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Made in us
Regular Dakkanaut




For Tau sure. I dunno if I want to intermingle a bunch of marine units though, that’s a lot of more expensive guys who won’t be shooting next round. Unless I had so many to do it that that 5+ overwatch actually kept them from being charged.
   
Made in gb
Longtime Dakkanaut




bort wrote:
For Tau sure. I dunno if I want to intermingle a bunch of marine units though, that’s a lot of more expensive guys who won’t be shooting next round. Unless I had so many to do it that that 5+ overwatch actually kept them from being charged.

As a Tau player I'm actually having a hard time seeing the funny side of this. People complaining that Tau sept trait is broken then GW gives out Tau + Hawkshroud + 6+FNP.

3 5 man intercessors units all over watch on 5+ with a captain LT rerolls bubble. Then you have potentially 36 CC attacks plus 12 Sarget weapon attacks back assualting a ironhands gunline just became a Death sentence for a number of units.
   
Made in us
Regular Dakkanaut




Ice_can wrote:
bort wrote:
For Tau sure. I dunno if I want to intermingle a bunch of marine units though, that’s a lot of more expensive guys who won’t be shooting next round. Unless I had so many to do it that that 5+ overwatch actually kept them from being charged.

As a Tau player I'm actually having a hard time seeing the funny side of this. People complaining that Tau sept trait is broken then GW gives out Tau + Hawkshroud + 6+FNP.

3 5 man intercessors units all over watch on 5+ with a captain LT rerolls bubble. Then you have potentially 36 CC attacks plus 12 Sarget weapon attacks back assualting a ironhands gunline just became a Death sentence for a number of units.


Would like to point out that part of the Tau CT is access to characters, just like part of UM is access to several UM characters. Marines also don't have FtGG, which means I can charge one unit of those intercessor, and pile into the other two which means I can mitigate a lot of firepower, unlike charging Tau, something I throw in there is going to have to take the Riptides OW no matter what. 5+ OW with Tau is a lot more synergistic than it is with marines.

All the new CT's seem really good, I'm still sticking with Salamanders as a ap1 - > ap0 armor trait is huge given the prevalence of AP1 Aggregate fire style weapons (SMS with ATS, Heavy Bolters, Bolt-Rifles, etc.,) The fact that they can now affect non-dread vehicles as well is also great, less so for Sallies but UM/IH/RG CTs got a big boost from that. Predators that are always in cover or have a FNP or can fall back and shoot? Those are all pretty good.
   
Made in gb
Longtime Dakkanaut




Vilehydra wrote:
Ice_can wrote:
bort wrote:
For Tau sure. I dunno if I want to intermingle a bunch of marine units though, that’s a lot of more expensive guys who won’t be shooting next round. Unless I had so many to do it that that 5+ overwatch actually kept them from being charged.

As a Tau player I'm actually having a hard time seeing the funny side of this. People complaining that Tau sept trait is broken then GW gives out Tau + Hawkshroud + 6+FNP.

3 5 man intercessors units all over watch on 5+ with a captain LT rerolls bubble. Then you have potentially 36 CC attacks plus 12 Sarget weapon attacks back assualting a ironhands gunline just became a Death sentence for a number of units.


Would like to point out that part of the Tau CT is access to characters, just like part of UM is access to several UM characters. Marines also don't have FtGG, which means I can charge one unit of those intercessor, and pile into the other two which means I can mitigate a lot of firepower, unlike charging Tau, something I throw in there is going to have to take the Riptides OW no matter what. 5+ OW with Tau is a lot more synergistic than it is with marines.

All the new CT's seem really good, I'm still sticking with Salamanders as a ap1 - > ap0 armor trait is huge given the prevalence of AP1 Aggregate fire style weapons (SMS with ATS, Heavy Bolters, Bolt-Rifles, etc.,) The fact that they can now affect non-dread vehicles as well is also great, less so for Sallies but UM/IH/RG CTs got a big boost from that. Predators that are always in cover or have a FNP or can fall back and shoot? Those are all pretty good.

Your missing the point if I intermix my squads your charging all of them or none it's that simple you can't pile into a unit you didn't charge and swing and you can move within an inch of a unit you haven't charged. You either charge and swing with 2/3 models or your eating overwatch from every unit. And you will be eating CC attacks from all of the units and that's not a walk in the park when intercessors are now 3 attacks each base potentially 4.
   
Made in us
Decrepit Dakkanaut




bort wrote:
Yeah, it really needs to not give -1 to hit. But the ability is nice in principle.

