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Made in us
Longtime Dakkanaut




Tiggy is good, Gives the +1 at the start of the battle round, lasts the complete battle round.

New Psychic power.

Confirmed 16 Ultra only Stratagems.

Gman in the Supplemental.

Scions of Gman.. Move and bolter drill all the days.

This message was edited 1 time. Last update was at 2019/08/08 17:16:51


 
   
Made in us
Fixture of Dakka





I'm trying to noodle through all this. Tactical makes Bolt Rifle Intercessors into what Rubric Marines should have been with bolters. They'll be an incredible unit envied by everyone. What is going to keep them off the table?

Can people give me lists they think will be absolutely ridiculous?


[im]https://imgur.com/kEUzFF0.png[im]

http://insighthammer.com/ 
   
Made in us
Longtime Dakkanaut





Aggressors with the move and shoot as if they didn't move is going to be really solid. They will be the #1 threat on the field that needs to die I think. By themselves with minor support they are putting out gross amounts of firepower that's -1 ap. They're brutally efficient. Intercessors also seem really solid with this. Moving and always getting their two shots at ap-2 is really strong.

This message was edited 1 time. Last update was at 2019/08/08 17:37:17


 
   
Made in gb
Long-Range Ultramarine Land Speeder Pilot





Holy Terra

My flamer Aggressors will now disembark from a transport and hit a unit with 100 Ap-1 auto hits.

Intercessors are running around, always rapid firing with ap-2 bolters.

Tiggy is Eldrad. Re rolls to cast AND +1 to cast and deny. Fantabulous.

Cherry on top is that it applies to vehicles, so heavy weapons on Redemptors now have no penalty to hit, as an example.

-~Ishagu~- 
   
Made in us
Longtime Dakkanaut




I think one of the bigger deals is the confimration of 16 unique stratagems for Ultras.

You can surmise that would remain constant for the other supplementals. So good news for Scars, Iron Hands such.

I think the blurb about all the rerolls might be them fixing the reroll business. That is good. its a game play flaw.

I think the new Psychic is blah. Its not wonderful. Its not bad. Corner case. Have to wait and see. But I think the good news is it shows the Psycic powers are getting reworked. That is needed.

Further confirmations of New Warlord Traits, New Relics is nice.
   
Made in ie
Fresh-Faced New User






I think the psychic power has pretty decent capability. With a good roll it can obliterate a squad of guardsmen.

Add in a few leadership modifiers and it's an awful lot more threatening than smite.

   
Made in us
Longtime Dakkanaut





 Sentineil wrote:
I think the psychic power has pretty decent capability. With a good roll it can obliterate a squad of guardsmen.

Add in a few leadership modifiers and it's an awful lot more threatening than smite.


Yeah I 100% agree. It's on average not going to do much, but with a re-roll the threat value is very high. It could blow up a character or do very reliable wounds to a 8-9 leadership squad. Or you could roll average an do like 1 wound if you are lucky. Either way I think it's a solid power.

 
   
Made in gb
Long-Range Ultramarine Land Speeder Pilot





Holy Terra

I've just realised that Ultramarine Executioners will shoot twice even if they move because it counts as staying still. That's a nice little boost.

-~Ishagu~- 
   
Made in us
Longtime Dakkanaut





 Ishagu wrote:
I've just realised that Ultramarine Executioners will shoot twice even if they move because it counts as staying still. That's a nice little boost.


Depending on the rules white scars get it is funny to think that ultramarines might very well be the most mobile marine army.

 
   
Made in us
Fixture of Dakka





Tigurius' ability is start of the battle round now, too. feth me.

[im]https://imgur.com/kEUzFF0.png[im]

http://insighthammer.com/ 
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Daedalus81 wrote:
Tigurius' ability is start of the battle round now, too. feth me.

That part is tecnicalloy a nerf. It used to be at the start of the shooting phase so you got more information before you made your decision. It now effects CC attacks though ...Fair trade....

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in ca
Ultramarine Land Raider Pilot on Cruise Control






I think they messed up the stratagem they show cased. It's until the next battle round, so if you go first it's still on during your opponents turn. Then if you go second it's gone at the end of your turn.
   
Made in us
Dakka Veteran




 Ishagu wrote:
My flamer Aggressors will now disembark from a transport and hit a unit with 100 Ap-1 auto hits.


