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Made in us
Ragin' Ork Dreadnought




 casvalremdeikun wrote:
So, I am conflicted. Are Sternguard worth it over Intercessors? Besides the extra AP and the ability to ride in cheap transports, I am having trouble thinking of what Sternguard have to offer anymore. Intercessors have an extra wound, and are only 20 pts more for a squad of 10. Honestly, there a fluffy reasons to take either one in my army (Crimson Fists have a large amount of Sternguard, but they also received a huge refit with Primaris Marines). What do I do?

As stock footsloggers? No way.
But Sternguard aren't intended to just footslog, and theu certainly aren't intended to be stock.

Consider that Sternguard can ride in a ton of different transports - Rhino, Razorback, or Drop Pod.
Sternguard can bring Heavy Flamers, they can spam Combi-weapons, and they can swap Special Issue Boltguns for effectively free if you want volume of fire over AP.

Intercessors can... Ride in one 300 point tank? Swap out their base gun for two other generally worse options? Uh... Take an Auxiliary Grenade Launcher?


Automatically Appended Next Post:
What are everyone's thoughts on bikers and assault marines? I'm thinking that in a competetive meta (guard spam, assassin spam, etc,) I'm not going to be able to outshoot my opponent, but being able to outmanuever them and get into good positions could be really potent. I want to try a list build on bikers, Drop Pods, assault marines, biker Company Vets, and Vanguard Vets, but can't decide if it's viable or if they're just too pricey for the return.

This message was edited 1 time. Last update was at 2017/09/06 23:49:24


 
   
Made in us
Longtime Dakkanaut




assault marines might be the worst entry in the codex.

Bikers are still good. Not sure if they are competitive good, I haven't been tempted to take mine in a competitive game, but they work casually.
   
Made in us
Ragin' Ork Dreadnought




stratigo wrote:
assault marines might be the worst entry in the codex.

Bikers are still good. Not sure if they are competitive good, I haven't been tempted to take mine in a competitive game, but they work casually.

I was leaning towards them as a way to hopefully get around screening units. (It wouldn't stop full bubble wrap, but would at least counter screening lines of infantry.) Any suggestion for a substitute for that purpose?
   
Made in us
Longtime Dakkanaut




Waaaghpower wrote:
stratigo wrote:
assault marines might be the worst entry in the codex.

Bikers are still good. Not sure if they are competitive good, I haven't been tempted to take mine in a competitive game, but they work casually.

I was leaning towards them as a way to hopefully get around screening units. (It wouldn't stop full bubble wrap, but would at least counter screening lines of infantry.) Any suggestion for a substitute for that purpose?


Vanguard vets. They're just all around better. Even with base chainswords, they work out better. Albeit if you are intending to use them to get around the squishy screens, maybe more substantial weapons are worth it to hit tanks and such.
   
Made in us
Death-Dealing Devastator




Tampa, FL

I will only ever take Assault Marines for fluff reasons currently. VV do it all better for a marginal increase in points. Bikers I actually prefer Scout Bikers this edition. More anti infantry shooting and a little faster for not much less durability. I have never been huge on biker units of any variety though.

The way I get around screens is by baiting them forward. I feel Space Marines are better at shooting than at assault in general. So I build a strong shooting base and force my opponent to come to me. Usually turn 2-3 there will be space and that's when I bring in my VV or Inceptors to hit their back field.
   
Made in us
Ragin' Ork Dreadnought




 Captain Garius wrote:
I will only ever take Assault Marines for fluff reasons currently. VV do it all better for a marginal increase in points. Bikers I actually prefer Scout Bikers this edition. More anti infantry shooting and a little faster for not much less durability. I have never been huge on biker units of any variety though.

The way I get around screens is by baiting them forward. I feel Space Marines are better at shooting than at assault in general. So I build a strong shooting base and force my opponent to come to me. Usually turn 2-3 there will be space and that's when I bring in my VV or Inceptors to hit their back field.

On that subject - It seems like Double-Chainswords is a lot better than Chainsword/Pistol for a close combat unit, and VV are allowed to take it. Any reason not to do that?
   
Made in us
Decrepit Dakkanaut




Waaaghpower wrote:
 Captain Garius wrote:
I will only ever take Assault Marines for fluff reasons currently. VV do it all better for a marginal increase in points. Bikers I actually prefer Scout Bikers this edition. More anti infantry shooting and a little faster for not much less durability. I have never been huge on biker units of any variety though.

The way I get around screens is by baiting them forward. I feel Space Marines are better at shooting than at assault in general. So I build a strong shooting base and force my opponent to come to me. Usually turn 2-3 there will be space and that's when I bring in my VV or Inceptors to hit their back field.

On that subject - It seems like Double-Chainswords is a lot better than Chainsword/Pistol for a close combat unit, and VV are allowed to take it. Any reason not to do that?