Assuming certain stuff stays the same, I'm thinking:
1. Iron Hands Brigade w/ Dread spam
2. Raptors Vanguard w/ Lias Sternguard Bomb
Would work okay I think. Until points get to me though I haven't an idea.

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
Regular Dakkanaut




Ice_can wrote:

Your missing the point if I intermix my squads your charging all of them or none it's that simple you can't pile into a unit you didn't charge and swing and you can move within an inch of a unit you haven't charged. You either charge and swing with 2/3 models or your eating overwatch from every unit. And you will be eating CC attacks from all of the units and that's not a walk in the park when intercessors are now 3 attacks each base potentially 4.


Not really, here a couple ways around it:

Charge a T5+ multi-wound model to soak up all of the OW if needed and tag out all the units and charge the now tagged up units. (combined OW and CC attacks doe 3.7 ap1 wounds and 10.6 ap0 wounds, not enough to kill any standard vehicle chassis after saves have been rolled)

Charge the wings of the interleaved formation, that if your using primaris bases are pretty much maxing out at the 2" coherence rule, and pile in so that units at the edge of formation are tagged. You can't consolidate or pile-in out of coherency, and when you consolidate you MUST go close to the closest enemy model, this means that they can't move because they would break coherency, which means that each remaining squad would only have two models that could attack. This means that you have killed one unit (the initial target) and pinned two others while only taking the OW from one squad and 4 primaris models worth of CC spread across 2 units. If you didn't kill the initial target it would be 3 pinned squads with 1 squads worth of overwatch and 6 primaris worth of attacks (so 18 str4 on 3's and 10 str4 AP-1 on 5's, possibly a bit more if the SGTs were tagged) This is absolutely nothing compared to dealing with broadsides/triptides/firewarrior spam with FtGG in which I am forced to take that overwatch regardless.

This message was edited 1 time. Last update was at 2019/08/05 22:24:00


 
   
Made in ca
Commander of the Mysterious 2nd Legion





Slayer-Fan123 wrote:
Vilehydra wrote:
Slayer-Fan123 wrote:
The problem with the Salamander trait is that you already need to cluster around your HQ units to make them remotely worth anything, which brings to the point that you only get one reroll on hitting or wounding when you're not near them. Not exactly outstanding when I can get a bunch of other stuff instead. I'd even rather have Iron Hands and they're awful.

Making the unit only slightly less reliant does nothing for one model when it's the whole unit you need to be concerned about. At most you should only do Devastator squads with two Heavies and that's it.


We've discussed this before, and at this point we're just going to agree to disagree. I've had good success with Salamanders, going 3-3 in my first GT against some pretty tough match-ups ran by some tough players. Do salamanders require a different approach to building a list? Absolutely, but the CT can be leveraged more than any other CT IMO.

That being said, back to finish the Slaughterfest Write-Up

Game 4 - Triptide with ATS/Velocity Trackers, 2 Cyclic Ion commanders, Darkstrider, cadre fireblade, ethereal, 28 shield drones, 4 marker drones mixed in, 2 devilfish (w/ gundrones), 20 breachers, and 5 firewarriors, 3 sacea marksmen. - Win
Spoiler:

ITC mission 1, pointed short-edge deployment
He gave his cadre fire-blade through unity devastation and the puretide
I gave my knight 2+ armor and land-strider.

I deploy as far forward as cover allows, scouts not being super-useful this game I relegate them to the engineers secondary, he deploys out on his left flank of the deployment, securing an avenue of fire on an open road for his riptides. I deploy my knight to receive cover, effectively giving him a 1+ save.
Despite finishing my deployment first, he goes first.
Turn 1 despite him popping C&C node on one of his riptides, due to some poor rolls and misdeployment on the firesight for markerlight support, He manages to bring down one rhino down to two wounds with ALL of the broadsides. He moves both of his breacher-fish forward behind to try and grab some board control.

My Turn I move the knight forward, disembarking Vulkans rhino and the wounded rhino. Manage to destroy his center devilfish (which had dark-strider in it) and put the other down to two wounds remaining. Was able to charge the forcibly disembarked breachers/Darkstrider and nearby firewarrors with vulkan, the LT, and the sternguard. Ended up wiping out the breachers and darkstrider, killing and tying down a couple firewarriors.

