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![[Post New]](/s/i/i.gif) 2017/09/19 19:15:15
Subject: Carcharodons - Codex, SW, or DW Rules?
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Commoragh-bound Peer
Washington, DC
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I'm starting to piece together my first army for 8th edition (and my first army since 3.5), and I've settled on Carcharodons marines. I know they had Forgeworld rules in past editions that allowed for tactical marines to carry chainswords, as well as a few other rules, and I know that its possible they'll get updated Forgeworld rules for 8th. I'm not interesting in waiting, however, and I know that Forgeworld rules aren't allowed in all settings. So I've taken a look through the Space Marine codex and the Imperial Index and I've come up with four possible ways to build my list.
The painting and modelling aspects are important to me, and I'll be using Primaris bodies as a base for all the marines regardless of which list I use. And while I don't need a highly competitive list, I would like to be able to win some games. Advice on how each of these lists (on a broad scale) would play differently, and on which might be best for someone who hasn't played in a long time and is just starting a new army, would be much appreciated. I've put together my thoughts below. What do you think?
Option #1: Codex Space Marines
- Raven Guard tactics are pretty solid, and I like the idea of using the stratagem to get close combat and short range squads into position.
- Lots of options to represent CC and more shooty squads, as well as scouts as troops. However, I understand that tactical marines aren't great as base troops, which limits options for a chapter that favors the use of infantry squads, and I can't get basic infantry with bolters and CCWs.
- Could make a "Red Brethren" 1st company list, using mostly veterans (Sternguard, Vanguard, Terminators) with a few scouts.
- An almost overwhelming level of options for someone who hasn't played in a long time and need to figure out all the builds up front given the fact that I'll need to convert all the weapon options.
Option #2: Primaris
- Raven Guard tactics are still good.
- No need to convert weapons, and limited build options make it simple for me to get on with the building and painting ... at the cost of limited options.
- Only one expensive transport option.
- I could use mostly Primaris units, with some Terminators (upscaled using Aggressors) and Scouts (converted from Reivers)
Option #3: Space Wolves
- Grey Hunters can take bolters/pistols/CCWs, and two specials instead of a special/heavy combination is good for a more aggressive playstyle.
- Can mix CC and shooting in Terminator squads.
- Blood Claws seem like they could make decent assault troops.
- Wouldn't be using any of the "wolfy" units, which I understand are at the core of a lot of SW lists.
- Librarian powers seem to be the best match for what we've seen from Carcharodon librarians in the fluff
- Could still use scouts, even though they'd be elites.
Option #4: Deathwatch
- Can give my basic troops bolters/pistols/CCWs, and could mimic 1st company veterans with varying squad loadouts.
- Terminator squads can mix shooting and assault, and can have multiple heavy weapons.
- I could even put a few terminators in each squad, and transport them all in Corvus ships (which look great).
- I wouldn't really be taking advantage of mixed unit squads, but I could still use infantry (vets), terminators, and assault marines (vanguard vets).
- Troops are expensive, no scouts.
I'm having a tough time deciding which direction to go, and I'm getting close to the point where I'll need to start putting arms (and thus making weapon decisions) on my 30 or so Intercessor bodies. I've got a fair number of marine bits for weapon options, and getting more from trades and/or eBay isn't a problem - I just need to pick a list and start working out what exactly I should build.
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![[Post New]](/s/i/i.gif) 2017/09/19 19:31:56
Subject: Carcharodons - Codex, SW, or DW Rules?
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Longtime Dakkanaut
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I'd like to point you towards black templars as an option to represent them using the marine codex. You can have crusader troops, who can all go melee loadout and even have extra power weapons in the squad. It also helps deepstriking units with a reroll to charge.
You could mix them, using a detachment with the RG tactic and one with black Templar tactic, to represent different aspects of the chapter even.
I just noticed that addressed some of your issues win codex marines and wanted to mention it.
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![[Post New]](/s/i/i.gif) 2017/09/19 22:01:10
Subject: Re:Carcharodons - Codex, SW, or DW Rules?
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Hellish Haemonculus
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Space Wolves.
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![[Post New]](/s/i/i.gif) 2017/09/20 04:09:16
Subject: Carcharodons - Codex, SW, or DW Rules?
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Pious Palatine
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Ravenguard or Ultramarines. Fluff is for squares.
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![[Post New]](/s/i/i.gif) 2017/09/20 04:28:24
Subject: Carcharodons - Codex, SW, or DW Rules?
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Regular Dakkanaut
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If you use any of those than you can't use their beast of a special character :/
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![[Post New]](/s/i/i.gif) 2017/09/20 04:55:16
Subject: Carcharodons - Codex, SW, or DW Rules?
