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 ClockworkZion wrote:
Characters can,t do anything from inside a transport without bespoke rules like the Chimera,s command vehicle rule that allows Officers to issue orders from their vehicle.


Chimeras don't have that bespoke rule in 8E anymore, so no love there. Of course your main point, that characters can't do anything inside vehicles without bespoke rules that allow it, stands.

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 Coyote81 wrote:
 ClockworkZion wrote:
✠ Thunderfire Cannons are looking solid despite losing their multiple firing modes. 60", Heavy 4d3, S5, AP0, D1, no line of sight required. Average should be around 8 shots a turn, so it can dish out a fair amount of fire power. Sadly there is no rule that lets you use the Gunner's 2+ BS, so you,ll be hitting on 3s most of the time. Basically don't expect it to kill whole units on it's own, but it has solid potential to put put a fair amount of damage still. Plus it's only a 104 points total making it a strong Heavy Support choice for smaller games since it can be hidden out of LoS and still be effective over large areas.


I think your math might be off I got 134pts for the TFC. For me it loses out easily to the Castallen Launcher Whirlwind. At 115pts it's 72" S6 2d6 shots has been nothing short of amazing so far. Especially if you can tie your enemy up on the forefront, these babies just stand back and rock units/light vehicles.

Ah, I missed that you pay twice for the TFC.

A lot of Black Templar players have traditionally latched onto the TFC because outside of the LRC many don't see mech options as really in line with the nature of the chapter, hence my focus on it here.


Automatically Appended Next Post:
 Aesthete wrote:
 ClockworkZion wrote:
Characters can,t do anything from inside a transport without bespoke rules like the Chimera,s command vehicle rule that allows Officers to issue orders from their vehicle.


Chimeras don't have that bespoke rule in 8E anymore, so no love there. Of course your main point, that characters can't do anything inside vehicles without bespoke rules that allow it, stands.

Thanks for the update. I'll have to keep that in mind!


Automatically Appended Next Post:
 casvalremdeikun wrote:
 Desubot wrote:
 casvalremdeikun wrote:
 Desubot wrote:
Is it just me or is lysander cheaper than a similarly kitted out termy captain?
it's because he has no shooting whatsoever.


Neither does a TH SS captain in terminator armor.

anyway i think clock might be right. its probably opportunity discount.
But TH/SS could have taken a shooting weapon, while Lysander could not. I think the prevailing wisdom seems to be that locked wargear choices get a discount. Which makes sense, if you think about it. And, like Clock said, Chapter Tactics will eventually restrict that even more. Want the cool ability from the Iron Hands? Well, no Lysander for you.

I'm pretty sure that the cost of the ranged weapons is reflected in the cost of the weapons, not the models.

Also only shooting I know of for that kind of Captain would be a Wrist Mounted Grenade Launcher. Which is an okay choice honestly.

I actually think the codexes might increase the cost of Special Characters a bit, but right now most of them are a source of rules that are like quasi-Chapter Tactics: just enough to flavor your army, but not enough to actually drastically change things. That said, since they are a lot more restricted, the low points cost may influence people into buying them since less people can actually field them now.

This message was edited 2 times. Last update was at 2017/06/06 02:50:45


The absence of faith is the mark of the weak.
The absence of faith is the mark of the heretic.
The absence of faith is the mark of damnation.

- extract from "The Stern Codex"
 
   
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Has anyone gotten to check out a tactical terminator squad? With new deep strike, an AC cannon squad coming down has 16 bolter shots and 6 AC shots, and then a potential chance to charge if need be. It's expensive, but it seems like a fair amount of firepower right where you need it, when you need it.

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 Hashbeth wrote:
Has anyone gotten to check out a tactical terminator squad? With new deep strike, an AC cannon squad coming down has 16 bolter shots and 6 AC shots, and then a potential chance to charge if need be. It's expensive, but it seems like a fair amount of firepower right where you need it, when you need it.


It's... uh... not really

Too many points for what they do.

Same with the inceptor squad too sadly, and I was hoping they'd be the big winners of the primaris group.
   
