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Made in nl
Been Around the Block




Are dreadnaught armies looking viable in 8th?
   
Made in us
Longtime Dakkanaut




snottlebocket wrote:
Are dreadnaught armies looking viable in 8th?


I think so. Unlike razorbacks, they arent useless in assault, so don't worry as much about getting tied up in it.

I don't know if I'd go full dread, though SW might be able to pull it off okay. I think you'd be fine with 4-6 though.
   
Made in nz
Regular Dakkanaut




jcd386 wrote:
snottlebocket wrote:
Are dreadnaught armies looking viable in 8th?


I think so. Unlike razorbacks, they arent useless in assault, so don't worry as much about getting tied up in it.

I don't know if I'd go full dread, though SW might be able to pull it off okay. I think you'd be fine with 4-6 though.


What would an optimised Dread list look like and still be able to handle objectives?
   
Made in us
Longtime Dakkanaut




I think you could do something like 2 double twin auto cannon dreads and two assault cannon + fist/flamer dreads in almost any list and be fine.

Any more would start being a lot in my opinion, and I'd be tempted to go as SW to get Bjorn and couple of ven dreads with shields. I'd still probably throw in some marines and some lascannons in there somewhere as well.

For SM i bet you could throw in robute g with 4+ dreads and walk forward and fight stuff. I just played a game against robby g and 2 dreads and he is so good it's almost not okay, lol.

Anything more than 4 dreads is starting to be a lot, i think, but if you have the models I'd say give it a go and see what you think you can make work.
   
Made in au
Towering Hierophant Bio-Titan





its probably not that relevant, but a fully painted army of Black Templars is one of the most imposing things I've ever seen on the field.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Moustache-twirling Princeps





PDX

 Bryan01 wrote:
Played my 1st game as marines this edition. Can't comment too much on units obviously then, but on very first impression, Lias Issodon is great. Himself and 3 full tactical squads with grav and double plasma deep striking was fun.

Maybe the only downside is, with an awesome buff aura such as re-roll hits and increased movement, it encourages blobbing squads.

I also had 47 deep striking models in a 2k list, which gets tricky finding landing zones to fit them all whilst staying more then 9 away from the enemy.


Keep in mind it is "units within" for Lias. So you can conga line out a bit without crowding him. I am planning on running him with 2-3 Sternguard squads or maybe two and a Dev Squad w/ MM. Plus was going to add some Vanguard Vets for counter-assault to back up said Sternguard.

Having him near the VV means you can chance that T1 charge with the +1" buff he gives, too. So I think that might have some merit.

Just my $.02 on Lias lists.

   
Made in ie
Pete Haines





Aye, I could fit a few units around Lias , still felt a bit blobby though. I think he goes well with allot of units, I just went tacticals to get a feel for them this edition.

How many AT weapons are people taking at 2k? I thought 4 lascannons, 3 multi Meltas, 1 meltagun, 8 plasma guns and 3 grav cannons would suffice..
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Bryan01 wrote:
Aye, I could fit a few units around Lias , still felt a bit blobby though. I think he goes well with allot of units, I just went tacticals to get a feel for them this edition.

How many AT weapons are people taking at 2k? I thought 4 lascannons, 3 multi Meltas, 1 meltagun, 8 plasma guns and 3 grav cannons would suffice..
I have four Lascannons, 4 Missile Launchers, five Combi-Plasma, five Combi-Melta, a Vindicator (can do AT in a pinch), and a Power Fist (last resort). The Combi-Weapons are in Assault Cannon Razorbacks, so they won't be pulling duty on the first turn, but they should be able to get to where they need to be by turn two to help clean up what the ML and LC have left.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in ca
Commander of the Mysterious 2nd Legion





 Nevelon wrote:
BrianDavion wrote:
 buddha wrote:
For gunline support is there any reason to take anything other than a big standard captain? Gravis and terminator armor offer different benefits but I'm not sure the point increase of ether is worth it just to get those sweet reroll aura.


Only if you're concerned about your captain being sniped out from under you. I don't think the Gravis captain is worth taking for gunline support (too melee centric) but terminator armor would bring some benifits. that could be useful if you where concerned about snipers


I’d give him some basic gear (power weapon, maybe a plasma pistol for looks), but I think the normal power armor guy is quite viable for that role. No reason to spend the points for the better amor. And having that aura for your firebase is a very nice thing to have.


if I was gonna take a captain for a gunline, I'd give him a combi-plas or stormbolter. allow him to supplement the gunline he's working with.

