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Made in us
Guarded Grey Knight Terminator






As the title says, what is your favorite chapter tactic for a Gladis strike force?

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

White Scars is the best one. With the Khan, they have hit and run and scout, both of which are great for the Battle Company.

If you mean outside of the battle company... Why are you running a gladius? If I'm running a fluffy list in a gladius (you know, the only other reason to run it other than a company) it will be Ultramarines, because... See profile picture.

 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.
 
   
Made in us
Fresh-Faced New User





White scars is the best by a good margin. Raptor can be good in the right version, it gives you the option to have an alpha strike with throw away units such as scouts. However with all the variables hit and run is too good. It saves your marines and gives them a ludicrous amount of mobility plus opens up your opponents to shooting where is most of the Gladius damage output is.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Definitely White Scars with Khan. Hit and Run and Scout are hard to top. Thought their specialized Super Formation is Even better.

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Made in us
Preacher of the Emperor





Denver, CO, USA

Sounds like White Scars is the consensus... does anyone have a rough list for such an army? At what point cost is a White Scars Gladius at it's most efficient? Not intending to hijack the OP... I'm just curious as to the build behind such a strong unified opinion.

   
Made in us
Devestating Grey Knight Dreadknight




Another option I've seen work situationally well is salamanders in drop pods with vulkan for re-roll melta hits.

Hope is the first step on the road to disappointment. 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Are Iron Hands any good?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 vipoid wrote:
Are Iron Hands any good?
with some Clan Raukhaan cheese, they can be quite potent. Their chapter tactics not helping vehicles anymore really hurts. If it worked on vehicles, they would be pretty potent with a lot of undying Razorbacks on the board.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Decrepit Dakkanaut




 casvalremdeikun wrote:
 vipoid wrote:
Are Iron Hands any good?
with some Clan Raukhaan cheese, they can be quite potent. Their chapter tactics not helping vehicles anymore really hurts. If it worked on vehicles, they would be pretty potent with a lot of undying Razorbacks on the board.

I thought the verdict was still unknown for that.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Slayer-Fan123 wrote:
 casvalremdeikun wrote:
 vipoid wrote:
Are Iron Hands any good?
with some Clan Raukhaan cheese, they can be quite potent. Their chapter tactics not helping vehicles anymore really hurts. If it worked on vehicles, they would be pretty potent with a lot of undying Razorbacks on the board.

I thought the verdict was still unknown for that.


What do you mean?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

 vipoid wrote:
Slayer-Fan123 wrote:
 casvalremdeikun wrote:
 vipoid wrote:
Are Iron Hands any good?
with some Clan Raukhaan cheese, they can be quite potent. Their chapter tactics not helping vehicles anymore really hurts. If it worked on vehicles, they would be pretty potent with a lot of undying Razorbacks on the board.

I thought the verdict was still unknown for that.


What do you mean?


I think ITC voted in favor of giving ITWD to vehicles in an Iron Hands Detachment.

This message was edited 3 times. Last update was at 2015/12/06 20:26:03


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Made in gb
Killer Klaivex




The dark behind the eyes.

DirtyDeeds wrote:

I think ITC voted in favor of giving ITWD to vehicles in an Iron Hands Detachment.


So, they decided to randomly buff Iron Hands?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Decrepit Dakkanaut




 vipoid wrote:
DirtyDeeds wrote:

I think ITC voted in favor of giving ITWD to vehicles in an Iron Hands Detachment.


So, they decided to randomly buff Iron Hands?

Something about the wording being weird. I don't have the codex on me so I cannot contribute much.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Angry Blood Angel Assault marine




Khan Scars is deffo the best. I'm also quite partial to full null deploy Sicarius Ultras.
   
Made in ca
Junior Officer with Laspistol





London, Ontario

The Gladius Formation provides offensive benefits, that overlap with the Ultramarines, Salamanders, and Imperial Fist benefits. The Ultras can only use one per turn, and the 3 you get as standard are typically enough, such that the restriction of building to a Gladius is more of a hinderance than you gain benefit. Sallys are always re-rolling Flamers and Meltas [assuming Vulkan] so the re-rolls from the doctrines is, again, insubstantial compared to the downside of having to build to a Gladius.

