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Been playing Carcharodons all summer long, so I thought I'd take the time to share what I've learned about it for those interested in playing them.
First, and this is a reoccurring theme of many of my games - nobody has a clue how to deal with them. A regular tactical squad from another chapter can usually tie up the majority of units in the game for a couple turns but never reliably do anything past that. Carcharodons don't just bury things in a tyranid sized pile of dice, they win. A lot. And once they win, they beat things faster. My gaming group hasn't figured out how to reliably deal with that yet, because nobody builds a list to deal with that much assault coming from a marine army. The theme change to the whole codex makes things just generally hard to deal with. Which brings me to my next discovery...
The chapter tactics open up a giant list of options normally considered either subpar or just plain awful. This isn't my first marine army, so I can say with confidence that the level of variation available to list building a space shark army is absolutely enormous. Wanna make your sergeants veterans and give them a power weapon? Go for it. Shooty terminators? 12 power fists on the charge turns into 16 after you've picked up rage. Heaven help anything you catch with 16 power fists. Like dreadnoughts? They got a lot better with squadrons, AND they now get chapter tactics, in case you wanted to see what a squad of 3 Ironclads with RAGE can do.
The final point I'd like to make is also the most important, at least to me. It is, by far, the most fun I've ever had playing a Marine army, and many of opponents have said that it is great one to play against as well. With Space Sharks, every phase of each turn has something important happening. You get to shoot things in the shooting phase, and then you charge things in assault knowing you're actually going to get somewhere with it. Its a very satisfying army to play with, and to anyone thinking of starting a new one, I highly recommend them. You won't regret it.
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