Switch Theme:

Space Marines 8th edition, glory to the codex (ohh and those black templar guys too)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




 Desubot wrote:
GAdvance wrote:


Yeah despite what people htink it's not a straight boost to surviveability, it's a situational bonus that is basec on making your enemy play actively aggressive, i'm all for active aggression in the game but you force someone who isn't used to it to rush at you and they'll make serious and exploitable mistakes.

Assault Centurions are almost certainly the most capable candidate but they cost more than anything else and people are already learning to bubblewrap so it'll be situational at best


Its primarily why i like the idea of assault centurions

a unit of 3 has 6d6 flamers and 18 bolter shots out their chests. i dont recall how much aggressors can put out but i dont think their fists are nearlly as strong as siege drills.

it should for the most part wreck most bubble wrap level units.

double that for a full unit but man thats expensive unit for 13 Str10 ap -4 D3 close combat attacks


Agressors wont be better in CC im sure. Each unit will have 7 power fist attacks.

They are mid range shooting. if you don't move, you do 36 bolter shots plus and additional 6d6 (avg) 21 bolter shots. All for 129 points a squad. Not gonna bring a land raider down anytime soon but good anti hordes/infantry. Roboute with them and that's a lot of damage potential.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Lemondish wrote:
GAdvance wrote:

Stratagems you use before game are specifically called out as unlimited in the BRB (page 215). And honestly I doubt they'll nerf this as it fits wiht the RG's character. It's just better than most other stratagems. I think it should probably cost 2CPs, or maybe 1 CP for troops and 2 for anything else.

Note though that they will count as moving, so cannot double-fire. Check the FAQs for this if you want confirmation. Deep strike, and anything similar, always makes the squad count as having moved.

Ignore the boltstorm gauntlets and frag launchers and just grab the flamer gauntlets then, sart 9" away and then move into flamer range on turn 1.

Honestly as someone who will have to use RG tactics until/unless FW releases chapter tactics i think using this multiple times is broken as hell, particularly with flamestorm aggressors who could honestly wipe an infantry unit each



They aren't deep striking, I thought. Because they're actually deploying, even if they have the same limitation for positioning as deep strike, it isn't a deep strike, right?
That is correct. This is why the Strategem is so good. Units like Reivers can deploy close enough to chuck their Shock Grenades after moving, then charge without fear of overwatch. And that is just one possible use. Twin Flamer Assault Squads will be able to get in range so they can blast away with their flamers, something they couldn't otherwise do.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in au
Been Around the Block




Mandragola wrote:
 Weazel wrote:
Malifice wrote:

 ph34r wrote:
What do people think the best units to go with for Raven Guard (specifically, I am making Raptors with Lias Issodon) ?


Primaris Agressors.

Park as many of them as you want 9" away before turn 1 using your strategem. 4 units of 5 should suffice. It'll cost you 4 CP. It'll cost 800 points.

Alpha strike him with each unit spitting out 60 bolter shots and 20d6 frag grenade shots.

Thats 240 bolter shots and 80d6 frag grenade rounds... it should remove pretty much every troop he has from the board.

I advise picking a Lt or two and Captain (or Shrike) with jump packs, and deep striking them on turn 1 near the units for re-rolls to hit and wound. Thats another 3-400 points.

Remaining points should be spend on as many lascannons on troops and dreads as you can afford and parking them miles away in a gunline.

Have a few cheap deepstriking units (Reivers are OK) to drop on objectives while your opponenet deals with the Alpha strike.


Okay, "during deployment" is not a phase per se, but I'm pretty sure that the RG stratagem is going to be FAQ'd for one use only in Matched play. Setting up several units within rapid fire range sounds not only gamey but rather disgusting as well.

Enjoy it while it lasts though.

Stratagems you use before game are specifically called out as unlimited in the BRB (page 215). And honestly I doubt they'll nerf this as it fits wiht the RG's character. It's just better than most other stratagems. I think it should probably cost 2CPs, or maybe 1 CP for troops and 2 for anything else.

Note though that they will count as moving, so cannot double-fire. Check the FAQs for this if you want confirmation. Deep strike, and anything similar, always makes the squad count as having moved.

Casvalremdeikun, why not take a heavy support detachment instead of another elite? You have two heavy support choices already and there are loads of good ones that you could add on. But for now you seem to have only 3 HQs and you need 4. The apothecary and chapter champion are both elites. It's entirely possible that I'm missing something though.