Both Scars and Iron Hands have defensive benefits, as Chapter Tactics, so the Gladius doctrines are pure benefit. As has been noted, Khan-Scars are probably the best out of the codex. My, apparently shared, opinion is that Scouting your Transports / Bikes and then being able to H&R away from combats is good times.

Core of the list would be something along the lines of...

Battle Demi-Company:

Khan [On bike, or not, user preference]

3x Tacticals, in Rhino / Razorback, with a Special Weapon and matching Combi-Weapon

Bike unit, with Gravguns

Dev unit, in Rhino, with 2x Lascannons, Arm Cherub, Signum [Scout to better position, and fire from the hatch, survive in metal box.]

Probably a Command Squad unit, on bikes.

A unit of Dreadnoughts, to support the Rhino Tacticals. Provide Fire support, melee backup.


Auxiliary:

User preference, but a cheap Suppression force would be helpful. Fast moving heavy weapons, coupled with the anti-infantry firepower from the Whirlwinds.

A Storm Wind would let you rule the skies, and also keeps pace with the rest of your force. Nothing really to transport in the Raven, but that's not necessary, I suppose. You could take a single Dread in the BDC, to drop and smash?


It would depend on how many points you're playing. Things are very tight at 1500 points, fairly easy by the time you get to 2000.

This message was edited 1 time. Last update was at 2015/12/06 21:57:15


 
   
Made in us
Angelic Adepta Sororitas





Multi melta devs work great with scout. Also, the scout bike formation is killer with white scars...
   
Made in ca
Angry Blood Angel Assault marine




@greatbigtree: Being able to use either Tac or Dev doctrine for 5 full turns is pretty sweet, and Sicarius sinergises well with pods and Storm Wing.

As to how to build a Khan BC:
-Khan
-Chappie w/ The Hunter's Eye & Auspex, Bike
-6 x 5 Tacs w/ plasmagun or gravcannon, depending on available points, riding in AssBacks or Plasmabacks.
-2 x 5 Assault Marines w/ 2 flamers, in pods or razors or rhinos
-2 x 5 Devs w/ plasma cannons or gravcannons, w/ bolterbacks or lasbacks
-Suppression Force w/ 3 Whirlies, double bolter Speeder or AssCannon/MM.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

Thanks, both... pretty much what I'm building toward in my head. I can't pull together that many bikes or Rhinos yet, but I think I can meet the minimum. Thanks for the details.

   
Made in us
Guarded Grey Knight Terminator






Deschenus Maximus wrote:
@greatbigtree: Being able to use either Tac or Dev doctrine for 5 full turns is pretty sweet, and Sicarius sinergises well with pods and Storm Wing.

As to how to build a Khan BC:
-Khan
-Chappie w/ The Hunter's Eye & Auspex, Bike
-6 x 5 Tacs w/ plasmagun or gravcannon, depending on available points, riding in AssBacks or Plasmabacks.
-2 x 5 Assault Marines w/ 2 flamers, in pods or razors or rhinos
-2 x 5 Devs w/ plasma cannons or gravcannons, w/ bolterbacks or lasbacks
-Suppression Force w/ 3 Whirlies, double bolter Speeder or AssCannon/MM.


Where do you put Khan and the Chaplin in that squad?

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Rotting Sorcerer of Nurgle






The Dog-house

Imperial Fists because if I have to run 6(!) tactical squads (All with ten men because I am compensating), I want to be sure I am benefitting from that volume of bolters and Tank Hunter Centurians are great.

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Sioux Falls, SD

 Tactical_Spam wrote:
Imperial Fists because if I have to run 6(!) tactical squads (All with ten men because I am compensating), I want to be sure I am benefitting from that volume of bolters and Tank Hunter Centurians are great.
Also great when taking the 1st Company Task Force. Re-rolling Sternguard Special Ammo FTW! If one could take the Sentinels of Terra supplement and gain TL at half range, IF Sternguard would be even more brutal. Hopefully they get FAQ'd to fix that issue soon. I would also accept a campaign supplement (like Kauyon) that updates Sentinels of Terra.

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3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
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Made in us
Angelic Adepta Sororitas





 Smotejob wrote:


Where do you put Khan and the Chaplin in that squad?