His second turn he disembarks the other breachers close to my knight and some tacs fires everything into the knight and brings it down to 13ish wounds (2+ armor is really good here, definitely saved several wounds from SMS) and kills a couple sternguard and tacs. Not much else happens.
My Turn 2 I kill the remaining devilfish and start forcing him to take drone saves, trying to kill as many as I can through small arms focusing the drones, and heavy weapons targeting his broadsides or exposed commanders. I Charge my knight and some tacs into the forward breachers. Kill the breachers, and consolidate towards the riptides so that I am at this point within 3 inches of the riptides. TH Captain comes down trying to get an exposed charge on the sacea marksmen but fails (Tau drones can't save for sacea sept) Takes two damage for his trouble.

His turn 3. He's out of CP, so no focus fire, and he puts all of his riptide fire into the knight. He kills it by one failed save, that I used a CP re-roll to succeed. At this point he concedes because he couldn't kill the knight and I would've heroically intervened into all three of his riptides, meaning that next turn I could have charged several units with no real FtGG penalty and wiped him. Even if the knight did die, I still had a pretty commanding VP lead because of the bonus/board control.


Game 5 - Triptide with ATS/Target lock, 1 HYMP broadside squad, Shadowsun, 2 x cadre fireblade, 3x5 firewarriors, 33 shield drones - Win
Spoiler:

Mission 4 Circle-quarter deployment
Same relic loadout as last time

I finished deploying first, still lost the roll off, then he gave me first turn so I could approach his optimal engagement range.
He castled up on a two story building, placing his broadsides at the top with a 6 man drone right beneath them, triptides and drone support holding the center.
I deployed around a center two story building. Two rhinos on my south side, one on the north. Knight At the opposing corner out of range of his broadsides. Dreadnoughts deployed on objectives with scouts as engineers.
I advanced the rhinos and put the knight into cover, the rhinos pop smoke and vulkans rhino gets MoH for the additional toughness.

His turn he pops vulkans rhino, forcing his crew to disembark into the ruins, the sternguard are wittled down to to combi-flamers.
My turn I advance my knight, disembark all remaining squads and deployed the TH captain. I use any shooting I can to wittle down as many drones. I score a lucky hit with one of the vendreads las-cannons and completely Ice a broadside. Big squads and no ethereal mean I can force him to make morals to bypass standard drone survivability. I charge the firewarriors with marines, kill one squad and tri-point the two on opposing flanks. The knight fulltilts and murders one of the squads in CC and is right in the face of the opponent.

His turn 2 he focuses all of his fire power into the knight, brings it low but not killing it. He also dives with a riptide to kill my librarian so I can't nullzone out his riptides/drones. He does kill the kill the librarian (only had two wounds left after some previous skirmish fire) but exposes a riptide with no drone support. In his combat phase I finished off both of the other fire-warriors, freeing two tac squads.

My Turn 3 I continue to whittle down any drones I can, and put some lasfire into the exposed riptide to bring it down (it does branched reactor for 18 shots And 3+ invuln). Vulkan hops back in cover, and charges the exposed riptide so he only gets overwatched by the SMS, the knight and the LT then follow suit and slaughter the riptide. One tac marine squad charges a single character, uses the distance to go up the building the broadsides are in and piles-in after they have fought to tie the broadsides down. That win-condition was achieved.
His turn 3 he kills my knight, he doesn't explode and I don't try to bring him back, but it soaks most of his firepower. He kills a couple marines here and there, but nothing to critical.

After this point, through aggregate fire and attrition on his drones I'm finally able to land solid lascannons and melta hits on his riptides. This goes on for a couple turns and I table him by turn 5 or 6


Game 6- Triple Croissants, 2x Triarch stalkers, 2x doomsday arks, 20 warriors, 15 immortals, 2x6 bike squads, a cryptek, and Imotek - Loss
Spoiler:

ITC missiion 6, Vanguard Strike

Knight has 2+/4++ configuration
Librarian takes MoH and Fury of the ancients (actually came in clutch)

He has the veil of darkness on the cryptek

I deploy the rhinos behind cover, the vendreads in non-LOS blocking cover, Knight in the open (not enough cover to block him out anywhere)
He deploys his ghost arcs and stalkers in the front line, engineer immortals in the back on an objective. Bikes were deployed on the wings.