How are you finding the rhino primaris? I'm going to be at warhammer world this weekend and am thinking of buying one. Giving a unit +1 to hit is an immense bonus - potentially good enough to make my IF bolter drill stratagem worth using.


It only works on troops.

And they don't arrive as reinforcements. They are set up as if they are being deployed before the battle. On your first turn they count as not moving and can move and charge as normal.


Automatically Appended Next Post:
Pedro forgive me, but if I could paint Black armour my whole CF army would be raven guard by now.

This message was edited 1 time. Last update was at 2017/07/25 15:05:17


 
   
Made in gb
Ship's Officer



London

 casvalremdeikun wrote:
Mandragola wrote:

Casvalremdeikun, why not take a heavy support detachment instead of another elite? You have two heavy support choices already and there are loads of good ones that you could add on. But for now you seem to have only 3 HQs and you need 4. The apothecary and chapter champion are both elites. It's entirely possible that I'm missing something though.

How are you finding the rhino primaris? I'm going to be at warhammer world this weekend and am thinking of buying one. Giving a unit +1 to hit is an immense bonus - potentially good enough to make my IF bolter drill stratagem worth using.
That's actually the dilemma. If I take another Lieutenant, I will have four HQ, but only 5 Elite. If I split the Sternguard, that will give me 6, which is enough for two Vanguard Detachments. But I don't really want to split the Sternguard because Bolter Drill and Masterful Marksmanship both only affect one unit. I think I am just going to stick with the two detachments for now.

I haven't actually used the Rhino Primaris yet. Most of my games have been at 1000 pts, and it is too expensive to field at that value. It still looks like it will work great though. It is a Rhino, so it can Regen on a 6, but also heal itself with a Servo Skull if needed. But the +1 to Hit is great. It basically negates my need for dedicated anti-air. It will function as a delivery system for Pedro, the Lieutenant, the Apothecary, Honour Guard, and whatever the six model ends up being. The Chapter Champion's 2+ Armor and non-redundant ability makes him an ideal candidate. A Company Champion might be workable as well. His ability to get an Invulnerable, even if it is a 5+, helps him out a bit, though at the cost of an attack.

I think you're probably investing too much in elite characters ,to be honest, and then putting them all in one basket. It's a risky plan, and probably not a great one, if I'm honest.

I'd cut a character or two and instead buy something with a gun on it - such as a Predator. Maybe drop a razorback too and use the primaris rhino as a transport for 5 sternguard.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I figure that with Pedro being a beatstick that makes other beatstick better, I would be best off surrounding him with more beatsticks. Because they aren't one unit, they can charge different things and I can situate the buff characters in-between. I do agree that I will need a bit more long range stuff, so I might take my Hellblasters out and put a tank of some sort in there. I used to have a Vindicator in my list, but I just don't see it materializing enough damage to be worth it.

The Rhino Primaris already transports the Good Squad, so taking out a Razorback won't work.

This message was edited 1 time. Last update was at 2017/07/25 16:10:12


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Ship's Officer



London

Malifice wrote:
Mandragola wrote:
 Weazel wrote:
Malifice wrote:

 ph34r wrote:
What do people think the best units to go with for Raven Guard (specifically, I am making Raptors with Lias Issodon) ?


Primaris Agressors.

Park as many of them as you want 9" away before turn 1 using your strategem. 4 units of 5 should suffice. It'll cost you 4 CP. It'll cost 800 points.

Alpha strike him with each unit spitting out 60 bolter shots and 20d6 frag grenade shots.

Thats 240 bolter shots and 80d6 frag grenade rounds... it should remove pretty much every troop he has from the board.

I advise picking a Lt or two and Captain (or Shrike) with jump packs, and deep striking them on turn 1 near the units for re-rolls to hit and wound. Thats another 3-400 points.

Remaining points should be spend on as many lascannons on troops and dreads as you can afford and parking them miles away in a gunline.

Have a few cheap deepstriking units (Reivers are OK) to drop on objectives while your opponenet deals with the Alpha strike.


Okay, "during deployment" is not a phase per se, but I'm pretty sure that the RG stratagem is going to be FAQ'd for one use only in Matched play. Setting up several units within rapid fire range sounds not only gamey but rather disgusting as well.

Enjoy it while it lasts though.

