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![[Post New]](/s/i/i.gif) 2014/05/17 20:25:20
Subject: 1750pt grav craziness
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Regular Dakkanaut
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So with 7th ed around the corner my local gaming group and I still reluctant too play with super heavies. I've decided to make an army type I've never tried before bikes but with a big twist and when I say twist I mean about 800pts of twist. So here is 1750pts of white scars/ultramarines/ inquisition.
HQ
Chapter master (white scars)
Bike, artificer armour, shield eternal, power axe
Tigurius (ultra marines)
TROOPS
5 bikes
2 grav
5 bikes
2 grav
5 bikes
2 melta
5 bikes
2 melta
5 scouts (ultra marines)
HEAVY SUPPORT
6 centurions (whitescars)
Sergeant w/omniscope, 6 grav cannons and grav amps
Thunder fire cannon
Stalker
INQUISITION
Coteaz
1750pts
Now you see the twist. For you that don't know the chaptermaster tigurius and coteaz join the centurion squad. Coteaz rolls on divination hoping for 4+ invun or ignores cover misfortune is nice too. Tigurius goes for gate of infinity then any remaining powers needed from divination. I then gate around slit firing all my twin linked ignoes cover grav and hurricane bolter shots. Getting first turn Is key hence why I have coteaz.
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![[Post New]](/s/i/i.gif) 2014/05/17 22:38:03
Subject: Re:1750pt grav craziness
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Slippery Scout Biker
Norway
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Now, I haven't really given your list any particular thought because the one weakness I REALLY noticed was that deathstar unit of Centurions. There are a couple of reasons why using 6 Centurions in a deathstar unit is a bad idea, even with psychers. Bear with me.
1) It's Overkill. 3 Grav Centurions alone will reliably kill any unit - Wraithknight or Land Raider - in one turn of shooting. Now split fire allows you sergeant ONLY to shoot at a different target than his squad, so your basically paying 260 pts for ablative wounds.
2) Grav Centurions are mid-range damage dealers and you really DON'T want them in close combat, even if you had a CC character leading the squad. The reason for this is that they are completely average in combat and will get stuck easily. Like a dreadnought, they can spend several turns in CC without using their expensive Grav-Cannons on things that need to die.
3) Psykers are a nice addition to a Centurion unit actually, but with modesty. I've found that while a 100-125 point Librarian with a Stormshield is an awesome addition for his 3++ save, he can't really use his psychic powers on anything but his own unit (The unit the Centurions are shooting at are usually dead anyway). Tigurius might be a bit wasted, but then again, he might not be. 6 Centurions with Tigurius AND Coteaz definitely is.
So, in short, combat squad them and you should be fine.
PS: Just noticed that with the amount of support you have, or lack thereof, you won't be able to prevent an opponent from reaching the Centurions in Close Combat, and if he does it's game over. You might want to think about what you need to do to prevent Jet Bikes, Bikes, C'tan Wraiths etc. from reaching your centurions (remember, no Overwatch for these guys). Personally I have 3x 5-man space marine squads in Las/ Plas Razorback which hop out of their transports when the need to protect my Centurions arrises. And trust me, it does. Frequently.
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This message was edited 3 times. Last update was at 2014/05/17 22:41:26
33,4% of all statistics are made up on the spot. |
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![[Post New]](/s/i/i.gif) 2014/05/18 10:17:33
Subject: 1750pt grav craziness
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Regular Dakkanaut
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To answer your lock them in combat idea you wouldn't be able too due to the fact that I have hit and run from my chapter master.
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![[Post New]](/s/i/i.gif) 2014/05/18 14:19:45
Subject: 1750pt grav craziness
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Slippery Scout Biker
Norway
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Okay, well that is nice I admit. But your unit is still way too big and a huge waste of points IMO. While you are killing one unit a turn they can simply focus on the rest of your army and wipe them out in order to win. Besides with your Centurions out in the open they would be massacred even with all of your buffs. Three Wave Serpents blasting their shields at you could potentially kill half your unit in one turn, without breaking a sweat.
