post New]](/s/i/i.gif) 2013/11/25 19:44:59
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Regular Dakkanaut
NE TN
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Godless-Mimicry wrote: magodedisco wrote:Woke up this morning from a fevered dream with a crazy idea: Attaching the two Chapter Master beat-sticks (and Khan) to a TFC at the start of the game. You're limiting your movement quite a bit, but you can't assault turn 1 anyway. You still want to deploy agressive adn get that scout move. So, essentially either way you're gonna be taking a round of shooting on the chin. The toughness 7 of the TFC applies to the entire unit and is especially effective against Wave Serpents and Broadsides (two very common choices).
Obviously, once you get close enough, you can leave it behind and go start smashing into the gun-line. It goes without saying that this isn't a tactic you should use in every game, but against a dedicated gunline, T7 is no joke.
I really don't think you have though this through. This either results in your TFC being easier for the enemy to get to and destroy, or it results in the characters taking longer to get to the enemy, and thus taking a round of shooting on their T5 anyway (and I'm still not sure why you think that T5 isn't good enough).
Well, they're probably not gonna be attached to the TFC past turn 1. So, their movement is not really restricted as much as you might think. They still get their 12 scout move, though they must stay in coherency to the TFC. In regards to the TFC being easier to get... it's 100 pts. I'll get over it.
EDIT: it's also important to remember I'm not saying you should rely on this as a strategy or anything, but it could be an interesting tactic against some lists.
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This message was edited 2 times. Last update was at 2013/11/25 19:57:17
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![[Post New]](/s/i/i.gif) 2013/11/25 21:24:06
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Fireknife Shas'el
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magodedisco wrote: Godless-Mimicry wrote: magodedisco wrote:Woke up this morning from a fevered dream with a crazy idea: Attaching the two Chapter Master beat-sticks (and Khan) to a TFC at the start of the game. You're limiting your movement quite a bit, but you can't assault turn 1 anyway. You still want to deploy agressive adn get that scout move. So, essentially either way you're gonna be taking a round of shooting on the chin. The toughness 7 of the TFC applies to the entire unit and is especially effective against Wave Serpents and Broadsides (two very common choices).
Obviously, once you get close enough, you can leave it behind and go start smashing into the gun-line. It goes without saying that this isn't a tactic you should use in every game, but against a dedicated gunline, T7 is no joke.
I really don't think you have though this through. This either results in your TFC being easier for the enemy to get to and destroy, or it results in the characters taking longer to get to the enemy, and thus taking a round of shooting on their T5 anyway (and I'm still not sure why you think that T5 isn't good enough).
Well, they're probably not gonna be attached to the TFC past turn 1. So, their movement is not really restricted as much as you might think. They still get their 12 scout move, though they must stay in coherency to the TFC. In regards to the TFC being easier to get... it's 100 pts. I'll get over it.
EDIT: it's also important to remember I'm not saying you should rely on this as a strategy or anything, but it could be an interesting tactic against some lists.
Also, Artillery only scouts 6".
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![[Post New]](/s/i/i.gif) 2013/11/25 21:43:27
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Regular Dakkanaut
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magodedisco wrote: Godless-Mimicry wrote: magodedisco wrote:Woke up this morning from a fevered dream with a crazy idea: Attaching the two Chapter Master beat-sticks (and Khan) to a TFC at the start of the game. You're limiting your movement quite a bit, but you can't assault turn 1 anyway. You still want to deploy agressive adn get that scout move. So, essentially either way you're gonna be taking a round of shooting on the chin. The toughness 7 of the TFC applies to the entire unit and is especially effective against Wave Serpents and Broadsides (two very common choices).
Obviously, once you get close enough, you can leave it behind and go start smashing into the gun-line. It goes without saying that this isn't a tactic you should use in every game, but against a dedicated gunline, T7 is no joke.
I really don't think you have though this through. This either results in your TFC being easier for the enemy to get to and destroy, or it results in the characters taking longer to get to the enemy, and thus taking a round of shooting on their T5 anyway (and I'm still not sure why you think that T5 isn't good enough).
Well, they're probably not gonna be attached to the TFC past turn 1. So, their movement is not really restricted as much as you might think. They still get their 12 scout move, though they must stay in coherency to the TFC. In regards to the TFC being easier to get... it's 100 pts. I'll get over it.
EDIT: it's also important to remember I'm not saying you should rely on this as a strategy or anything, but it could be an interesting tactic against some lists.
I know that you are putting them on bikes, but if you felt you didnt have too, you could always attach them with a TFC in a drop pod, drop it on first turn and they would have t7 to get shot at before running down the opposing army.
It would work great against people hiding behind an ADL.
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![[Post New]](/s/i/i.gif) 2013/11/25 22:42:14
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Agile Revenant Titan
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magodedisco wrote: Another new item is similar to a Thunder Hammer (+2S/AP2/Unwieldy/Mastercrafted/+4S on 6 to hit) except it is not Specialist, which means you could still rock a pistol for 5 attacks ( MC too!).
well i woudnt say that that is a thunder hammer. the advantages of a thunder hammer is that is makes him able to double tap out all of those pesky necron lords and there equivelents. Other wise just get a power axe, which is allot cheaper and pretty close.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/11/25 23:20:02
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Regular Dakkanaut
NE TN
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ninjafiredragon wrote: magodedisco wrote: Another new item is similar to a Thunder Hammer (+2S/AP2/Unwieldy/Mastercrafted/+4S on 6 to hit) except it is not Specialist, which means you could still rock a pistol for 5 attacks ( MC too!).
well i woudnt say that that is a thunder hammer. the advantages of a thunder hammer is that is makes him able to double tap out all of those pesky necron lords and there equivelents. Other wise just get a power axe, which is allot cheaper and pretty close.
Yeah, I'd agree overall a Thunderhammer is the better weapon. However, the Axe of Medusa is only 10 pts more for at least +1S and the Master-crafted rule compared to a Power Axe.
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![[Post New]](/s/i/i.gif) 2013/11/26 17:20:29
Subject: Clan Raukaan: Chapter Master Beatdown Part II
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Stone Bonkers Fabricator General
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herpguy wrote:Plus in a command squad with apothecary this dude gets a 4+ FnP or a 3+ if he rolls the right warlord trait.
This seriously makes me roll my eyes at the gigantic boner GW is showing towards Space Marines, whie continuing to give CSM the finger.
what if pink horrors start shooting the unit.... Automatically Appended Next Post: ninjafiredragon wrote: magodedisco wrote: Another new item is similar to a Thunder Hammer (+2S/AP2/Unwieldy/Mastercrafted/+4S on 6 to hit) except it is not Specialist, which means you could still rock a pistol for 5 attacks ( MC too!).
well i woudnt say that that is a thunder hammer. the advantages of a thunder hammer is that is makes him able to double tap out all of those pesky necron lords and there equivelents. Other wise just get a power axe, which is allot cheaper and pretty close.
newcron lords are T5 right?
most things with CC potential are going to be T5 or more, so str8 isnt that useful. Although denying FNP to BA and IH is ok, and there are 'nid warriors at least unitl their codex comes out and makes them T8.
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This message was edited 1 time. Last update was at 2013/11/26 17:24:25
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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