Stratagems you use before game are specifically called out as unlimited in the BRB (page 215). And honestly I doubt they'll nerf this as it fits wiht the RG's character. It's just better than most other stratagems. I think it should probably cost 2CPs, or maybe 1 CP for troops and 2 for anything else.

Note though that they will count as moving, so cannot double-fire. Check the FAQs for this if you want confirmation. Deep strike, and anything similar, always makes the squad count as having moved.

Casvalremdeikun, why not take a heavy support detachment instead of another elite? You have two heavy support choices already and there are loads of good ones that you could add on. But for now you seem to have only 3 HQs and you need 4. The apothecary and chapter champion are both elites. It's entirely possible that I'm missing something though.

How are you finding the rhino primaris? I'm going to be at warhammer world this weekend and am thinking of buying one. Giving a unit +1 to hit is an immense bonus - potentially good enough to make my IF bolter drill stratagem worth using.


It only works on troops.

And they don't arrive as reinforcements. They are set up as if they are being deployed before the battle. On your first turn they count as not moving and can move and charge as normal.


Automatically Appended Next Post:
Pedro forgive me, but if I could paint Black armour my whole CF army would be raven guard by now.

Hmm actually we're both part right and part wrong.

It isn't just troops. It's only raven guard infantry. But they don't deep strike, they set up at the start of the first battle round, before either player has a turn. I'm not sure if this is before or after the roll to seize the initiative.

So it's basically perfect for aggressors. You deploy 9" away (or 17.5" away if bolter-armed), then you are ready to burn and charge things or stand still and double shoot. That's absolutely amazing.

It does bring me back to a complaint though. Chapter-specific tactics and stratagems benefit the wrong units! This stratagem is basically no help to sneaky units like reivers and scouts. Instead it buffs chunky stuff like aggressors, assault centurions and terminators. It's somewhat useful for assault squads, but you can deploy really close so there's no real need for jump packs. Inceptors don't need it and it feels a bit wasted on most troops.

On the other hand, inceptors are pretty good for my imperial fists. All those cover-ignoring shots will be pretty painful for other people's infantry. I understand that their price is coming down to something a bit more reasonable in the new codex, and they'll be really useful for going to snatch objectives and kill hidden troops. Raven guard ones are still probably best, thanks to their survivability, but IF ones aren't awful.
   
Made in us
Moustache-twirling Princeps





WA

Has anyone seen actual evidence that Inceptors are coming down in price?

   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 em_en_oh_pee wrote:
Has anyone seen actual evidence that Inceptors are coming down in price?
yes. During one of the review videos that page is shown very clear and the price is 30 points rather than 45. The reviewer said that the assault Bolter are the same price.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Moustache-twirling Princeps





WA

 casvalremdeikun wrote:
 em_en_oh_pee wrote:
Has anyone seen actual evidence that Inceptors are coming down in price?
yes. During one of the review videos that page is shown very clear and the price is 30 points rather than 45. The reviewer said that the assault Bolter are the same price.


Now that is downright great news. I will definitely be running them at 180pt a squad! That is fantastic news.

   
Made in gb
Ship's Officer



London

 casvalremdeikun wrote:
 em_en_oh_pee wrote:
Has anyone seen actual evidence that Inceptors are coming down in price?
yes. During one of the review videos that page is shown very clear and the price is 30 points rather than 45. The reviewer said that the assault Bolter are the same price.

Cool. I've only seen a video in which a guy says they are "15 points cheaper", but it only shows the outside of the book. I haven't seen any images of the points page.

It's a pain because I'm playing in a tournament this weekend at warhammer world. Do I paint my inceptors or not? So much to do already, and yellow isn't easy!
   
Made in us
Moustache-twirling Princeps





WA

Mandragola wrote:
and yellow isn't easy!


You need an airbrush then.

   
Made in us
Longtime Dakkanaut




 em_en_oh_pee wrote:
 casvalremdeikun wrote:
 em_en_oh_pee wrote:
Has anyone seen actual evidence that Inceptors are coming down in price?
yes. During one of the review videos that page is shown very clear and the price is 30 points rather than 45. The reviewer said that the assault Bolter are the same price.


Now that is downright great news. I will definitely be running them at 180pt a squad! That is fantastic news.


Its better, but still not all that great.. Easier to include them as a squad of 3 in lists now but I cant see doing more then that.
   