Because Plasma Pistols and Grav Pistols exist. Otherwise it's pretty even I would think outside special rules (like Tyberos giving +1S for example).

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
Death-Dealing Devastator




Tampa, FL

Waaaghpower wrote:
 Captain Garius wrote:
I will only ever take Assault Marines for fluff reasons currently. VV do it all better for a marginal increase in points. Bikers I actually prefer Scout Bikers this edition. More anti infantry shooting and a little faster for not much less durability. I have never been huge on biker units of any variety though.

The way I get around screens is by baiting them forward. I feel Space Marines are better at shooting than at assault in general. So I build a strong shooting base and force my opponent to come to me. Usually turn 2-3 there will be space and that's when I bring in my VV or Inceptors to hit their back field.

On that subject - It seems like Double-Chainswords is a lot better than Chainsword/Pistol for a close combat unit, and VV are allowed to take it. Any reason not to do that?


The only reason I don't is because I don't want to rip off the arms and put new ones on. Dual chainsword is better as far as I am concerned.

Because Plasma Pistols and Grav Pistols exist. Otherwise it's pretty even I would think outside special rules (like Tyberos giving +1S for example).


I like them with one of these and a chainsword as well, but once again I am trying to avoid either buying more or ripping them apart. The only real consideration is that the melee weapons work on both your and your opponents turn, where the pistol only works in yours.
   
Made in ca
Death-Dealing Devastator




Arkansas (Not Canada)

I think you can make a case for a bolt pistol over the second chainsword.

1) You have to make your charge for to use the sword, which granted, may be easier if the squad hasn't killed anybody from shooting.

2) You have to survive your opponent's fight phase (or he can just leave, so the pistol is better against all units with fly or IG, unless they just want to be there) to get the extra attack (the one in your turn being the equivalent of a bolt pistol shot).

3) You can split-fire the pistol at another unit.

4) Ranged weapons may allow you to finish off a weakened screening unit or at least make a hole.


That said, I think at least one guy should be double melee, as the dedicated grenade thrower.



On a different note, I've seen a lot of people talk about Intercessors as objective holders, and I'm wondering how much of that comes from competitive players. I haven't had a "serious" game of 40k last beyond turn 4, most being decided by turn 2 and with turn 3 being mop up for the winner, so I'm failing to see why they'd ever be taken over the bubblewrap/cheapness of Scouts or the minorly improved killing power of Tacs. Am I missing something, has anybody placed well with Ints?

This message was edited 1 time. Last update was at 2017/09/08 02:16:29


7500+
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Made in us
Ragin' Ork Dreadnought




 Perth wrote:
I think you can make a case for a bolt pistol over the second chainsword.

1) You have to make your charge for to use the sword, which granted, may be easier if the squad hasn't killed anybody from shooting.

2) You have to survive your opponent's fight phase (or he can just leave, so the pistol is better against all units with fly or IG, unless they just want to be there) to get the extra attack (the one in your turn being the equivalent of a bolt pistol shot).

3) You can split-fire the pistol at another unit.

4) Ranged weapons may allow you to finish off a weakened screening unit or at least make a hole.


That said, I think at least one guy should be double melee, as the dedicated grenade thrower.

That 'Grenade Thrower' thing works doubly well if you take Melta Bombs. Those are definite benefits of the pistols, but you do have to consider that a -1 to-hit with Ranged weapons is far more common than in close combat, so you're more likely to be taking penalties when you use those pistols.


On a different note, I've seen a lot of people talk about Intercessors as objective holders, and I'm wondering how much of that comes from competitive players. I haven't had a "serious" game of 40k last beyond turn 4, most being decided by turn 2 and with turn 3 being mop up for the winner, so I'm failing to see why they'd ever be taken over the bubblewrap/cheapness of Scouts or the minorly improved killing power of Tacs. Am I missing something, has anybody placed well with Ints?

Maelstrom games come to mind. In Maelstrom, you need to have objective-scoring power throughout the entire game, not just turn one. (It's my opinion that Maelstrom games are far more balanced overall than Eternal War, because while there could be a couple bad draws, there's ways to mitigate that with Command Points or by finishing other cards, and it generally evens out throughout the game.) That being said, games do tend to end in wipes about 90% of the time, in my experience.
   
Made in us
Death-Dealing Devastator




Tampa, FL

In Maelstrom, yes. I haven't had an eternal war mission go the distance yet. I generally use mine as a screen for my devastators. People don't like shooting them first and they are passable in Melee. Or you can take the auto bolt rifles and use them as a decently quick foot slogging objective grabber.
   
Made in us
Decrepit Dakkanaut




 Perth wrote:
I think you can make a case for a bolt pistol over the second chainsword.

1) You have to make your charge for to use the sword, which granted, may be easier if the squad hasn't killed anybody from shooting.