This message was edited 1 time. Last update was at 2017/07/09 10:43:52


Opinions are not facts please don't confuse the two 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

BrianDavion wrote:
 Nevelon wrote:

I’d give him some basic gear (power weapon, maybe a plasma pistol for looks), but I think the normal power armor guy is quite viable for that role. No reason to spend the points for the better amor. And having that aura for your firebase is a very nice thing to have.


if I was gonna take a captain for a gunline, I'd give him a combi-plas or stormbolter. allow him to supplement the gunline he's working with.


I was going to reply with a “Keep him cheep, save the points for real guns”, but then I thought about the changes to combi weapons in 8th. Giving him a combi plas costs 2 more points then just adding a normal plasma gun somewhere else, and he hits on a 2+ He’ll always be in his re-roll bubble, so go crazy on the overcharge. And it’s not one shot anymore.

And stormbolters are a good deal for what you get. Even if you don’t want to sink a lot of points into the captain, it’s probably worth finding the 2 for the SB.

And 4 for a power sword. It’s a small investment to turn his attacks into something a little more viable.

Huh, just looked at the basic captain on foot entry. I forgot they could take a master crafted bolter. Only 3 points, and it’s RF1, S4, -1AP and 2D . Not a bad choice for a bare-bones gunline captain.

This message was edited 1 time. Last update was at 2017/07/09 11:06:28


   
Made in us
Terminator with Assault Cannon





BrianDavion wrote:
 Nevelon wrote:
BrianDavion wrote:
 buddha wrote:
For gunline support is there any reason to take anything other than a big standard captain? Gravis and terminator armor offer different benefits but I'm not sure the point increase of ether is worth it just to get those sweet reroll aura.


Only if you're concerned about your captain being sniped out from under you. I don't think the Gravis captain is worth taking for gunline support (too melee centric) but terminator armor would bring some benifits. that could be useful if you where concerned about snipers


I’d give him some basic gear (power weapon, maybe a plasma pistol for looks), but I think the normal power armor guy is quite viable for that role. No reason to spend the points for the better amor. And having that aura for your firebase is a very nice thing to have.


if I was gonna take a captain for a gunline, I'd give him a combi-plas or stormbolter. allow him to supplement the gunline he's working with.


I've had good success with a storm bolter + power axe Captain. Cheap, helps the plasma guns overcharge more safely, and decently effective in shooting and melee.
   
Made in gb
Deadly Dire Avenger





Well with the new information on the Reivers revealed, they seem like they could be a great toolbox unit at 17 points a piece and the potential to deny overwatch.

Looking forward to seeing the full rules. Here's hoping they have something like concealed positions so they don't have to rely on a new primaris transport to get them up the board.
   
Made in gb
Boosting Space Marine Biker




Only cost i've seen for them is 18 per man, either way if they have an infiltrate/deep strike rule equivalent then i think they'll be a major boon to work with other assault units, otherwise i don't see myself wanting to pay for a probably expensive transport along with them for a unit that won't do huge damage itself but looks more like it has to work with other units
   
Made in us
Decrepit Dakkanaut




I'll only use them if they can be deployed like scouts.

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
Chaplain with Hate to Spare





Sioux Falls, SD

Slayer-Fan123 wrote:
I'll only use them if they can be deployed like scouts.
Likewise. They seem like that should be how they are used, but time will tell. It would be dumb if the only way they could make it up the field is in a transport. And since the only Primaris Transport is probably going to be 300+ pts, it would be a stupid concept. So if they can't do a Scout deploy, I am out.

Honestly, I am very close to out on Primaris Marines anyway.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Boosting Space Marine Biker




I'm holding off ruling them out quite yet, 18 points is pretty cheap just for the durability these guys have, and we HAVE had references to them infiltrating or deepstriking so far
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

GAdvance wrote:
I'm holding off ruling them out quite yet, 18 points is pretty cheap just for the durability these guys have, and we HAVE had references to them infiltrating or deepstriking so far
If they can, they will be replacing my Vindicare Assassin.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Decrepit Dakkanaut




 casvalremdeikun wrote:
GAdvance wrote:
I'm holding off ruling them out quite yet, 18 points is pretty cheap just for the durability these guys have, and we HAVE had references to them infiltrating or deepstriking so far
If they can, they will be replacing my Vindicare Assassin.