Only 70 on average out of a Repulsor. 42 out of an Impulsor or Executioner. Boltstorm dudes with a reroll average 85 and 51 hits respectively. Taking Overwatch from Flamestorm Aggressors that didn't move though...
   
Made in us
Longtime Dakkanaut




Aggressors, Redemptors both really seem to benefit from this rule. I'd say chances are the Impulsor and Invictus dreadknight suit might as well.

I keep coming back to Tiggy with an asterius, in the Devastator Doctorine that is a lot of -3 and -4 AP. Those Heavy Stubbers at -2 AP start to look good. Add in some Lasfusil and Suppressors... Thats a lot of armor penetrations.
   
Made in se
Smokin' Skorcha Driver




Sweden

Wait, i dont get this concept. So lets say you play an ultramarines list using the new codex. Then you buy the supplement and put it in your game bag. Does the same list you usually play now get the new better ultramarine tactical doctrine (shoting as if standing still) without changing anything? Just owning the book makes your ultramarines better for free? You can say pregame its in your library at home and you get free better rules?

This message was edited 2 times. Last update was at 2019/08/08 19:04:33


Brutal, but kunning!  
   
Made in ca
Death-Dealing Ultramarine Devastator






What article are you all reading where Tiggy is giving +1 to hit? Cause the one I'm reading right now, his Master of Prescience gives an Ultramarines unit within 6" a -1 to hit debuff against enemies shooting at them.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies
 
   
Made in us
Longtime Dakkanaut





Gitdakka wrote:
Wait, i dont get this concept. So lets say you play an ultramarines list using the new codex. Then you buy the supplement and put it in your game bag. Does the same list you usually play now get the new better ultramarine tactical doctrine (shoting as if standing still) without changing anything? Just owning the book makes your ultramarines better for free? You can say pregame its in your library at home and you get free better rules?


I mean personally I'd think everyone would agree ultramarines would have this regardless of if the player has the book or not. I think it would be very "off" to say no you don't get this free rule because you didn't buy the book or have it on hand especially when these rules are very easy to prove as being a thing through a variety of sources.

 
   
Made in gb
Longtime Dakkanaut




Gitdakka wrote:
Wait, i dont get this concept. So lets say you play an ultramarines list using the new codex. Then you buy the supplement and put it in your game bag. Does the same list you usually play now get the new better ultramarine tactical doctrine (shoting as if standing still) without changing anything? Just owning the book makes your ultramarines better for free? You can say pregame its in your library at home and you get free better rules?

Well it sounds like the named charictors and special units are in the supplement.
   
Made in us
Ultramarine Chaplain with Hate to Spare






The Newman wrote:
 Ishagu wrote:
My flamer Aggressors will now disembark from a transport and hit a unit with 100 Ap-1 auto hits.


Only 70 on average out of a Repulsor. 42 out of an Impulsor or Executioner. Boltstorm dudes with a reroll average 85 and 51 hits respectively. Taking Overwatch from Flamestorm Aggressors that didn't move though...

Yeah the boltstorms are just better overall.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Krazed Killa Kan






 Tibs Ironblood wrote:
Gitdakka wrote:
Wait, i dont get this concept. So lets say you play an ultramarines list using the new codex. Then you buy the supplement and put it in your game bag. Does the same list you usually play now get the new better ultramarine tactical doctrine (shoting as if standing still) without changing anything? Just owning the book makes your ultramarines better for free? You can say pregame its in your library at home and you get free better rules?


I mean personally I'd think everyone would agree ultramarines would have this regardless of if the player has the book or not. I think it would be very "off" to say no you don't get this free rule because you didn't buy the book or have it on hand especially when these rules are very easy to prove as being a thing through a variety of sources.


Some people would fully endorse pay to win if that is what GW is selling. Wouldn't surprise me a bit if people demanded you buy the book in order to use the power cre.. i mean new rules.

"Hold my shoota, I'm goin in"
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Made in gb
Longtime Dakkanaut




Assuming that dreadnaughts get to benifit from Scions of Guilliman.
(Which also means the exsisting marine strategums are now dead.)

What's people's reading on how this would interact with C-Beam Cannons?
   