Despite finishing my deployment first, he wins the roll off and goes first. He then wins because of it.
His first turn his dice were HOT. He uses Imoteks ability to do 4 MWs to the knight and then activates the +1 to hit strategem. He then fires his doomscythes and arks at the knight. It was one of those days I couldn't make a single 4++ on the knight 7 wounds went in and killed the knight. A dreadnought was also picked off and 20 warriors were teleported into my back corner and with MWBD were able to tie down a dreadnought and get into some scouts. I try to get the knight back up, spending 4 cp for a 75% chance, but it fails. The bikes have secured both flanking objectives

My turn 1 I disembark all of my marines in an attempt to kill the nightscythes and the warriors in my backline. I kill one nightscythe and bring another down to 1 wounds, but am unable to finish it off (almost killed it with a krak grenade, but he CP'd the save). My librarian MoH's vulkan and then shoves a melta gun into the crypteks face. I then charge the warriors with all of my characters and infantry squads. The characters all made it in (thankfully) but all three infantry squads rolled 2 inch charges when I needed 4. and because of that he had 3 warriors left over which basically kept my army in the back the entire game for an army that needs to exert some pressure, thats NOT good. I was able to tie down one of the triarchs with some forward magicboxed scouts.

His turn 2 he pops a couple rhinos, and kills a few marines here and there while also failing to kill my remaining dreadnought (lucky break). He spends 2cp(?) to reroll 1's on reanimation on his warriors stuck in my back line, and during his combat phase I kill his warriors down to a single model (which he got back by using that cp), but it still ties down the a scout and tac squad. The stalker is still tied down by the scouts, but he moved the other one forward.

My turn 2 I send vulkan and the sternguard to kill the bikes on one flank and leave 1 model with ONE wound remaining. I'm able to pistol off the last warrior with the squads in CC and kill off the non-engaged stalker. The wounded doomscythe is also killed, while the third was brought down to a couple of wounds, but wasn't killed. THC captain comes in and assist the scouts in tying down the stalker and tagging some immortals that came in to kill off the scouts in CC. That captain had 6 total rounds of combat, and he rolled about 15 2's, ngl that hurt a little.

His turn 3 he used his super wounded doomscythe to kill vulkan, he got 3 shots off of a d3, 1 hit on a 5+, 1 wound on a 2+, I failed my 3+ invuln, and he rolls a 5 to just instagib vulkan. He finishes off the rhino, and is able to disengage both his stalker and immortals at this point, but not out of heroic intervention range of the captain, who does so just to roll more 2's to hit.

At this point is was pretty clear I lost the game so I just made a play for the points I could get. Over the next several turns he was able to attrition down my marine squads with the DDA gauss fire and bike particle caster fire while I was able to kill a DDA. My Librarian was able to finish off the doom scythe, and between the LT and the Librarian they killed the bikes that vulkan didn't, and a DDA. Captain got tesla'd down as he went after the other DDA which was currently holding an OBJ. The problem was, he just held the board and was racking up primaries left and right.

The opponent didn't table me, by turn 6 I had two models left on the board (the libby and a single marine in cover) but it was a near thing.
Out of all of my games, this was the one that was most determined by some cold dice rolling. Losing first turn hurt the most here (might've been able to kill a doomscythe and tie down both stalkers with a full tilting knight) and have much more board control. Failing nearly every save my knight needed to make. My knight not getting back up. My captain missing more attacks then he hit. Vulkan rolling a 1 damage on the last bike instead of 2. Bad luck happens but compared to my other two losses this one had some just straight up bad dice rolls when my opponents were on fire.

He was still a pretty chill dude, so it was an enjoyable game despite the trashcan rolls.


Was a great GT though, and I'm definitely attending next year. Well, at least if they haven't squatted mini-marines by that point.

Leveraged more than any other CT? Raven Guard and Iron Hands are flat durability and Ultramarines can shoot, charge, then eventually fall back and shoot again and charge.

That's a lot more you can do for that.

Also new Chapter Tactics were posted so I think we might need to just create a new thread to be honest with the new codex approaching.


Yeah I think on friday I'll ask a mod to lock this thread and start a new one.

Opinions are not facts please don't confuse the two 
   
Made in us
Decrepit Dakkanaut




When's the preorder? We can probably save it for then as we would've had more previews.

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 ca
Commander of the Mysterious 2nd Legion





Slayer-Fan123 wrote:
When's the preorder? We can probably save it for then as we would've had more previews.


Saturday

ideally the plan'll be to start the new thread with a review of whats changed.

This message was edited 1 time. Last update was at 2019/08/06 01:46:19


Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




Preorder starts Saturday. Shouldnt we wait until then since the reviews will be out on that day?
   
Made in us
Longtime Dakkanaut




Custom made chapters look like they could be cool. I like the idea of sneaky black templars, rerolling failed charges and counting as cover outside 12"....
   