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 Jangus wrote:
stratigo wrote:
stratigo wrote:
 Jangus wrote:
I was looking at running a squad of Hellblasters with a captain in a drop pod but then realised the drop pod couldn't transport them Reckon they'll be getting transport options?


There's already been a leak (Was it a leak or an announcement?) of a grav tank transport sometime in the future.

I mean, I'd legitimately urge people to hold off buying new models until the actual codex comes out and all the options are revealed. Unless you really dig the models and want to paint them up, then go for it.


Do we have any idea when the codex is coming out? I was really looking forward to roasting some nid bugs haha

Oh lord just looked up that grav tank and eugh; I don't know how I feel about floating SM tanks. I just want to drop pod them, is that too much to ask?



honestly, from a logistics POV those repulsor tanks are better, assuming you can drop them from orbit you address some of the biggest theatre delivery problems of the Astartes. the twin problems being drop podded marines are hoofing it and have no transportation, the other being deploying vehicles to the battlefield ,a transport thunderhawk can carry eaither a single land raider or two rhino sized vehicles. if you assume a a fairly typical mechanzied demi company deployment, of 3 tac squads, a devestator squad, an assault squad, 1 terminator and 1 scout squad. backed up by ohh a single predator, you're looking at 4 rhinos, and possiably a land raider, and land speeder storm. that's 4 rhinos a land raider. a land speeder and a predator, which'll need more then 3 thunderhawks to deliver at once.
this is a bit of a problem, if you take the "14 gunships" in 6th edition's space Marine codex for the Ultramarines to imply rthe Ultramarines chapter only HAS 14 thunderhawks.

a transport tank that can be deployed from orbit solves a number of problems etc once.

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Houston

Does a tactical squad with a melta and a combi-melta look like one of the better uses for a drop pod? Trying to figure out what to do with the drop pod that I have. Might get a box of Sternguard if they're better.

This message was edited 1 time. Last update was at 2017/06/07 07:19:53


 
   
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Sioux Falls, SD

 GreatGranpapy wrote:
Does tactical squad with a melta and a combi-melta look like one of the better uses for a drop pod? Trying to figure out what to do with the drop pod that I have. Might get a box of Sternguard if they're better.
Combi-Melta Sternguard seem like one of the better Drop Pod units. I am going to do 5x Combi-Melta and 5x Special Issue Boltguns that will combat squad so they can deal with separate things.

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stratigo wrote:

Same with the inceptor squad too sadly, and I was hoping they'd be the big winners of the primaris group.

Well yeah... 75 points per dude. Bloody hell. I really like the models and would like to field a lot of them, but it just doesn't seem like worth it. Has anyone done any math hammering to see how bad this unit is? I really hope that my gut reaction is off, and they're somehow secretly amazing.


This message was edited 1 time. Last update was at 2017/06/07 11:33:21


Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane. 
   
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 Crimson wrote:
stratigo wrote:

Same with the inceptor squad too sadly, and I was hoping they'd be the big winners of the primaris group.

Well yeah... 75 points per dude. Bloody hell. I really like the models and would like to field a lot of them, but it just doesn't seem like worth it. Has anyone done any math hammering to see how bad this unit is? I really hope that my get reaction is off, and they're somehow secretly amazing.


their ability to deep strike in, and lay down heavy infantry killing power makes me wonder how effective they'll be as head hunters. a lotta armies are likely to have a gunline with a HQ behind it providing re-rolls and other buffs. Inceptors might be able to drop behind that line, and put the HQ down removing leadership buffs. heck this might be partiuclarly effective at dealing with guard or Tyranids. hows that mathhammer out? is it possiable to drop say.. a space marine ancient in a turn? what about a Space Marine Captain? a Guard Commissar?

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BrianDavion wrote:

their ability to deep strike in, and lay down heavy infantry killing power makes me wonder how effective they'll be as head hunters. a lotta armies are likely to have a gunline with a HQ behind it providing re-rolls and other buffs. Inceptors might be able to drop behind that line, and put the HQ down removing leadership buffs. heck this might be partiuclarly effective at dealing with guard or Tyranids. hows that mathhammer out? is it possiable to drop say.. a space marine ancient in a turn? what about a Space Marine Captain? a Guard Commissar?

it is pretty easy to bubblewrap characters and deny good deep strike spots, so I don't think this will be a terribly effective strategy.

