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Made in us
Jovial Plaguebearer of Nurgle





West Bend, WI

Dakkanoughts,

I'm looking for some advice on play style and load out for my unboxed Assault Centurions. I would most likely run them with an HQ in TDA. Any advice?

Mr. Raynor
   
Made in kr
Stalwart Space Marine






I only ran a squad of them once with following loadout

1xCenturion Veteran Sergeant : Omniscope, 2xCenturion ; 3xTwin-linked Meltagun, 3xIronclad Assault Launcher

A chapter master with thunder hammer, artificer armour, shield eternal and auspex joined the squad.
He tanks the entire squad, although centurion themselves aren't too fragile per se.
Then they deployed via deep strike, using the fast attack drop pod.

Although they cannot assault on the turn they arrive, they can still shoot 3 TL meltaguns, while worsening the nearest enemy's cover save.
In fact, this method costs(pointwise) much less than giving land raider as transport, and the squad is deployed to desirable point more rapidly.

However, the unit is still expensive and clumsy although they hit like freight train when they do charge.
It's one of those units which performance doesn't correspond to the effort you've put to charge them into combat.
   
Made in us
Jovial Plaguebearer of Nurgle





West Bend, WI

If one team member brings Hurricane Bolter do they suffer from assaulting out of or through terrain?
   
Made in kr
Stalwart Space Marine






 Malik_Raynor wrote:
If one team member brings Hurricane Bolter do they suffer from assaulting out of or through terrain?


No, but the centurion without the assault launcher(i.e. equipped with hurricane bolter) suffers the initiative penalty when charging through terrain.
The other centurions in the same squad with the assault launcher do not
   
Made in us
Jovial Plaguebearer of Nurgle





West Bend, WI

Has anyone had success with the squad having TL Flamers? I'm trying to compare what kind of targets I could be running into. Both weapons seem viable to my play styles.
   
Made in gb
Battleship Captain




Yes and no.

With Hurricanes Bolters and TL flamers they have immense horde-killing power. However, they can't fire overwatch, they're damn slow and they can't kill hordes very effectively in melee.

Granted, the hordes can't kill them either, but still.

I would take hurricane bolters on all of them except the sergeant - he's so damn nasty by himself it's potentially worth it because he can take on most people's HQ characters in a challenge.

One thing that works well - and appropriately so - is pairing them with fortifications.

A bastion can hold a reasonable sized unit of centurions, and two-to-three fire points will let almost all of them fire, with a heavy bolter for the grenade-wielding sarge. Buy a cheap 'escape hatch' upgrade and you have a serious strike range - put the bastion at the front of your deployment zone, and the hatch 12" on, and deploy out of it in your first movement phase the allowable 6" forwards, and you're in rapid fire/flamer range of your opponent's front line on turn 1. Not bad for a slow & purposeful unit!


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Longtime Dakkanaut




I've used three in a pod with meltaguns and hurricane bolsters lead by a chaplain. It keeps the points down overall and then happy lets them reroll hits in the first round of combat. The weapon load out is diverse enough to always be a threat on the drop. No one wants to assault these guys and the assault centurions will simply control the area of the board they dropped into.
   
Made in us
Longtime Dakkanaut





Eye of Terror

S10 in melee can be clutch.

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Made in us
Longtime Dakkanaut




locarno24 wrote:
Yes and no.

With Hurricanes Bolters and TL flamers they have immense horde-killing power. However, they can't fire overwatch, they're damn slow and they can't kill hordes very effectively in melee.



The Bolters can Overwatch, but the TL Flamers get TL Wall of Death so 3-9 hits re-rolling to wound.
   
Made in us
Ruthless Interrogator





Slow and purposeful means that they cannot fire overwatch


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
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It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

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