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Decrepit Dakkanaut
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Raven Guard or Black Templars is the way to go.
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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. |
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![[Post New]](/s/i/i.gif) 2017/09/20 13:21:58
Subject: Carcharodons - Codex, SW, or DW Rules?
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Preacher of the Emperor
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Space Sharks are a fun chapter! Definitely go with Space Wolves for your Space Sharks, just replace "wolf" with "shark" and that will get the heart of the chapter across. Cybersharks, Shark Lords on Thundershark Cavalry, etc. Perfect!
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![[Post New]](/s/i/i.gif) 2017/09/20 13:42:23
Subject: Carcharodons - Codex, SW, or DW Rules?
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Servoarm Flailing Magos
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Zefig wrote:Space Sharks are a fun chapter! Definitely go with Space Wolves for your Space Sharks, just replace "wolf" with "shark" and that will get the heart of the chapter across. Cybersharks, Shark Lords on Thundershark Cavalry, etc. Perfect!
Thundershark Cavalry is one hell of a mental image.
I find the Sharks to be an incredibly compelling chapter. Awesome models and I definitely agree that a chapter like SW would work great to proxy it on. That said, proxying it on any SPace Marine chapter works great (although iirc, only the SW really use axes and the Sharks are basically the only non-Khorne to use chain axes, right? So that's a good way to represent that.) if I were you, I'd make Primaris sharks too. Because why not.
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![[Post New]](/s/i/i.gif) 2017/09/20 13:48:15
Subject: Re:Carcharodons - Codex, SW, or DW Rules?
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Ancient Venerable Dark Angels Dreadnought
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I don't know which comic it was (2000AD perhaps?) but I remember a character that was like a Bounty Hunter and he had a flying shark as an attack animal which would work great to replace some of the "wolves" in a Space Wolf list.
Ah, it was Star Rider from Eagle comics https://comicvine.gamespot.com/star-rider/4005-80620/
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This message was edited 1 time. Last update was at 2017/09/20 14:03:09
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![[Post New]](/s/i/i.gif) 2017/09/20 14:55:13
Subject: Re:Carcharodons - Codex, SW, or DW Rules?
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Slaanesh Chosen Marine Riding a Fiend
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Nah.... This right here is what you want. I wouldn't even put a marine on them, proxy them. I really should go ahead and sculpt some and get them 3D printed.
On topic. Since you can take more than one detachment, you can take the best units of the Raven Guard and Space Wolves.
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"Fear the cute ones." |
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![[Post New]](/s/i/i.gif) 2017/09/20 18:31:00
Subject: Carcharodons - Codex, SW, or DW Rules?
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Decrepit Dakkanaut
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Honestly Thundershark Calvary with one Captain would make a cool detachment. Has that been done yet?
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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. |
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![[Post New]](/s/i/i.gif) 2017/09/20 18:51:52
Subject: Carcharodons - Codex, SW, or DW Rules?
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Khorne Veteran Marine with Chain-Axe
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I vote space wolves. The reason being is that they have the ability to take different weapon options then your standard SM. You dont get the warlord traits/artifacts just yet since the dex hasn't been released.
As a note, you can put the sergeant of a tac squad in termi armor. Also the SW flyers are pretty sexy and you still get access to Primaris squads if you want some.
I use SW as for a all termi army and the ability to vary loadouts of your vets is nice. Makes every squad feel unique.
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Refer to Page 5
PLAY LIKE YOU GOT A PAIR!!
World Eaters 5000 pts |
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![[Post New]](/s/i/i.gif) 2017/09/23 04:52:06
Subject: Carcharodons - Codex, SW, or DW Rules?
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Longtime Dakkanaut
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Raven Guard are the no brainer for me. They are very likely successors of said chapter and are known to employ stealth just before they attack and unleash their immense savagery. Tyberos is the chapter master and is for Codex Space marines. I think its pretty clear what you are meant to play them with and honestly I think they are best played as codex space marines.
You can get your melee tacticals just by using assault marines without jump packs or use Reivers and watch them do pretty well with Tyberos around. Spend some command points and and pray for 1st turn for some brutal charges.
Tyberos IMO is a must take for carchardons because he is just that good for them. I would only never not use him if FW was banned 100% at a store.
Also this is all based on using Raven Guard chapter tactics while still having the Carcharodons keyword. I am pretty sure thats what you do for successor chapters and because they are unknown/Raven Guard successors I think you could get away with it.
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This message was edited 1 time. Last update was at 2017/09/23 04:53:16
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