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 casvalremdeikun wrote:
 GreatGranpapy wrote:
Does tactical squad with a melta and a combi-melta look like one of the better uses for a drop pod? Trying to figure out what to do with the drop pod that I have. Might get a box of Sternguard if they're better.
Combi-Melta Sternguard seem like one of the better Drop Pod units. I am going to do 5x Combi-Melta and 5x Special Issue Boltguns that will combat squad so they can deal with separate things.


Wouldn't Combi-Plasmas be better? You will be >9" out of the pod so melts will be just regular profile. Plasma would be in rapid fire range.
   
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What do you think is the best non-named space marine character for this edition? Naked vanilla captain, or something else?

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Median Trace wrote:
 casvalremdeikun wrote:
 GreatGranpapy wrote:
Does tactical squad with a melta and a combi-melta look like one of the better uses for a drop pod? Trying to figure out what to do with the drop pod that I have. Might get a box of Sternguard if they're better.
Combi-Melta Sternguard seem like one of the better Drop Pod units. I am going to do 5x Combi-Melta and 5x Special Issue Boltguns that will combat squad so they can deal with separate things.


Wouldn't Combi-Plasmas be better? You will be >9" out of the pod so melts will be just regular profile. Plasma would be in rapid fire range.


Id say it depends on the target.

at 2 damage when fully commited with over charge you really wont get much value out of it against something like a tank. would be fine to not overcharge to knock out a bunch of back field heavy weapon squads or even terminators (?).

 skybax wrote:
What do you think is the best non-named space marine character for this edition? Naked vanilla captain, or something else?


Rerolling 1s from captain is a really nice all rounder. Chaplain next to assault marines is also really nice. Libs are tactically flexible and smite is really versatile. techmarines are only really useful with tanks but they are no joke in combat. lieutenants are also very nice all rounder.

i think it really does depend on what you are running but there are no real obvious choices. dunno what to think of the vehicle HQs though

This message was edited 2 times. Last update was at 2017/06/07 17:39:16


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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On the Internet

 casvalremdeikun wrote:
 GreatGranpapy wrote:
Does tactical squad with a melta and a combi-melta look like one of the better uses for a drop pod? Trying to figure out what to do with the drop pod that I have. Might get a box of Sternguard if they're better.
Combi-Melta Sternguard seem like one of the better Drop Pod units. I am going to do 5x Combi-Melta and 5x Special Issue Boltguns that will combat squad so they can deal with separate things.

I'd have to check again, but I think the new Sternguard are capped to two special or combis in a squad.

On the otherhand, a squad of Company Vets can go full combi.

The absence of faith is the mark of the weak.
The absence of faith is the mark of the heretic.
The absence of faith is the mark of damnation.

- extract from "The Stern Codex"
 
   
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 ClockworkZion wrote:
 casvalremdeikun wrote:
 GreatGranpapy wrote:
Does tactical squad with a melta and a combi-melta look like one of the better uses for a drop pod? Trying to figure out what to do with the drop pod that I have. Might get a box of Sternguard if they're better.
Combi-Melta Sternguard seem like one of the better Drop Pod units. I am going to do 5x Combi-Melta and 5x Special Issue Boltguns that will combat squad so they can deal with separate things.

I'd have to check again, but I think the new Sternguard are capped to two special or combis in a squad.

On the otherhand, a squad of Company Vets can go full combi.


Last line lets any of them replace with a combi weapon.

its redundant because the line before it also says you can take items from the combi list.

Special weapons and heavy flamers are locked at 2

This message was edited 1 time. Last update was at 2017/06/07 21:32:48


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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 Crimson wrote:
stratigo wrote:

Same with the inceptor squad too sadly, and I was hoping they'd be the big winners of the primaris group.

Well yeah... 75 points per dude. Bloody hell. I really like the models and would like to field a lot of them, but it just doesn't seem like worth it. Has anyone done any math hammering to see how bad this unit is? I really hope that my gut reaction is off, and they're somehow secretly amazing.