Made in us
Stern Iron Priest with Thrall Bodyguard




 Lansirill wrote:
Waaaghpower wrote:
 Desubot wrote:
Waaaghpower wrote:
Speaking as someone who picks up the book on Thursday:
Is there any reason not to fill up 'bad' slots with other allies? I can just jam my Fast Attack full of Dominions and my Heavy Support full of... I dunno, something cheap from IG. Getting a lot of CPs seems vital in order to use many abilities, and Dominions are already great, so what's the downside?


You would lose out on chapter tactics

otherwise getting 12+ CP would be trivial.

Ooh, gotcha. Out of curiosity, can you still bring in allied detachments without losing Chapter Tactics? Does the whole ARMY have to be [Chapter], or just the Detachment?


They said detachment on Facebook. So you could take a cheap battalion full of mixed Imperium for 9 command points, and then what you want in a smaller detachment. Probably not worthspending 300-500 points just to get more command points though.

Not JUST for the command points, but SoB can be pretty danged potent at low point values, and I play them regularly. A Brigade of SoB filling up half my list (with other units in there for flavor, maybe) and a Battalion or other smaller detachment of Marines filling up the other half could work out really well.
   
Made in us
Thunderhawk Pilot Dropping From Orbit



Ottawa

Waaaghpower wrote:
 Lansirill wrote:
Waaaghpower wrote:
 Desubot wrote:
Waaaghpower wrote:
Speaking as someone who picks up the book on Thursday:
Is there any reason not to fill up 'bad' slots with other allies? I can just jam my Fast Attack full of Dominions and my Heavy Support full of... I dunno, something cheap from IG. Getting a lot of CPs seems vital in order to use many abilities, and Dominions are already great, so what's the downside?


You would lose out on chapter tactics

otherwise getting 12+ CP would be trivial.

Ooh, gotcha. Out of curiosity, can you still bring in allied detachments without losing Chapter Tactics? Does the whole ARMY have to be [Chapter], or just the Detachment?


They said detachment on Facebook. So you could take a cheap battalion full of mixed Imperium for 9 command points, and then what you want in a smaller detachment. Probably not worthspending 300-500 points just to get more command points though.

Not JUST for the command points, but SoB can be pretty danged potent at low point values, and I play them regularly. A Brigade of SoB filling up half my list (with other units in there for flavor, maybe) and a Battalion or other smaller detachment of Marines filling up the other half could work out really well.


If anything, the party after the battle would be pretty epic.
   
Made in us
Stern Iron Priest with Thrall Bodyguard




Okay, I did a little math. The cheapest Sisters of Battle Brigade I'd be willing to run costs 1200 points. That's MSU Battle Sisters, two squads of Dominions and a squad of Seraphim, three squads of Retributors (only one of which gets heavy weapons,) two Imagifiers and a Dialogus, two Cannonnesses, and Saint Celestine with one Geminae.

That leaves 800 points for some battle-forged Marines, with enough points that I can definitely bring a Chapter Master among other things. Any suggestions on what to cram in there, as an Iron Hands player? (Or how I can shave down the 'Mixed Imperium' list I based around Sisters of Battle, to include more Marines?)
   
Made in us
Badass "Sister Sin"






Camas, WA

Waaaghpower wrote:
Okay, I did a little math. The cheapest Sisters of Battle Brigade I'd be willing to run costs 1200 points. That's MSU Battle Sisters, two squads of Dominions and a squad of Seraphim, three squads of Retributors (only one of which gets heavy weapons,) two Imagifiers and a Dialogus, two Cannonnesses, and Saint Celestine with one Geminae.

That leaves 800 points for some battle-forged Marines, with enough points that I can definitely bring a Chapter Master among other things. Any suggestions on what to cram in there, as an Iron Hands player? (Or how I can shave down the 'Mixed Imperium' list I based around Sisters of Battle, to include more Marines?)

You'll want a solid melee threat to go with it. But yes, it is easy to get a good chunk of SOB in a list and do well.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures on Facebook!
Live in the Pacific NW? Check out http://ordofanaticus.com
Want to know your rumor monger's history? Check out the Ongoing Rumor Accuracy Tracking thread

"For this thread to have some utility and remain useful, please refrain from spamming it with 'jokes'." - Alpharius
"Irrational negativity is the engine that drives the forums" - BrassScorpion
"It's too early to be crying about this. Maybe next month all your tears will be valid." - Redbeard

200+ Successful Trades on Dakka.
My trade list: http://mindtaker.org/trade.html 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

What are people's thoughts on the Redemptor Dreadnought? Which weapon options seem to be the best? I like the amount of shots the Heavy Onslaught Cannon puts out, but the Macro Plasma Incinerator seems like a good ranged weapon as well. I am leaning toward Storm Bolters and an underslung Onslaught Cannon with the Macro Plasma Incinerator. This guy might replace my Hellblasters.

