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Made in us
Battleship Captain




Oregon

Feels like adding a cheap Captain with a Combi melta and claw would solve a lot of their problems. Be harder to bog down, more firepower on the drop and an inv save to toss plasma or grav wounds against..

Could even leave the combi weapon at home and take an auspex for reducing cover.
   
Made in us
Decrepit Dakkanaut




 minigun762 wrote:
Feels like adding a cheap Captain with a Combi melta and claw would solve a lot of their problems. Be harder to bog down, more firepower on the drop and an inv save to toss plasma or grav wounds against..

Could even leave the combi weapon at home and take an auspex for reducing cover.

They have three TL Melta Guns and AP2 attacks. What problems is this solving? The attacks need to be more accurate or we need more.

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
Shas'la with Pulse Carbine



San Diego, CA

Slayer-Fan123 wrote:
 minigun762 wrote:
Feels like adding a cheap Captain with a Combi melta and claw would solve a lot of their problems. Be harder to bog down, more firepower on the drop and an inv save to toss plasma or grav wounds against..

Could even leave the combi weapon at home and take an auspex for reducing cover.

They have three TL Melta Guns and AP2 attacks. What problems is this solving? The attacks need to be more accurate or we need more.


More str 10 attacks? No thanks. I feel every unit should have a weakness; I'm ok with their limited number of attacks in exchange for at initiative str 10 ap 2 armourbane.

7000
5000
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3000 
   
Made in us
Decrepit Dakkanaut




DirtyDeeds wrote:
Slayer-Fan123 wrote:
 minigun762 wrote:
Feels like adding a cheap Captain with a Combi melta and claw would solve a lot of their problems. Be harder to bog down, more firepower on the drop and an inv save to toss plasma or grav wounds against..

Could even leave the combi weapon at home and take an auspex for reducing cover.

They have three TL Melta Guns and AP2 attacks. What problems is this solving? The attacks need to be more accurate or we need more.


More str 10 attacks? No thanks. I feel every unit should have a weakness; I'm ok with their limited number of attacks in exchange for at initiative str 10 ap 2 armourbane.

I'm talking about what to add to the squad in terms of an HQ.

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
Fixture of Dakka





San Jose, CA

My advice is to not go over-board with Assault Centurions. They are slow and cannot even run. The smart player will just move away from them and go after the rest of the army. You don't want an expensive HQ in the unit because that would then be a 300-400 point unit that won't make its points back. If you want to put a HQ in with that unit, keep him cheap is the best way to go. So whether your opponent ignores the unit or wipes them out, you won't be down so much in the points department.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Battleship Captain




Oregon

Slayer-Fan123 wrote:
 minigun762 wrote:
Feels like adding a cheap Captain with a Combi melta and claw would solve a lot of their problems. Be harder to bog down, more firepower on the drop and an inv save to toss plasma or grav wounds against..

Could even leave the combi weapon at home and take an auspex for reducing cover.

They have three TL Melta Guns and AP2 attacks. What problems is this solving? The attacks need to be more accurate or we need more.


The IC would boost their shooting output by reducing the cover saves on the target. Considering how common cover is, this could be significant especially for 2+ cover save units.

IC would help mitigate their weakness against being tarpitted by weak infantry. Lightning claw will be wounding T3 models 89% of the time.

Lastly, an IC could help absorb incoming AP2 shooting like grav or plasma.

It's not a perfect solution as it does involve a not insignificant amount of points but it has some potential.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Slayer-Fan123 wrote:
DirtyDeeds wrote:
Slayer-Fan123 wrote:
 minigun762 wrote:
Feels like adding a cheap Captain with a Combi melta and claw would solve a lot of their problems. Be harder to bog down, more firepower on the drop and an inv save to toss plasma or grav wounds against..

Could even leave the combi weapon at home and take an auspex for reducing cover.

They have three TL Melta Guns and AP2 attacks. What problems is this solving? The attacks need to be more accurate or we need more.


More str 10 attacks? No thanks. I feel every unit should have a weakness; I'm ok with their limited number of attacks in exchange for at initiative str 10 ap 2 armourbane.

I'm talking about what to add to the squad in terms of an HQ.
Pedro may double the price of the squad, but he gives all of them +1 attack and can launch his "feth this place, in particular" Orbital Strike at a different location if they have an Omniscope. He also can tank AP2 shots due to his 4++ and 5+++.

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Made in us
Longtime Dakkanaut




I use them as 3 man squads With melta as a replacement for a melta command squad. They fill the same role, kill tanks, and can survive the next turn to do even more damage. Sometimes I will add in a 95pt chaplain with auspex to reduce the cover save of a target and/or be better in assault.

However they are no slower than a Lychstar unit and we've seen plenty of tourney reports where the Lychstar has gotten into combat after a Veil. Assault Centurions will easily make their points back wiping out an Imperial Knight or even a Centstar unit trapped by a Colexus assassin.

If I were to go deathstar with the Assault Centurions, then I would put 4-5 in a Spartan with a Chaplain and maybe 1-2 other IC's. You could easily track down a Knight or deathstar and plow right into them. Some grav pistols on the IC's to slow down a Wraithknight in combat would be nice to.
   
Made in us
Longtime Dakkanaut





Eye of Terror

Shooty centstar should mow them down before they can get into close combat and if you're running a Cullexus assassin as well plus some IC(s) to buff your choppy censtar that's a lot of points.

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