I mathed it to roughly 5 to 6 genestealers killed when they drop in. Which, uh, isn't worth the cost D:
   
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 Desubot wrote:
 ClockworkZion wrote:
 casvalremdeikun wrote:
 GreatGranpapy wrote:
Does tactical squad with a melta and a combi-melta look like one of the better uses for a drop pod? Trying to figure out what to do with the drop pod that I have. Might get a box of Sternguard if they're better.
Combi-Melta Sternguard seem like one of the better Drop Pod units. I am going to do 5x Combi-Melta and 5x Special Issue Boltguns that will combat squad so they can deal with separate things.

I'd have to check again, but I think the new Sternguard are capped to two special or combis in a squad.

On the otherhand, a squad of Company Vets can go full combi.


Last line lets any of them replace with a combi weapon.

its redundant because the line before it also says you can take items from the combi list.

Special weapons and heavy flamers are locked at 2

Ah, that's why I forgot about it. A bit silly really, but sure.

That said, with the special issue ammo being lost when you take combis, I'd rather just run them as special ammo users. Keeps them cheaper and anything with a 5+ or worse doesn't get armour against their guns anyways.

Basically the role I see for them is more Elite Horde thinners.

The absence of faith is the mark of the weak.
The absence of faith is the mark of the heretic.
The absence of faith is the mark of damnation.

- extract from "The Stern Codex"
 
   
Made in us
Courageous Space Marine Captain






Dunno at -2 that will force marines into 5+s, terminators in into a 4+

losing a terminator... well half a terminator on a 50/50 is pretty big.

and with a weight of fire can often net you a pretty good amount of kills. (it does kinda forces them into one roll, anti infantry. you could double down with the heavy flamer though the range wont let you drop out of a pod to use it besides overwatch. i think you could split their effectiveness with combi meltas as a way of opening up anti vehicle/MC while with the bolter side against chaff)

This message was edited 1 time. Last update was at 2017/06/07 22:40:41


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
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Sioux Falls, SD

 Desubot wrote:
Dunno at -2 that will force marines into 5+s, terminators in into a 4+

losing a terminator... well half a terminator on a 50/50 is pretty big.

and with a weight of fire can often net you a pretty good amount of kills. (it does kinda forces them into one roll, anti infantry. you could double down with the heavy flamer though the range wont let you drop out of a pod to use it besides overwatch. i think you could split their effectiveness with combi meltas as a way of opening up anti vehicle/MC while with the bolter side against chaff)
I am thinking of doing just that. Having a squad of 10 that combat Squads to deal with different stuff. 5 go after vehicles and really big stuffwith Combi-Meltas, 5 go after infantry with SI Boltguns. I am going to have another squad of 10 that does the same thing, but it will be with 5 Combi-Plasma going after monsters and heavy infantry, while the other 5 go after infantry.

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 skybax wrote:
What do you think is the best non-named space marine character for this edition? Naked vanilla captain, or something else?


I like the Vanilla captain personally. Toss him in with plasma guns and you're supercharging like nobody's business.
Chaplain is better than captain in supporting a cc though, but I'd only run him if the squad he's supporting is ONLY rocking cc weapons (or bolt pistols & cc weapons) because if you have plasma pistols & cc weapons then the captain is better as he benefits both, and has better stats.
Lieutenant seems like he might be good to toss in beside a captain, to give a squad rerolls on hits & wounds. Maybe with a squad of Heavy Bolters he'd be decent, letting them reroll wounds since they only have s5. But otherwise, I think Captain is better as well.
Librarians I couldn't tell you since I'm not into the psychic stuff.

In my list I'm running 2 captains, 1 of them with a jump pack.
   
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On the Internet

 Desubot wrote:
Dunno at -2 that will force marines into 5+s, terminators in into a 4+

losing a terminator... well half a terminator on a 50/50 is pretty big.

and with a weight of fire can often net you a pretty good amount of kills. (it does kinda forces them into one roll, anti infantry. you could double down with the heavy flamer though the range wont let you drop out of a pod to use it besides overwatch. i think you could split their effectiveness with combi meltas as a way of opening up anti vehicle/MC while with the bolter side against chaff)

Heavy Flamers are A good coice if they pod in or have a transport I think, if they walk or are static rear guard then just their bolters is likely the best choice.