I am just thinking the Dread will be about as good as a Predator, but have a little more ability to deal with different things at once. The Icarus pod will help with flyers (I have no AA right now), the Onslaught Cannon and Storm Bolters will help with infantry, and the Macro Incinerator will deal with big stuff.

This message was edited 1 time. Last update was at 2017/07/25 19:53:22


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Dakka Veteran




 Desubot wrote:
jcd386 wrote:
I personally have been bringing 2 rhinos and 2 razorbacks and can usually fit all my marines in there. Razor backs are great, and rhinos are like monstrous creatures that lock stuff up in combat, so i don't see either as a tax.

I've also found that a captain with a thunder hammer is pretty scary and can hold most stuff up if not kill it outright. So i don't hate having to take a couple. Same with a librarian, as smite, deny, and the force axe isn't too bad.


I dont mean they are bad

i mean they dont fulfill a detachment slot making it harder to gain more CP not that they are not worth it. besides that 6 cp i find is more than enough for most games.





It is trivially easy to get another command point from one of the specialist detachments. Marines get piles of heap good elites, a lot of really good heavy supports, and cheap hqs
   
Made in fi
Chaplain with Hate to Spare






 casvalremdeikun wrote:
What are people's thoughts on the Redemptor Dreadnought? Which weapon options seem to be the best? I like the amount of shots the Heavy Onslaught Cannon puts out, but the Macro Plasma Incinerator seems like a good ranged weapon as well. I am leaning toward Storm Bolters and an underslung Onslaught Cannon with the Macro Plasma Incinerator. This guy might replace my Hellblasters.

I am just thinking the Dread will be about as good as a Predator, but have a little more ability to deal with different things at once. The Icarus pod will help with flyers (I have no AA right now), the Onslaught Cannon and Storm Bolters will help with infantry, and the Macro Incinerator will deal with big stuff.

It's a bit meh because it is not very durable and has degrading profile starting from bs 3+. The plasma cannon's power is highly random, whereas the gatling is kinda nice but doesn't really add anything that other units cannot already do. (Also, it is ugly.)

Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane. 
   
Made in us
Grisly Ghost Ark Driver





The Eternity Gate

Just go bullet hose dakka setup for the redemptor. The plasma seems nice on paper but with just d6 shots it's too random to be effective.

RG chapter tactics help him bigly as well.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Moustache-twirling Princeps





WA

 buddha wrote:

RG chapter tactics help him bigly as well.


How dare you, sir.

   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Crimson wrote:
 casvalremdeikun wrote:
What are people's thoughts on the Redemptor Dreadnought? Which weapon options seem to be the best? I like the amount of shots the Heavy Onslaught Cannon puts out, but the Macro Plasma Incinerator seems like a good ranged weapon as well. I am leaning toward Storm Bolters and an underslung Onslaught Cannon with the Macro Plasma Incinerator. This guy might replace my Hellblasters.

I am just thinking the Dread will be about as good as a Predator, but have a little more ability to deal with different things at once. The Icarus pod will help with flyers (I have no AA right now), the Onslaught Cannon and Storm Bolters will help with infantry, and the Macro Incinerator will deal with big stuff.

It's a bit meh because it is not very durable and has degrading profile starting from bs 3+. The plasma cannon's power is highly random, whereas the gatling is kinda nice but doesn't really add anything that other units cannot already do. (Also, it is ugly.)
I am not going to debate its appearance (I like it, but those front doors will almost always be open), but I think the fact the Gatling doesn't really add anything new is what makes me not want to use it (I will be magnetizing regardless). The random nature of the plasma cannon is pretty annoying though. Just make it three or four shots! I will see what works out better. It is a little stupid that it only has Str 5. Why is it lower strength than an Assault Cannon.

Regardless, vs. a Quad Las Predator, it has a lot more shooting and is a little cheaper at the cost of some range. I still have my Lascannon Devastators to shore up my anti-armor needs.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in fi
Chaplain with Hate to Spare






 casvalremdeikun wrote:
(I like it, but those front doors will almost always be open)

It certainly looks better that way. Seeing it like that made me go from 'hell no' to 'maybe'.