Made in gb
Longtime Dakkanaut




So far I'm seeing BT vanguard
Smash Captain
Vanguard Vets
Hammernators
Servators

Ironhands
Iron father
Lt
Intercessor x3
Repulsor
Repulsor

Add something to fillout the remaining points.
   
Made in us
Decrepit Dakkanaut




Ice_can wrote:
So far I'm seeing BT vanguard
Smash Captain
Vanguard Vets
Hammernators
Servators

Ironhands
Iron father
Lt
Intercessor x3
Repulsor
Repulsor

Add something to fillout the remaining points.

I'm thinking that's not a bad lineup. Vanguard being able to make a charge from Deep Strike 60% of the time is godly with Repulsors having the correct weapons to clear chaff.

With Custom Chapters and successors being a thing, I was thinking ×3 Stormravens with Asterion and a crew of Terminators and/or Centurions in each one. You can get mileage out of his reroll hits AND charges after all. It's a lot more expensive but I think you can leverage counting them as an Iron Hands successor and make those Ravens stay longer. Just a thought though, and not a complete one at that. Possible White Scars will be better for the advancing and charging...

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 ca
Fresh-Faced New User




BrianDavion wrote:
so with the upcoming supplements does everything think it'll be time to spin out threads specific for each first founding legion as they get their own supplements, well keeping a space Marine thread for the generic suecessors?


Nah, but I think there should be a new SM thread, maybe 8.5


Automatically Appended Next Post:
I can't wait to play my Iron Hands with the new CT. I think I need more intercessors...

This message was edited 1 time. Last update was at 2019/08/06 20:01:38


 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

I like the boost it looks like the White Scars are getting... basically giving their one existing strat to the whole Chapter, plus rules for a bike Khan and a psychic discipline, and I assume a few other goodies. Probably not enough to make them truly competitive, but maybe to take them from a purely fluffy list to one with a little punch. I'll run melta Bikers for the Advance + Assault weapons and hopefully some Codex (as opposed to Index) melee Vets on Bikes now that WS characters can Advance + Charge alongside them.

Iron Hands look fun too, and I do have a couple of old Dreds that need a purpose.

   
Made in us
Longtime Dakkanaut




Amusingly enough White Scar Aggressors are gonna be worth a hard look.
   
Made in us
Omnipotent Necron Overlord






Sterling191 wrote:
Amusingly enough White Scar Aggressors are gonna be worth a hard look.
Ehh - they are certainly better but I think VV are probably a better choice. It's really disappointing that their trait does not effect landspeeders to ignore moving and shooting penalty.

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
Longtime Dakkanaut




 Xenomancers wrote:
Sterling191 wrote:
Amusingly enough White Scar Aggressors are gonna be worth a hard look.
Ehh - they are certainly better but I think VV are probably a better choice. It's really disappointing that their trait does not effect landspeeders to ignore moving and shooting penalty.


Different roles. VanVets arent dual wielding stormbolters and powerfists, and dont get to advance and shoot.
   
Made in us
Omnipotent Necron Overlord






Sterling191 wrote:
 Xenomancers wrote:
Sterling191 wrote:
Amusingly enough White Scar Aggressors are gonna be worth a hard look.
Ehh - they are certainly better but I think VV are probably a better choice. It's really disappointing that their trait does not effect landspeeders to ignore moving and shooting penalty.


Different roles. VanVets arent dual wielding stormbolters and powerfists, and dont get to advance and shoot.

True different rolls but you get more out of the white scars tactic is what I was saying. I think aggressors get a lot more out of iron hands or imperial fists.

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
Decrepit Dakkanaut




Aggressors gain a lot more from Iron Hands and Imperial Fists, correct. However I think you can definitely make a case for Ultramarines with the Fall Back + Shoot, on top of the rule previewed today that, if you got the Tactical Doctrine up, they won't suffer the -1 penalty.

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
Longtime Dakkanaut




Slayer-Fan123 wrote:
Aggressors gain a lot more from Iron Hands and Imperial Fists, correct. However I think you can definitely make a case for Ultramarines with the Fall Back + Shoot, on top of the rule previewed today that, if you got the Tactical Doctrine up, they won't suffer the -1 penalty.


Super Special Smurf Tactical Sauce stops working if the unit Advances or Falls Back.



They still get to shoot, but with the penalty and they can't double tap.