And yeah, they feel like the dedicated anti infantry unit, at least in small numbers. Splitting focus is something I'd only consider in large nunbers and then I'd likely combat squad just so they can focus better on their roles. I know split fire is a thing, but splitting them into units means if the anti armour guys are at work, the anti infantry guys don't have to designate targets until after you crack the transport.

Probably play that rule by ear though for when you fight Nids or armies who have MCs but no vehicles.

The absence of faith is the mark of the weak.
The absence of faith is the mark of the heretic.
The absence of faith is the mark of damnation.

- extract from "The Stern Codex"
 
   
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How is everyone feeling about close combat marines like black templars? are they way better now or still weak?
   
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I feel like Orks, Nids or even Chaos will out CC us handily. You still want transports, though you lose 3" of movement from before when you had transports.


 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
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 Crimson wrote:
stratigo wrote:

Same with the inceptor squad too sadly, and I was hoping they'd be the big winners of the primaris group.

Well yeah... 75 points per dude. Bloody hell. I really like the models and would like to field a lot of them, but it just doesn't seem like worth it. Has anyone done any math hammering to see how bad this unit is? I really hope that my gut reaction is off, and they're somehow secretly amazing.


Inceptors offer a pretty unique capability for SMs (basically Crisis Suits), but their guns are extremely overpriced. 15 points for what amounts to a half range heavy bolter just isn't worth it, since a normal heavy bolter costs 10 - while Assault 3 is cool and all I don't think the points add up. Compare to heavy bolters, assault cannons, or even just normal special weapons.

My hope is once the real model kit comes out there will be some alternate weapon options which aren't as overpriced, though I'm still a little worried about the core statline given the number of lascannons I think we're likely to see in this edition.
   
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 Kingsley wrote:
 Crimson wrote:
stratigo wrote:

Same with the inceptor squad too sadly, and I was hoping they'd be the big winners of the primaris group.

Well yeah... 75 points per dude. Bloody hell. I really like the models and would like to field a lot of them, but it just doesn't seem like worth it. Has anyone done any math hammering to see how bad this unit is? I really hope that my gut reaction is off, and they're somehow secretly amazing.


Inceptors offer a pretty unique capability for SMs (basically Crisis Suits), but their guns are extremely overpriced. 15 points for what amounts to a half range heavy bolter just isn't worth it, since a normal heavy bolter costs 10 - while Assault 3 is cool and all I don't think the points add up. Compare to heavy bolters, assault cannons, or even just normal special weapons.

My hope is once the real model kit comes out there will be some alternate weapon options which aren't as overpriced, though I'm still a little worried about the core statline given the number of lascannons I think we're likely to see in this edition.


Inceptors don't kill enough units to be worth it pretty much ever. The SM army can no longer do a mass in your face drop in that well, so Inceptors will end up fairly isolated and dead rapidly. It's a 3 man unit that hits 225 points, that will die pretty much immediately after it comes down, so it has to make those points back FAST. And it simply doesn't. The units its guns are made to kill are cheap and multiple and killing 10 ork boyz in a turn isn't going to justify the expense when the remaining 20 boyz beat their faces in.
   
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stratigo wrote:

Inceptors don't kill enough units to be worth it pretty much ever. The SM army can no longer do a mass in your face drop in that well, so Inceptors will end up fairly isolated and dead rapidly. It's a 3 man unit that hits 225 points, that will die pretty much immediately after it comes down, so it has to make those points back FAST. And it simply doesn't. The units its guns are made to kill are cheap and multiple and killing 10 ork boyz in a turn isn't going to justify the expense when the remaining 20 boyz beat their faces in.

Yeah... I think best targets would be infantry squads with really expensive weapons, such as lascannon devastators, but I still doubt they're worth it. They seem to be so absurdly overcosted in the index that it makes me wonder whether the starter box leaflet prices are ones we're supposed to use after all...