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This message was edited 1 time. Last update was at 2014/05/18 14:25:29
33,4% of all statistics are made up on the spot. |
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![[Post New]](/s/i/i.gif) 2014/07/06 09:53:41
Subject: Re:1750pt grav craziness
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Infiltrating Broodlord
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If you come up against nid swarms, chaos spawns, ork mobs, guard blobs etc you are going to struggle at cutting them down.
Too much grav, you need to balance it out in my opinion - unless of course you only have meq in your meta then this list will excel.
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![[Post New]](/s/i/i.gif) 2014/07/06 10:38:08
Subject: Re:1750pt grav craziness
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Ladies Love the Vibro-Cannon Operator
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Wilson wrote:If you come up against nid swarms, chaos spawns, ork mobs, guard blobs etc you are going to struggle at cutting them down.
Too much grav, you need to balance it out in my opinion - unless of course you only have meq in your meta then this list will excel.
Well, an army could live without any grav guns.
Volume of fire and high AP weapons can do well vs. any army out there.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/07/06 13:45:55
Subject: Re:1750pt grav craziness
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Perfect Shot Ultramarine Predator Pilot
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Centurions do not get hit & run as white scars tactics, read more carefully their combat tactics. Termies and cents are excluded.
Keep in mind though that if Tigurius gets gate, you can gate out of CC
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![[Post New]](/s/i/i.gif) 2014/07/06 16:29:11
Subject: Re:1750pt grav craziness
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Stalwart Ultramarine Tactical Marine
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spartiatis wrote:Centurions do not get hit & run as white scars tactics, read more carefully their combat tactics. Termies and cents are excluded.
Keep in mind though that if Tigurius gets gate, you can gate out of CC
You can not gate out of close combat, however hit and run specifically says if a model has hit and run then you can use the ability to get out of combat. It is a pretty nifty trick and I do this all the time. However you only have 5 rolls on the psyker chart and NEED gate to go off to get them where you want. That is a problem. My suggestion is to forget the chapter master, and run a librarian from white scars, then grab another librarian. Then grab a psyker inquisitor, then grab some psyker henchmen. Then lose the bikes for rhino tac squads (for more objective control) This will give you the powers you need more reliably. Also why gate? You perils on doubles and deep strike is ok. You should try for levitation and invisibility.
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![[Post New]](/s/i/i.gif) 2014/07/06 16:47:33
Subject: Re:1750pt grav craziness
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Infiltrating Broodlord
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wuestenfux wrote: Wilson wrote:If you come up against nid swarms, chaos spawns, ork mobs, guard blobs etc you are going to struggle at cutting them down.
Too much grav, you need to balance it out in my opinion - unless of course you only have meq in your meta then this list will excel.
Well, an army could live without any grav guns.
Volume of fire and high AP weapons can do well vs. any army out there.
An army that works with cover saves and FNP/ regen kinda doesn't care for low AP weapons.
especially if they are strength N/A.
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![[Post New]](/s/i/i.gif) 2014/07/06 22:24:25
Subject: Re:1750pt grav craziness
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Regular Dakkanaut
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hyozanman wrote:spartiatis wrote:Centurions do not get hit & run as white scars tactics, read more carefully their combat tactics. Termies and cents are excluded.
Keep in mind though that if Tigurius gets gate, you can gate out of CC
You can not gate out of close combat, however hit and run specifically says if a model has hit and run then you can use the ability to get out of combat. It is a pretty nifty trick and I do this all the time. However you only have 5 rolls on the psyker chart and NEED gate to go off to get them where you want. That is a problem. My suggestion is to forget the chapter master, and run a librarian from white scars, then grab another librarian. Then grab a psyker inquisitor, then grab some psyker henchmen. Then lose the bikes for rhino tac squads (for more objective control) This will give you the powers you need more reliably. Also why gate? You perils on doubles and deep strike is ok. You should try for levitation and invisibility.
As has been stated hit and run from white scar chapter scar tactics don't work on centurions. It's stated clearly in SM book under chapter tactics. If you are able to get hit and run from another source it would work. But from where ? In 6.ed you could get it from buffmander, but they are not BB any longer.
Gating out of CC work IMO. Gate is a blessing. By the mainbook page 26 it's stated that blessing can affect units locked in close combat. Pretty clear RAW to me.
ETC has a FAQ up which says it works in cc.
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This message was edited 3 times. Last update was at 2014/07/06 22:27:50
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