This message was edited 2 times. Last update was at 2019/08/08 19:30:55


 
   
Made in us
Omnipotent Necron Overlord






Slayer-Fan123 wrote:
Aggressors gain a lot more from Iron Hands and Imperial Fists, correct. However I think you can definitely make a case for Ultramarines with the Fall Back + Shoot, on top of the rule previewed today that, if you got the Tactical Doctrine up, they won't suffer the -1 penalty.
Yeah ultras aggressors are actually top tier now after seeing the ultras scions ability. They can't fall back and use it though. They can move and double tap though - which is amazing.

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
Decrepit Dakkanaut




Yeah I misread the rule and made myself look dumb in another thread too.
However they now can advance and shoot fine, or move regularly and double tap the whole time. Get an Ancient nearby and it's a dangerous proposition

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
Omnipotent Necron Overlord






Slayer-Fan123 wrote:
Yeah I misread the rule and made myself look dumb in another thread too.
However they now can advance and shoot fine, or move regularly and double tap the whole time. Get an Ancient nearby and it's a dangerous proposition

Indeed - don't forget they get AP-1 on all their guns with the tactical doctrine. So realistically - they are doing about 3 times as much damage if they get into position on turn 2 and can double tap on the move as ultras - pretty wild.


Automatically Appended Next Post:
If we get deep strike - deepstriking 6 man agressors turn 2 with tactical doctrine in gman buff will be game changing. Will easily be able to make up their points in a single turn. That isn't even factoring in the 19 power fist attacks that unit puts out.

just the shooting at ap-1 does about 18 wounds to a knight. So it will outright kill anything without a 2+ save or a 3++ with 18 wounds or less. Anything T7 is dead. And kill about 85 guardsmen. Or 20 priamris marines out of cover.

This message was edited 1 time. Last update was at 2019/08/08 22:40:07


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
Pyromaniac Hellhound Pilot






Food for thought:

Next to guilliman, a 6 man squad of ultramarine aggressors with tactical doctrine and the strat that gives them an extra -1 AP does 17 wounds on average to a LAND RAIDER (pretty much the worst target they could choose to shoot at)

I know they might struggle to survive to turn 2, but if those impulsors can transport gravis then some would make it. Imagine playing a CC horde list against an army that puts out 120+ shots with guilliman rerolls for a SINGLE UNIT with a 24" threat range (and more if impulsors can be used)

Lol ninjad by someone with exactly the same thoughts haha

This message was edited 2 times. Last update was at 2019/08/08 22:49:23


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 DoomMouse wrote:
Food for thought:

Next to guilliman, a 6 man squad of ultramarine aggressors with tactical doctrine and the strat that gives them an extra -1 AP does 17 wounds on average to a LAND RAIDER (pretty much the worst target they could choose to shoot at)

I know they might struggle to survive to turn 2, but if those impulsors can transport gravis then some would make it. Imagine playing a CC horde list against an army that puts out 120+ shots with guilliman rerolls for a SINGLE UNIT with a 24" threat range (and more if impulsors can be used)

Lol ninjad by someone with exactly the same thoughts haha

Triple impulsor with 9 agressors can move into position with a 4++ save ion front of Gman can then you can get out and lay down some serious heat. If doctrines can be changed on demand somehow it will be the way to run it. If you can deep strike 2 units of 6 that will work even better. That will destroy just about any 2 threats you pout in front of it. The rest of your army should probably focus on anti tank. Hard to say what to use. Maybe the new elimiantors with las.

It is also interesting. On turn 2 you can get 36 inch threat range sterngaurd jumping out of rhinos with ap-3 bolters! That is only 140 points lol.

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What's the capacity of the new Transport? I'm super weary of minimum Aggressors and always go 4 to start.

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.
 
   
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Slayer-Fan123 wrote:
What's the capacity of the new Transport? I'm super weary of minimum Aggressors and always go 4 to start.
It can only hold 3 aggressors.

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.
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Sioux Falls, SD

 Xenomancers wrote:
Slayer-Fan123 wrote:
What's the capacity of the new Transport? I'm super weary of minimum Aggressors and always go 4 to start.
It can only hold 3 aggressors.
Do we know it can carry Gravis?

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 casvalremdeikun wrote:
 Xenomancers wrote:
Slayer-Fan123 wrote:
What's the capacity of the new Transport? I'm super weary of minimum Aggressors and always go 4 to start.
It can only hold 3 aggressors.
Do we know it can carry Gravis?
Actually not sure. I would assume it does. If it can't it's gonna have to be hell blasters.

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.
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