Made in us
Longtime Dakkanaut




The way I read it is:

Space Marine Dex has all the stuff. All the data sheets for all the units in common for all Chapter Codex organizations. it also have the Chapter Tactics. And warlord Traits and relics. Presumably generic Librarian power list also. Oh and all the in common space marine stratagems.

Ultramarine supplemental adds Ultra special characters (calgar, Tiggy, Gman), Ultramarine specific units (Nid War Vets) Ultra specific Stratagems, Relics, and Traits, and it appear a Ultra Specific Psychic Power list. Ohh and the Army Wide ultra if your in Tac doctorine move and shoot, but don't count as moving. (whatever that is called)
   
Made in us
Longtime Dakkanaut




Ice_can wrote:

What's people's reading on how this would interact with C-Beam Cannons?


It means you're on the bounce Marine.
   
Made in us
Decrepit Dakkanaut




Did you see the entry for the Special Equipment? I'm kinda confused how that interacts with the regular relics but I don't have time to digest the article.

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 us
Ultramarine Chaplain with Hate to Spare






Ice_can wrote:
Assuming that dreadnaughts get to benifit from Scions of Guilliman.
(Which also means the exsisting marine strategums are now dead.)

What's people's reading on how this would interact with C-Beam Cannons?
You mean conversion beamers? It's a heavy weapon so it will get +1 AP on devastator doctrine and if you are ultramarines you will ignore penalties for moving and shooting if the tactical docterine is up.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Longtime Dakkanaut




 Xenomancers wrote:
Ice_can wrote:
Assuming that dreadnaughts get to benifit from Scions of Guilliman.
(Which also means the exsisting marine strategums are now dead.)

What's people's reading on how this would interact with C-Beam Cannons?
You mean conversion beamers? It's a heavy weapon so it will get +1 AP on devastator doctrine and if you are ultramarines you will ignore penalties for moving and shooting if the tactical docterine is up.

Well it carries the"may not be fired on any turn in which the model carrying it has moved."

"Can make attacks with ranged weapons in the following shooting phase as if their unit had remained stationary"
   
Made in us
Longtime Dakkanaut




Ice_can wrote:

Well it carries the"may not be fired on any turn in which the model carrying it has moved."

"Can make attacks with ranged weapons in the following shooting phase as if their unit had remained stationary"


Therefore so far as the weapon is concerned you havent moved, and can fire.
   
Made in gb
Longtime Dakkanaut




Sterling191 wrote:
Ice_can wrote:

Well it carries the"may not be fired on any turn in which the model carrying it has moved."

"Can make attacks with ranged weapons in the following shooting phase as if their unit had remained stationary"


Therefore so far as the weapon is concerned you havent moved, and can fire.

That's what I thought but time to get those C-beams ordered as I expect GW will nerf this asap.
   
Made in us
Fresh-Faced New User




Gitdakka wrote:
Wait, i dont get this concept. So lets say you play an ultramarines list using the new codex. Then you buy the supplement and put it in your game bag. Does the same list you usually play now get the new better ultramarine tactical doctrine (shoting as if standing still) without changing anything? Just owning the book makes your ultramarines better for free? You can say pregame its in your library at home and you get free better rules?


Main book will probably be "Codex: Successor/DIY Chapter."

So sort of yes? Might be tradeoffs in the DIY traits, though
   
Made in nl
Crazed Spirit of the Defiler




 Tibs Ironblood wrote:
Aggressors with the move and shoot as if they didn't move is going to be really solid. They will be the #1 threat on the field that needs to die I think. By themselves with minor support they are putting out gross amounts of firepower that's -1 ap. They're brutally efficient. Intercessors also seem really solid with this. Moving and always getting their two shots at ap-2 is really strong.


OUCH. Yeah, that's true. Didn't realize that yet, that will make a group of 3 Aggressors in an Impulsor riding them to their destinatio REALLY dangerous. Insulated from shooting thanks to the 4++ Impulsor 1st turn, then come second turn they can make a 3 + 5" disembark move to get into optimal firing position and then unleash 36+ 6d6 S4 AP-1 shots. My Reaper Chaincannon CSM are gonna be so jealous...

Really interesting one for me will be White Scars tomorrow though as maybe I want to run my Space Wolves with their rules... I love SW but ever since 8th I've been struggling with them because SWs own rules just feel so... out of character for them. At least for me personally. Been looking for a different ruleset to run them with that better fits my vision of SW ever since.
   
 
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