I run Khan in one command squad, Chaplin in the other. At 1850, I have 27 bikes on the table, along with all the other stuff. At 1500, I put them each in one of the bike squads (yeah, you get a free Razorback if you take Assault marines, but I wager the 3 man bikers with 2 Grav and Combi grav is still better).
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

 casvalremdeikun wrote:
Definitely White Scars with Khan. Hit and Run and Scout are hard to top. Thought their specialized Super Formation is Even better.


Since they do not get free transports with that formation its much much weaker.

I cannot believe in a God who wants to be praised all the time.
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Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

tedurur wrote:
 casvalremdeikun wrote:
Definitely White Scars with Khan. Hit and Run and Scout are hard to top. Thought their specialized Super Formation is Even better.


Since they do not get free transports with that formation its much much weaker.
Those free transports cost 420+ points worth of Tactical Marines. The Hunting Force, especially when equipped with Khan, can take up to five bike squads(with Scout) and a bike Command Squad in a single formation.

This message was edited 1 time. Last update was at 2015/12/09 10:56:39


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

 casvalremdeikun wrote:
tedurur wrote:
 casvalremdeikun wrote:
Definitely White Scars with Khan. Hit and Run and Scout are hard to top. Thought their specialized Super Formation is Even better.


Since they do not get free transports with that formation its much much weaker.
Those free transports cost 420+ points worth of Tactical Marines. The Hunting Force, especially when equipped with Khan, can take up to five bike squads(with Scout) and a bike Command Squad in a single formation.


Yes, the Gladius gives almost as much free points as the cost of Tacticals, thats awesome.

The hunting force trade re-rolls to hit and wound vs very specific and maximum three targets, enhanced hit and run and hammer of wrath for having to take scout bikes and attack bike(s), being much more limited in FW stuff (and other stuff) and most importantly losing ObSec on all normal bikes compared to a simple CAD.

I cannot believe in a God who wants to be praised all the time.
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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

The typical Khan list I have seen is:

Khan (foot)
Chaplain (foot)
6 tac squads, special weapons vary on points, in varying Razorbacks
2 assault squads, maybe flamers, Razorbacks
2 Devastator squads, one or two heavy weapons, razor backs
1-2 command squads with 1-2 melta guns. In pods
1-2 dreadnoughts in pods, mm + hf

Either suppression force or anti Air Force, depending on what you worry about seeing more.

Kit the Razorbacks as points allow.

Considering you are getting 600-700 points for free... Scouting....

 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.
 
   
Made in ca
Angry Blood Angel Assault marine




 Smotejob wrote:
Where do you put Khan and the Chaplin in that squad?


Khan with one assault squad, the chappie with a dev squad or a bike command squad with gravguns if you have the points.
   
Made in us
Lord Commander in a Plush Chair






I play Sons of medusa(Iron hand successors); their tactics are actually pretty great without raukaan cheese.

Iwnd dreads(hey look a vehicle that has ct) are awesome, especially when you field several.

A full battle company can do some awesome things, and it is how I like to play(many infantry units): full 10-man squads for tacs, min jump, min dev with all single guns(generally lascannons) 4 dreads(2 mm and hf, 3 asscan and storm bolter) I do not generally take advantage of free transports.

Loadout: 2 each 10 man tacs:
1) sgt with combi-flamer and fist, heavy bolter, plasma gun. Advances in force snap-firing hb(suprise tactic, that functions better than you would expect). Might take free rhino.
2) grav gun, plasma cannon, power weapon and grav pistol(split with heavy and special staying behind to camp home objective). Might take razorback for 4 bolter marines and sgt, either just hb or asscan.
3) either all grav(cannon, gun, and combi) or missile melta and grav pistol+pw with mb. Can be kept in force or split, generally footslogs.
Chaplain with jump pack.
Captain with jump pack and lightning claws.
2 assault marines in 5 or 10 man units depending on points; if 10 then split. These are not treated as forward elements, they are counter-assault and objective defense. Keep them behind tacs, but near enough that they can jump over comfortably. If enemy units get near enough to charge range(or fail charge from distance/overwatch) jump the assault marines forward and hit them hard. Sgt has p-fist and combat shield.
Devs: 4 lascannons per squad, naked sgt. Add bodies if I have the points.
For aux; I might go air-defense and/or whirlwind.

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