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![[Post New]](/s/i/i.gif) 2013/09/12 00:32:13
Subject: CSM and centurions
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Fresh-Faced New User
philadelphia,pa
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Sooo, in our local group our SM player has been raving about the centurions possibilities. I fully expect to see a whole bunch of grav cannons pop up soon. As a CSM player, this is mildly disturbing.
So, I'm already trying to think of ways to deal with this.
I don't think my vindicators will live long enough to take them out. I'm sure my melta bikers,havocs,raptors,and blastmaster noise marines will put wounds on them, but it seems that i'll have to dedicate a large chunk of my forces to neutralize them.
Any suggestions?
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![[Post New]](/s/i/i.gif) 2013/09/12 00:41:27
Subject: CSM and centurions
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Maddening Mutant Boss of Chaos
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Well Cents and Vindicators both have 30" threat range, if you go second make sure you are 31" away.
Spawn rush would do great with maybe the Khorne lord on Juggy hiding in back of you with AP 2 axe.. move 12, run and turn 2 you could probably charge.
Those guns will need 6's to wound spawn.
I played with 2 units of cents the other say, i wasnt impressed with Grav guns in all honesty. Lascannon Cents with chapter tactics Imperial Fist are a better play.
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2014 Templecon/Onslaught 40k T, Best overall
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![[Post New]](/s/i/i.gif) 2013/09/12 00:49:11
Subject: CSM and centurions
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Battleship Captain
Oregon
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Spawn.
Wounding on 6's is awesome.
Get in and tie them up all game. You might even win eventually.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:01:39
Subject: Re:CSM and centurions
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Longtime Dakkanaut
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Some of the best units these days available to CSM, in the current meta, are zombies and spawn. Spawn, because they're actually rather durable and fast, and zombies because they're so incredibly cheap. Neither of these care at all about Grav weapons.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:06:07
Subject: CSM and centurions
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Decrepit Dakkanaut
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Tsilber wrote:Well Cents and Vindicators both have 30" threat range, if you go second make sure you are 31" away.
?
So, first turn, they're out of range, then at the bottom of turn you move forward 12", and are out of range, or you move flat-out and don't get to shoot. Turn 2, you're in range, and the grav guns fire. Either way, your opponent is still getting to shoot at the tank before the tank gets to shoot at the centurions.
The question I'm more curious about is why you're still taking vindicators in the first place. Grav guns are hardly the biggest threat that these vehicles have to face.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:06:19
Subject: Re:CSM and centurions
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Pulsating Possessed Chaos Marine
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They're basically obliterators. How do you fight obliterators without invulnerable saves? That's how you fight centurions.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:14:44
Subject: CSM and centurions
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Maddening Mutant Boss of Chaos
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Ailaros wrote:Tsilber wrote:Well Cents and Vindicators both have 30" threat range, if you go second make sure you are 31" away.
?
So, first turn, they're out of range, then at the bottom of turn you move forward 12", and are out of range, or you move flat-out and don't get to shoot. Turn 2, you're in range, and the grav guns fire. Either way, your opponent is still getting to shoot at the tank before the tank gets to shoot at the centurions.
The question I'm more curious about is why you're still taking vindicators in the first place. Grav guns are hardly the biggest threat that these vehicles have to face.
...Um no..
Centurions is 260 points, no one is going to sit back with them. If you are going second, set up 31" away and wait for the Centurion player to move forward. If they dont move forward because they are scared of your vindicator. Then you would also NOT move forward, HENCE staying 31" away... Your 140 point tank is now taking a 260point unit out of play. Didnt realize i had to go that much into detail to spell it out...
Anyway, the original poster asked for help, offer help to him mate...
Also STATUS, Vindicators are not a bad choice, str 10. With all the broad side, tau suits running around. And now the influx of Cents you are going to see. Try it out and see if the Large blast is worth keeping, play test it yourself.
Just consider this, space marines can have 4 of each choice with allying Space marines. I ran a quick game to get a fell for them, proxing 2 units of cents and 2 thunderfire cannons. Centurions in ruins + Tech bolster = 3+ cover save.