Automatically Appended Next Post:


So, as drop pods are now pretty expensive, what are people gonna use them for? I was thinking a bunch of honour guard (possibly a champion too) and an apotechary lead by Pedro Kantor. It is insanely expensive, but it would be quite killy thanks to the extra attacks and re-rolls Pedro grants, and the apotechary and the honour guard make sure that Pedro lives.

This message was edited 1 time. Last update was at 2017/06/08 13:05:33


Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane. 
   
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It's a shame that Inceptors are so expensive, because they are one of only 3 ways to get mortal wounds in a SM list. The other two are Assault Centurions and charging with a Land Raider, unless Guilliman has the ability to do it.

Or psychic powers. Which really there is not a lot you can put in a SM list to help deal mortal wounds with this in mind. I don't think a lot of people are going to take Assault Centurions, nor are they going to take Inceptors now because they will definitely get focused down.
   
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It's such a shame their SM Index price is so drastically more expensive than in the starter set (Literally over 60 points different), because at 159pts for 3 they would have been amazing.

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 Purifier wrote:
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 thatssoeffingcool wrote:
How is everyone feeling about close combat marines like black templars? are they way better now or still weak?

Weaker due to losing an attack, but better with their Special Characters. Helbrecht gives rerolls of all failed to hit rolls for Black Templar units in 6" and models in 6" get +1S, while Grimaldus gives rerolls to in the fight phase to Black Templar units in 6", and those said units get an extra attack for every 6 they roll in melee (new attacks can't give extra attacks though). Charge restrictions changing makes equipping the unit better as yo can take a wide array of options and not screw yourself over. Grimaldus' Servitors only let Black Templar units in 6" auto-pass their morale tests. Thankfully they're super cheap.

Ancients are a good addition to a Templar army due to giving the chance for slain models to go down fighting (getting to shoot or fight in melee again) even if they already fought this turn, so they're worth considering if you like the idea of extra attacks.

Personally I like the idea of a Crusader Squad with at least 4 Initiates, 5 Neophytes and a Sword Brethren. Give a three of the Neophytes Bolters, an Initiate a Heavy Weapon (like a Heavy Bolter, Multi-melta or Grav Cannon), give another a Plasma Gun if you plan on running him near a Captain or Helbrecht (or a melta or Flamer if you don't) and give the Sword Brethren a Thunder Hammer if you have the points, or a Power Weapon if you want him to be cheap. Plasma Pistol or Combi-weapon is optional. Everyone else gets Bolt Pistol and Chainsword. Basically you pull the Bolter Neophytes are you get closer to the enemy if you take casualties as their extra range is less useful once you get across the board, and use the Split Fire to help weaken targets with your heavy weapon, or use it to force more wounds on your targets before charging.

This is a unit that needs a Rhino or Land Raider (former if you go solo, latter if you want to bundle Characters with them) to get things done and to eat Overwatch when they want to charge. Drop Pods aren't a horrible idea to auickly fet stuck in, but are less useful after you land.

8th Edition encourages us to do as many wounds to a unit as we can per a turn to get Battleshock to go through and weaken the target units further, so we have to balance shooting and melee in our units and with the way the edition now works it's very possible to get use out of mixing weapon types. Running only Bolters on the Neophytes is also an option as they can be your fire support prior to getting stuck in. Alternatively Shotguns aren't a horrible choice if you deal with a lot of tougher armies as their strength bonus makes everything T4-5, and T8 easier to wound.

Overall, we lost a chunk of our attacks, but gained greater unit flexibility, and better synergy with our HQs.

Also, if the Emoeror,s Champion is fighting a character while in 6" of Helbrecht he's hitting like with 5 attacks that reroll hits and wounds at S8, -3AP and D3 damage per wound that gets through. If you mix in Grimaldus to that and his attacks Can spawn extra attacks, so it looks like even our HQs support each other well synergy wise.

The absence of faith is the mark of the weak.
The absence of faith is the mark of the heretic.
The absence of faith is the mark of damnation.

- extract from "The Stern Codex"
 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Based on how the index is written, it sounds like Sternguard Veterans lose their special issue ammo when they switch to combi-weapons now, since they're exchanging their special issue bolter with a combi-bolter, and the "ammo" is no longer a rule ...is this correct?

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
 
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