I wouldn't go THAT far...

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





Connecticut

I bring bad news.
[Thumb - Screenshot_20170710-195331.png]


Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Slayer-Fan123 wrote:
 casvalremdeikun wrote:
GAdvance wrote:
I'm holding off ruling them out quite yet, 18 points is pretty cheap just for the durability these guys have, and we HAVE had references to them infiltrating or deepstriking so far
If they can, they will be replacing my Vindicare Assassin.

I wouldn't go THAT far...
Doesn't matter. The official stats for the Reivers show them to be utter crap. Not worth their points. Again, another Primaris unit that will require a $100/300+ pt transport to get to where it needs to be. Very disappointing.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Boosting Space Marine Biker




Starter box rules, we know from other material that its a 5-10 man unit, here it's 3 only, we also know they aren't going to be ultras only which they are here,

Still worrying
   
Made in ca
Bounding Assault Marine






has there been an FAQ yet on taking 2 chainswords?
my thoughts here are why would ever equip a model with a bolt pistol (unless for thematic/cool reasons) when each space marine inherently has one?
if you have the bits, 2 chainswords gives you +2 attacks and they still come with their bolt pistol.
   
Made in gb
Boosting Space Marine Biker




You don't auto get a bolt pistol, the units that can swap out their pistol for a chainsword LOSE the bolt pistol.
   
Made in us
Legendary Master of the Chapter






 benlac wrote:
has there been an FAQ yet on taking 2 chainswords?
my thoughts here are why would ever equip a model with a bolt pistol (unless for thematic/cool reasons) when each space marine inherently has one?
if you have the bits, 2 chainswords gives you +2 attacks and they still come with their bolt pistol.


Its only useful if you have two attacks base to put into each chainsword.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Automated Rubric Marine of Tzeentch




 Desubot wrote:
 benlac wrote:
has there been an FAQ yet on taking 2 chainswords?
my thoughts here are why would ever equip a model with a bolt pistol (unless for thematic/cool reasons) when each space marine inherently has one?
if you have the bits, 2 chainswords gives you +2 attacks and they still come with their bolt pistol.


Its only useful if you have two attacks base to put into each chainsword.



How so? It doesn't say you get an extra attack when you use the weapon, just when you fight. If a model has a power fist and a chainsword, and let's say 2 attacks, it could use both base attacks on the power fist, then get a chainsword attack.

Unless you meant something else, like it needs more attacks to be worth it or something.

This message was edited 1 time. Last update was at 2017/07/11 22:05:38


 
   
Made in us
Legendary Master of the Chapter






Jacksmiles wrote:
 Desubot wrote:
 benlac wrote:
has there been an FAQ yet on taking 2 chainswords?
my thoughts here are why would ever equip a model with a bolt pistol (unless for thematic/cool reasons) when each space marine inherently has one?
if you have the bits, 2 chainswords gives you +2 attacks and they still come with their bolt pistol.


Its only useful if you have two attacks base to put into each chainsword.



How so? It doesn't say you get an extra attack when you use the weapon, just when you fight. If a model has a power fist and a chainsword, and let's say 2 attacks, it could use both base attacks on the power fist, then get a chainsword attack.

Unless you meant something else, like it needs more attacks to be worth it or something.


Oh could of sworn it had the same wording as most weapons that give you extra attacks (like big stompy feet that says for each attack you allocate into this weapon you get 3 more attacks or something like that.

though it kinda does with the "with this weapon" part at the end.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

It doesn't make much of a difference since the only units that can actually do this have two attacks anyway.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Mighty Vampire Count






UK

GAdvance wrote:
You don't auto get a bolt pistol, the units that can swap out their pistol for a chainsword LOSE the bolt pistol.


A Battle Sister Superior starts with Boltgun and Bolt Pistol.

FAQ says: "The Sister Superior may take a weapon from the Melee Weapons list.’ to get a Chainsword
She can then Swap her Boltgun for another Chainsword (or other melee weapon)

and she retains her Bolt Pistol

So she can wield a pair of chainswords and still keep her Bolt Pistol - sweet.conversion oportunity and 4 attacks in melee combat, only strength 3 though.

Same with the Other Sister "squad leaders"

This message was edited 3 times. Last update was at 2017/07/11 22:43:07


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in ca
Bounding Assault Marine






Jacksmiles wrote:
 Desubot wrote:
 benlac wrote:
has there been an FAQ yet on taking 2 chainswords?
my thoughts here are why would ever equip a model with a bolt pistol (unless for thematic/cool reasons) when each space marine inherently has one?
if you have the bits, 2 chainswords gives you +2 attacks and they still come with their bolt pistol.


Its only useful if you have two attacks base to put into each chainsword.



How so? It doesn't say you get an extra attack when you use the weapon, just when you fight. If a model has a power fist and a chainsword, and let's say 2 attacks, it could use both base attacks on the power fist, then get a chainsword attack.

Unless you meant something else, like it needs more attacks to be worth it or something.


Yeah, I guess it's only select models it can work for, so not that useful 99% of the time.

"each time the bearer fights, it can make 1 additional attack with this weapon". 'this weapon' has me thinking you get 2 additional attacks for 2 chainswords because you have this ability twice. So if you have 2 attacks base you could have 4 when equipped with two chainswords.
   
Made in gb
Ship's Officer



London

Cease and desist from writing off Reivers until we see their actual rules. We don't know what guns they can have or anything. In fact, this applies to intercessors, inceptors and hellblasters as well.

We don't know if they can deep strike or infiltrate. Read the promo text for First Strike, as well as the datasheet in it. It says i comes wiht a mat that tells you where to put your models. It tells you how to deploy, so for all we know it might show the Reivers infiltrated somewhere.

Oh and the repulsor will cost more than a rhino because it's tougher than one, and is armed with loads of guns. So yes, it would be a very expensive transport for reivers or hellblasters, but you would get a bunch of powerful guns mounted on a tough platform for that price.

Anyway I played a game on Monday night using 75 power level (I’d have preferred points, but whatever) against grey knights.

I put a squad of 3 las/missile centurions in a bunker. They performed really well, mainly because the GKs couldn’t hurt the bunker much at range, and they shot everything dead before it got near them. They’d have been quite vulnerable in the open but were cozy and safe indoors. I might upgrade the bunker to a bastion in future because T9 and 20 wounds would be really serious protection.

The bunker had a quad gun on the roof, because power levels made it free, but I don’t recall it actually doing anything. -1 to hit non-flyers is a problem if none of your opponent’s models fly. Can’t really complain that my free gun didn’t do much, though!

Another useful unit was my relic deredeo with an anvillus autocannon array and atomantic pavise. It’s very accurate and has a lot of shots at S8. The downside is only -1AP, which was a problem as my opponent’s army all had 2+ saves, but it hits things over and over again, so some wounds do get through. Doing a flat two wounds per hit meant it was a real threat to termies. It would chew anything with a 4+ save or worse to pieces. Draigo and a dreadknight teleported in to try and kill it but it shot 4 wounds off the dreadknight and 2 off draigo – and they both failed their charges. It did eventually die but the 4++ in combat made it live through a round of combat with Draigo and limp away.

Contemptors are really cool now. A move of 9” makes a massive difference, significantly increasing their threat range, and hitting on a 2+ in melee hurts a lot. Mine went on a rampage through an enemy terminator squad, who it killed without taking any damage, and seized the objective they were guarding. Then it sat around happily firing its kheres assault cannon at other termies until Draigo gated himself next to it and purged its soul for 7 mortal wounds (LD10 vs 8 – he rolled a 6 and I rolled a 1!). Oh well.

I wasn’t impressed by my troops – which were two 5-man tactical squads and some scout snipers. Lacking AP made them hopeless against terminators and dreadknights. I blew 2 CPs to have a power fist sergeant swing against a charging dreadknight before it, but he didn’t hurt it.

In other news, Draigo is a meanie. But he, and a wounded terminator, were the only living GKs by the end of turn 4. In fairness, everything of mine was dead by this point too, apart from my bunker containing my centurions, captain and CB techmarine. I won on VPs.

The techmarine was actually kind of good. He is a reasonably cheap HQ with a gun that actually does things, so he’s a good option if you’re running a fortification (if you are not, auras are probably more useful). I’m not sure if I could actually have had him get out and repair the bunker, if it had been damaged. Probably not, as it wouldn’t have the right keywords.
   
 
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