But as said by myself and a few more already, spawns look like a fast, cheap, reliable choice if you want a dedicated unit to go Cent hunting.
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This message was edited 1 time. Last update was at 2013/09/12 01:18:26
2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:16:03
Subject: Re:CSM and centurions
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Slippery Scout Biker
Philadelphia, PA
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Sounds pretty scary!
Basically, you should concede every game to him on the first turn. Maybe even before the first turn, during deployment. That way, you can be absolutely certain that the Centurions'll never get a shot off.
In all seriousness, don't worry too much about the Centurions. I don't intend to buy any in the immediate future. I do think that they have a lot of potential, but I'm not that enamored of them. And I have other combinations I want to try out first.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:18:26
Subject: CSM and centurions
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Decrepit Dakkanaut
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Centurions are vulnerable ton instant death and don't come with an invul save. Planted in some ruins or behind an ADL in the middle of their deployment zone, they'll have plenty of targets.
Relying on your opponent to break cover so that he can charge a vindicator with centurions is silly.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:24:28
Subject: Re:CSM and centurions
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Tough-as-Nails Ork Boy
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Termicide squads with plasma could work. Oblits using plasma cannons. Vindicators. Spawn. Super killy Khorne lord on juggie +spawn escort.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:30:32
Subject: CSM and centurions
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Sure Space Wolves Land Raider Pilot
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Hmmm, I haven't really pondered this issue yet. Maybe this Saturday I'll get to play vs some Centurions. Psychic Shriek and lucky Perfectly Timinged Tzeentch Daemon powers come to mind. That and the new CSM Breath of Chaos are all I can think of for ranged attacks, and those are SHORT-range, well I guess the Daemon Tzeentch powers are 18" and 24".
And of course just assaulting them with AP2 melee weapons at I5 or higher. CSM has the Axe, and Daemons have plenty of those!
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![[Post New]](/s/i/i.gif) 2013/09/12 01:31:42
Subject: CSM and centurions
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Big Mek in Kustom Dragster with Soopa-Gun
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Spawn would be hilarious. Wound on 6s, 3wounds each model. Dirt cheap too. Only drawback is it denies you from taking any hellchickens but to be frank CSM does not NEED hellchickens, theyre just easier to rely on.
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An ork with an idea tends to end with a bang.
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![[Post New]](/s/i/i.gif) 2013/09/12 01:36:14
Subject: CSM and centurions
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Bloodthirsty Chaos Knight
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If you have Codex: Chaos Daemons available to you, throw a winged Nurgle Prince with a Balesword at them. Any Greater Daemon actually should be able to squash them in assault. Failing that, rush them with Slaanesh psykers and Psychic Shriek them into oblivion.
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Space Wolves: 3770
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![[Post New]](/s/i/i.gif) 2013/09/12 07:45:21
Subject: CSM and centurions
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Road-Raging Blood Angel Biker
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I'd go berserker on them. Sending in twelve of them to CC them, they won't stand a chance. Sure, they'll kill a few khornies, but they with sheer amount of attacks you get you'll still win the combat. I'm pretty sure they are both Initiative 4 so you attack at the same time. And 4 * 12 +1 strength 5 attacks is something that even centurions won't be able to cope with.
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my guys: 40k
7000 4000 3000 5000 Daemonkin rar 3500 Daemons grr 5000 Pick 'n mix warband yaay 7000 Hostile environment tank army ooooh 4000 Imp. night :O |
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![[Post New]](/s/i/i.gif) 2013/09/12 07:58:35
Subject: CSM and centurions
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Morphing Obliterator
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I am pretty sure devastator centurions have power fists so go at I1. Only the assault variant have non unwieldy cc weapons.
That being said, the best options I am hearing so far are the spawn led by cc chaos lord. A lord with AOBF and spawn escort will smash their faces in while only costing slightly more.
The other option I was toying with was a flying prince without the power armour. That way he is only being wounded on a 6 as well.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/09/12 08:17:10
Subject: CSM and centurions
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Regular Dakkanaut
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Hard Counters =
Chaos Bikers MON
Chaos Spawn MON
Obliterators
Terminators (deep strike)
Vindicators
Predators
Havocs
Ectoplasma Forgefiend
Daemon Prince
Maulerfiend
Chosen
Most any kitted out lord that reaches them in assault
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![[Post New]](/s/i/i.gif) 2013/09/12 08:19:31
Subject: CSM and centurions
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War Walker Pilot with Withering Fire
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rohansoldier wrote:The other option I was toying with was a flying prince without the power armour. That way he is only being wounded on a 6 as well.
Which is fine against Centurions armed with Grav guns. But it's a terrible decision against almost everything else.
Spawn, Bikers (jink and fast) loads on infantry can do it well.
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1,000 points, now painting. |
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![[Post New]](/s/i/i.gif) 2013/09/12 09:04:41
Subject: CSM and centurions
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Road-Raging Blood Angel Biker
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Note: DON'T send in the daemon prince. I have just made that mistake. I killed 1 and wounded another and then they fisted him to death. The only way to avoid insta death is to go prince of nurgle, but then you will take more wounds as you won't get to re roll 1s.
Long story short DON'T send in the big guns, just send lots of medium ones
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my guys: 40k
7000 4000 3000 5000 Daemonkin rar 3500 Daemons grr 5000 Pick 'n mix warband yaay 7000 Hostile environment tank army ooooh 4000 Imp. night :O |
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![[Post New]](/s/i/i.gif) 2013/09/12 10:23:52
Subject: CSM and centurions
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Boosting Ultramarine Biker
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Spawn against devCAN pop three + a shot
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![[Post New]](/s/i/i.gif) 2013/09/12 10:48:38
Subject: CSM and centurions
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Dakka Veteran
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Dev cents have power fists?
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![[Post New]](/s/i/i.gif) 2013/09/12 10:58:53
Subject: CSM and centurions
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Boom! Leman Russ Commander
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dlight wrote:Hard Counters = Chaos Bikers MON Chaos Spawn MON Obliterators Terminators (deep strike) Vindicators Predators Havocs Ectoplasma Forgefiend Daemon Prince Maulerfiend Chosen Most any kitted out lord that reaches them in assault No - GravCents murder all things bike as they are wounding on 3's and you get no save. Yes - GravCents are useless here and Spawn will tie them up. Maybe - If Obilterators stay out of range, yes. Good Lord NO - Terminators are food to GravCents and they won't have the firepower or rely on they're saves. Yes - Hmmmm Str 10 goodness. Maybe - You'll take out one a turn, but you have range. Yes - keep at range and use Lascannons. Hell Yes - I'm a supporter of this unit - it's by far and wide highly underrated. Maybe - if you get in CC, you'll be fine. Maybe - same as DP. Maybe - if you can maneuver yourself in and PG them to death. Centurions do NOT have Power Fists.
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This message was edited 1 time. Last update was at 2013/09/12 10:59:45
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
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![[Post New]](/s/i/i.gif) 2013/09/12 13:23:26
Subject: CSM and centurions
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Road-Raging Blood Angel Biker
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They don't? I saw the fist things and thought that's what they were when he told me that. the guy lied to me about his weaps... I feels foolish
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my guys: 40k
7000 4000 3000 5000 Daemonkin rar 3500 Daemons grr 5000 Pick 'n mix warband yaay 7000 Hostile environment tank army ooooh 4000 Imp. night :O |
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![[Post New]](/s/i/i.gif) 2013/09/12 13:25:02
Subject: CSM and centurions
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Boom! Leman Russ Commander
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thetallestgiraffe wrote:They don't? I saw the fist things and thought that's what they were when he told me that. the guy lied to me about his weaps... I feels foolish
Assault Cents have those nasty drills, but Dev Cents do not have any CC weapons at all.
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Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
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![[Post New]](/s/i/i.gif) 2013/09/12 13:28:21
Subject: CSM and centurions
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Beautiful and Deadly Keeper of Secrets
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Puscifer wrote:thetallestgiraffe wrote:They don't? I saw the fist things and thought that's what they were when he told me that. the guy lied to me about his weaps... I feels foolish
Assault Cents have those nasty drills, but Dev Cents do not have any CC weapons at all.
Speaking of Assault Cents, for note they are better then mutilators, you can actually treat them as a better CC threat.
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![[Post New]](/s/i/i.gif) 2013/09/12 13:36:04
Subject: CSM and centurions
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Slippery Ultramarine Scout Biker
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thetallestgiraffe wrote:They don't? I saw the fist things and thought that's what they were when he told me that. the guy lied to me about his weaps... I feels foolish
Negative bud. Just the standard cc weapons and 1 attack each. They're pretty squishy if they're the dev version. The assault version have the drills, however
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"They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!"
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![[Post New]](/s/i/i.gif) 2013/09/12 13:59:57
Subject: CSM and centurions
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Boom! Leman Russ Commander
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The CC Cents are not good as the need a delivery system and if they do, it's expensive.
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Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
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![[Post New]](/s/i/i.gif) 2013/09/12 14:00:12
Subject: CSM and centurions
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Monstrously Massive Big Mutant
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ZebioLizard2 wrote:Puscifer wrote:thetallestgiraffe wrote:They don't? I saw the fist things and thought that's what they were when he told me that. the guy lied to me about his weaps... I feels foolish
Assault Cents have those nasty drills, but Dev Cents do not have any CC weapons at all.
Speaking of Assault Cents, for note they are better then mutilators, you can actually treat them as a better CC threat.
WHAT?! better than mutilators!? Why I never!!
Cultists are better the mutes XD
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Life: An incomprehensible, endless circle of involuntary self-destruction.
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![[Post New]](/s/i/i.gif) 2013/09/12 14:06:24
Subject: CSM and centurions
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Beautiful and Deadly Keeper of Secrets
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GoliothOnline wrote: ZebioLizard2 wrote:Puscifer wrote:thetallestgiraffe wrote:They don't? I saw the fist things and thought that's what they were when he told me that. the guy lied to me about his weaps... I feels foolish
Assault Cents have those nasty drills, but Dev Cents do not have any CC weapons at all.
Speaking of Assault Cents, for note they are better then mutilators, you can actually treat them as a better CC threat.
WHAT?! better than mutilators!? Why I never!!
Cultists are better the mutes XD
True enough, but I was meaning for their original purpose.
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![[Post New]](/s/i/i.gif) 2013/09/12 15:13:55
Subject: CSM and centurions
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Regular Dakkanaut
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Puscifer wrote:dlight wrote:Hard Counters =
Chaos Bikers MON
Chaos Spawn MON
Obliterators
Terminators (deep strike)
Vindicators
Predators
Havocs
Ectoplasma Forgefiend
Daemon Prince
Maulerfiend
Chosen
Most any kitted out lord that reaches them in assault
No - GravCents murder all things bike as they are wounding on 3's and you get no save.
Yes - GravCents are useless here and Spawn will tie them up.
Maybe - If Obilterators stay out of range, yes.
Good Lord NO - Terminators are food to GravCents and they won't have the firepower or rely on they're saves.
Yes - Hmmmm Str 10 goodness.
Maybe - You'll take out one a turn, but you have range.
Yes - keep at range and use Lascannons.
Hell Yes - I'm a supporter of this unit - it's by far and wide highly underrated.
Maybe - if you get in CC, you'll be fine.
Maybe - same as DP.
Maybe - if you can maneuver yourself in and PG them to death.
Centurions do NOT have Power Fists.
A small unit of Terminators dropping down by the centurions and unleashing combi plasma would work. You could easily kill 2.
A big block of them marching across the table would not.
Big difference.
Good catch on the bikers. Forgot about the ignore cover.
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This message was edited 1 time. Last update was at 2013/09/12 18:02:21
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![[Post New]](/s/i/i.gif) 2013/09/12 15:45:08
Subject: CSM and centurions
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Big Mek in Kustom Dragster with Soopa-Gun
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Assault Cents... i will laugh if anyone actually fields those things lol. Dont feel like doing the math but arent they more expensive than the same wounds worth of hammer/shield termies, and lack the invul just for T5? Rather T4 and 3++ since theyre both going to be hammered with S7+ weapons anyway for the AP or rate of fire purposes. And my warboss will paste them anyway
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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