Regardless, vs. a Quad Las Predator, it has a lot more shooting and is a little cheaper at the cost of some range. I still have my Lascannon Devastators to shore up my anti-armor needs.

How it has more shooting? Four lascannons is a lot of firepower.

In any case, apparently the designer has let it slip that there might be more variants incoming. I hope they get better guns! (And better legs.)


This message was edited 1 time. Last update was at 2017/07/25 20:30:42


Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane. 
   
Made in se
Dakka Veteran





I'll go dakka on my Redemptor. Got enough Heavy D6-weaponry on other things already, and I'm tired of rolling that 1.

It will also have it's "doors" open.

5000 pts
5500 pts
6500 pts
8500 pts
10.000 pts
 
   
Made in us
Frightening Flamer of Tzeentch




If you are useing a small SM force (a librarian with jet pack, 5 assault squad with jet packs, and ironclad all in a storm raven) in the same detachment as 2 assassins can you use any of the new stuff in the codex or do I save my cash?

2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Crimson wrote:
 casvalremdeikun wrote:
(I like it, but those front doors will almost always be open)

It certainly looks better that way. Seeing it like that made me go from 'hell no' to 'maybe'.

Regardless, vs. a Quad Las Predator, it has a lot more shooting and is a little cheaper at the cost of some range. I still have my Lascannon Devastators to shore up my anti-armor needs.

How it has more shooting? Four lascannons is a lot of firepower.

In any case, apparently the designer has let it slip that there might be more variants incoming. I hope they get better guns! (And better legs.)


It averages the same number of shots as a quad Lascannon predator, but it has more Weapons than that. It can't fire those shots at different models, but it has five other weapons and a big punchy fist.

I am hoping the other variants are exclusive to other chapters. I am expecting a two fist variant for Blood Angels and a double weapon variant for Dark Angels. I doubt the designer would let slip that the codex is going to be incomplete right off the bat.

I have so much Dakka in the rest of my army, I think I need some firepower.

This message was edited 1 time. Last update was at 2017/07/25 21:55:21


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in fi
Chaplain with Hate to Spare






 casvalremdeikun wrote:

It averages the same number of shots as a quad Lascannon predator, but it has more Weapons than that. It can't fire those shots at different models, but it has five other weapons and a big punchy fist.

The plasma actually averages only 3.5 shots, and those are not lascannon shots. Even if you overcharge, they do only two damage. The lascannons are far superior for taking down vehicles. Then again, the plasma cannon is not terrible. If you're willing to burn command points for it, it can cause pretty decent damage.

Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane. 
   
Made in us
Legendary Master of the Chapter






 Crimson wrote:
 casvalremdeikun wrote:

It averages the same number of shots as a quad Lascannon predator, but it has more Weapons than that. It can't fire those shots at different models, but it has five other weapons and a big punchy fist.

The plasma actually averages only 3.5 shots, and those are not lascannon shots. Even if you overcharge, they do only two damage. The lascannons are far superior for taking down vehicles. Then again, the plasma cannon is not terrible. If you're willing to burn command points for it, it can cause pretty decent damage.


Potentially superior

i should know

10 lascannons did a wopping 2 wounds to a raven

obviously this is an outliner but there is something to be said about consistent damage.

This message was edited 2 times. Last update was at 2017/07/25 22:22:09


 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
Chaplain with Hate to Spare





Sioux Falls, SD

 Crimson wrote:
 casvalremdeikun wrote:

It averages the same number of shots as a quad Lascannon predator, but it has more Weapons than that. It can't fire those shots at different models, but it has five other weapons and a big punchy fist.

The plasma actually averages only 3.5 shots, and those are not lascannon shots. Even if you overcharge, they do only two damage. The lascannons are far superior for taking down vehicles. Then again, the plasma cannon is not terrible. If you're willing to burn command points for it, it can cause pretty decent damage.
I have Devastators for Lascannons. It seems like, anymore, most things top out at T7, so the Macro Plasma is still wounding on 3s or better vs. most things. For everything else, Lascannons and Combi-Meltas.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in fi
Chaplain with Hate to Spare






 Desubot wrote:

obviously this is an outliner but there is something to be said about consistent damage.

Sure. But D6 shot weapon doesn't provide that...

Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane. 
   
 
Forum Index » 40K Tactics
Go to: