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Made in gb
Regular Dakkanaut





North Coast, NSW, Australia

Does this make any difference to Terminators or Centurions? These models were not granted the special rule before.

This message was edited 1 time. Last update was at 2015/06/22 23:45:25


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Preacher of the Emperor




Boston, MA

It makes them better. Centurions can avoid being tarpitted in combat and terminators can break off to recharge for more attacks.
   
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Longtime Dakkanaut





Eye of Terror

It's a huge boost for all non bike units... Will make grav star that much better.

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Fresh-Faced New User




The first thing I did after I read the codex was to assemble and paint my Ironclad dread for my WS successor chapter. Some people may complain about it not being fluffy, but an Ironclad dread with hit and run, 2 heavy flamers, powerfist and chainfist in a turn one drop-pod is going to be nasty, especially combined with a Khan bike army.
   
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Dakka Veteran





Every model having hit and run is huge, the crazy stuff you can do is awesome. I like slingshoting my models up the table with hit and run

 
   
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Rough Rider with Boomstick




USA

It's good but can't combine the star with Tiggy.
   
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Chaplain with Hate to Spare





Sioux Falls, SD

Hit and Run Dreadnoughts are pretty mean now that they have four attacks base. But as others have said, giving H&R to Terminators and Centurions is very good.

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 SonsofVulkan wrote:
It's good but can't combine the star with Tiggy.

Why can't you, take the Libby formation using ultra chapter tactics

 
   
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Rough Rider with Boomstick




USA

 krootman. wrote:
 SonsofVulkan wrote:
It's good but can't combine the star with Tiggy.

Why can't you, take the Libby formation using ultra chapter tactics


I was told if there are 2 different chapter tactics(UM & WS) in one unit, the unit loses both chapter tactics.
   
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Slashing Veteran Sword Bretheren






 SonsofVulkan wrote:
 krootman. wrote:
 SonsofVulkan wrote:
It's good but can't combine the star with Tiggy.

Why can't you, take the Libby formation using ultra chapter tactics


I was told if there are 2 different chapter tactics(UM & WS) in one unit, the unit loses both chapter tactics.


That is correct. However, a librarian from one chapter can still buff a unit from another chapter.

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Killer Klaivex




Oceanside, CA

 casvalremdeikun wrote:
Hit and Run Dreadnoughts are pretty mean now that they have four attacks base. But as others have said, giving H&R to Terminators and Centurions is very good.

Hit and run dreadnoughts get free drop pods in a battle company. Very tempting to add some in.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
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Implacable Black Templar Initiate




Central Illinois

Why do you need tiggy? Before the main reason was for Divinity but I thought all librarians got Divinity now.

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Now looking at another list with MORE tyrants and MORE mawlocks, I said to myself. "Oh well looks like it's time for another beer. It'll take the sting out of this. LOL"  
   
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Longtime Dakkanaut




Minneapolis, MN

Too bad Dreadnoughts are a terribly unfluffy choice for White Scars
   
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Killer Klaivex




Oceanside, CA

 DanielBeaver wrote:
Too bad Dreadnoughts are a terribly unfluffy choice for White Scars


But are totally cool in a successor chapter!

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Nurgle Chosen Marine on a Palanquin






Who cares about fluff when you run custom chapters?!

That ironclad sounds about as mean as they come. If that bugger survives turn 1, things are going to be super dead turn 2.

   
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 NightWrench wrote:
Why do you need tiggy? Before the main reason was for Divinity but I thought all librarians got Divinity now.

He gets to reroll his powers, his dice to cast said powers, and is the only ml3 caster in the marine book.


Automatically Appended Next Post:
 HawaiiMatt wrote:
 casvalremdeikun wrote:
Hit and Run Dreadnoughts are pretty mean now that they have four attacks base. But as others have said, giving H&R to Terminators and Centurions is very good.

Hit and run dreadnoughts get free drop pods in a battle company. Very tempting to add some in.

I tried one for my demi company, ended up cutting it..it didnt fit for what I was trying to do, but I can see it being a very solid choice.

This message was edited 1 time. Last update was at 2015/06/23 20:37:34


 
   
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Rough Rider with Boomstick




USA

Tiggy gives you the best chance to get invisibility and the best chance to get it casted especially with the conclave formation. Cents lack invuln save and usually is priority target #1, will get focused down hard.

For the WS, I would stick with grav bikes and dreads.
   
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 SonsofVulkan wrote:
Tiggy gives you the best chance to get invisibility and the best chance to get it casted especially with the conclave formation. Cents lack invuln save and usually is priority target #1, will get focused down hard.

For the WS, I would stick with grav bikes and dreads.


My buddy is running 3 units of cents and I actually like that. You can do a lot of damage and between mass summoning and the dmg the gravs put out, you in theory should be able the keep the cents alive for a while.

I like 2 3 man units in pods and 1 5 man unit. I'm just not sure what to back them up with. It's a list concept I might experiment with in itc format once nova is finished.

 
   
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USA

 krootman. wrote:
 SonsofVulkan wrote:
Tiggy gives you the best chance to get invisibility and the best chance to get it casted especially with the conclave formation. Cents lack invuln save and usually is priority target #1, will get focused down hard.

For the WS, I would stick with grav bikes and dreads.


My buddy is running 3 units of cents and I actually like that. You can do a lot of damage and between mass summoning and the dmg the gravs put out, you in theory should be able the keep the cents alive for a while.

I like 2 3 man units in pods and 1 5 man unit. I'm just not sure what to back them up with. It's a list concept I might experiment with in itc format once nova is finished.


Interesting, well if one is running multi-cent units then yes then no need to run a star. But thats a lot of points going into only cents and then plus drop pods, therefore making it hard to balance out the rest of the army to provide adequate support. Remember without invisibility, there are just way too many threats in the current competitive meta that can beat down a naked cent unit. Scat bikes, Flyrants, grav dev, Scythe WG and etc.
   
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 SonsofVulkan wrote:
 krootman. wrote:
 SonsofVulkan wrote:
Tiggy gives you the best chance to get invisibility and the best chance to get it casted especially with the conclave formation. Cents lack invuln save and usually is priority target #1, will get focused down hard.

For the WS, I would stick with grav bikes and dreads.


My buddy is running 3 units of cents and I actually like that. You can do a lot of damage and between mass summoning and the dmg the gravs put out, you in theory should be able the keep the cents alive for a while.

I like 2 3 man units in pods and 1 5 man unit. I'm just not sure what to back them up with. It's a list concept I might experiment with in itc format once nova is finished.


Interesting, well if one is running multi-cent units then yes then no need to run a star. But thats a lot of points going into only cents and then plus drop pods, therefore making it hard to balance out the rest of the army to provide adequate support. Remember without invisibility, there are just way too many threats in the current competitive meta that can beat down a naked cent unit. Scat bikes, Flyrants, grav dev, Scythe WG and etc.

Well you run each 3 man cent unit with 1 libby and you put the other 3-4 with your 5 man unit.

I actually like something along the lines of SM cad, flesh terrors strike force, and libby formation. That way you can give your cents fnp. You should get 1-2 defensive powers between the libbys, of course this is all matchup dependent. But with podding cents you will scare scatterbikes off the board into reserves giving you ample time to gain board control, Flyrants are terrified of grav, especially if you roll no cover, and scythe wg hurt alot but you have 3 cent units and you can play around it depending on what the opponents army is.

What im getting at is the days of having to always roll defensive powers to make sure you life are over, if you build the list correctly losing half or most of the cents by turn 3-5 shouldn't cost you the game as you should have done ample dmg to your opponent.

 
   
Made in il
Warplord Titan Princeps of Tzeentch






benjak wrote:
The first thing I did after I read the codex was to assemble and paint my Ironclad dread for my WS successor chapter. Some people may complain about it not being fluffy, but an Ironclad dread with hit and run, 2 heavy flamers, powerfist and chainfist in a turn one drop-pod is going to be nasty, especially combined with a Khan bike army.



Correct me if I'm wrong, but dreads do NOT have chapter tactics, no?

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in ph
Fresh-Faced New User




 BoomWolf wrote:
benjak wrote:
The first thing I did after I read the codex was to assemble and paint my Ironclad dread for my WS successor chapter. Some people may complain about it not being fluffy, but an Ironclad dread with hit and run, 2 heavy flamers, powerfist and chainfist in a turn one drop-pod is going to be nasty, especially combined with a Khan bike army.



Correct me if I'm wrong, but dreads do NOT have chapter tactics, no?


Actually, they do. They're the only vehicles in the codex to have it.
   
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Eye of Terror

SM summoning daemons is messed up.

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Just consider them newly converted sons of Chaos that still follow Codex Astartes

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