2) You have to survive your opponent's fight phase (or he can just leave, so the pistol is better against all units with fly or IG, unless they just want to be there) to get the extra attack (the one in your turn being the equivalent of a bolt pistol shot).

3) You can split-fire the pistol at another unit.

4) Ranged weapons may allow you to finish off a weakened screening unit or at least make a hole.


That said, I think at least one guy should be double melee, as the dedicated grenade thrower.



On a different note, I've seen a lot of people talk about Intercessors as objective holders, and I'm wondering how much of that comes from competitive players. I haven't had a "serious" game of 40k last beyond turn 4, most being decided by turn 2 and with turn 3 being mop up for the winner, so I'm failing to see why they'd ever be taken over the bubblewrap/cheapness of Scouts or the minorly improved killing power of Tacs. Am I missing something, has anybody placed well with Ints?

I'm competitive and am content with Intercessors doing objective holding. They're basically doing what Tactical Marines were trying to do in terms of camping home objectives. They really just made the Tactical Marine entry even more worthless.


Automatically Appended Next Post:
In terms of killing power...Tactical Marines don't have any, so no sure why you brought that up.

This message was edited 1 time. Last update was at 2017/09/08 08:11:49


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 gb
Ship's Officer



London

Slayer-Fan123 wrote:
 Perth wrote:

On a different note, I've seen a lot of people talk about Intercessors as objective holders, and I'm wondering how much of that comes from competitive players. I haven't had a "serious" game of 40k last beyond turn 4, most being decided by turn 2 and with turn 3 being mop up for the winner, so I'm failing to see why they'd ever be taken over the bubblewrap/cheapness of Scouts or the minorly improved killing power of Tacs. Am I missing something, has anybody placed well with Ints?

I'm competitive and am content with Intercessors doing objective holding. They're basically doing what Tactical Marines were trying to do in terms of camping home objectives. They really just made the Tactical Marine entry even more worthless.


Automatically Appended Next Post:
In terms of killing power...Tactical Marines don't have any, so no sure why you brought that up.

I tend to agree that obsec is over-valued in general. It's very rare in eternal war missions for two units to finish the game on an objective. Typically, if one of those units is troops, then the other unit will be some monster cc unit and will have already killed them.

On the other hand, there are a lot of uses for a tough troops choice beyond scoring at the end of the game. In 8th the main one of these is as a screen to protect my more valuable units. Intercessors in cover make very effective bubblewrap due to their low point/wound. They are particularly useful against smite spam, as they take quite a lot of wounds to kill. They can also often survive a charge, then fall back and allow the rest of your army to punish whoever attacked them. You can potentially use auspex scan on them if there are no aggressors or hellblasters around, and it might see off a few plasma scions.

Their shooting and cc abilities are both respectable, if not spectacular. They can be expected to wear down other people's troops, given time, and since they tend not to be a priority target for anyone they often get time.

Intercessors are well-named. Their job is to get in the way.
   
Made in us
Ragin' Ork Dreadnought




Questions:
Am I better off taking bikes with pure Plasma (3-man squads) or with some buffer bodies? (5-man squads.) Two Plasma Bikers are costed the same as three regular bikers. It's a significant damage buff, but I rather expect some of them to die right off the bat, making the extra firepower less useful.

Also: Thoughts on the Rhino Primaris in a plasma-heavy Iron Hands army? That +1 To-Hit gets rid of any risk when Getting Hot, the Orbital Bombardment - Combined with the Iron Hands strategem to move and fire with no penalty - Can get in some great Anti Tank, and it's a Razorback as far as transport capacity is concerned.
It's also 70pts more than a Razorback, though.
   
Made in us
Death-Dealing Devastator




Tampa, FL

Waaaghpower wrote:
Questions:
Am I better off taking bikes with pure Plasma (3-man squads) or with some buffer bodies? (5-man squads.) Two Plasma Bikers are costed the same as three regular bikers. It's a significant damage buff, but I rather expect some of them to die right off the bat, making the extra firepower less useful.

Also: Thoughts on the Rhino Primaris in a plasma-heavy Iron Hands army? That +1 To-Hit gets rid of any risk when Getting Hot, the Orbital Bombardment - Combined with the Iron Hands strategem to move and fire with no penalty - Can get in some great Anti Tank, and it's a Razorback as far as transport capacity is concerned.
It's also 70pts more than a Razorback, though.


I only like bikers with assault weapons because of their juicy tu no boost range. I typically go melta because if I wanted flames I'd just be taking scout bikers instead. As far as ablative bodies go it depends on what else is in your list. When I run bikers I also take centurions because similar weapons shoot at both, same could be said for Hellblasters. Since I have those I skip the extra bodies because the bikers are less of a threat, and having no ablative wounds is more likely to make my opponent make the mistake of shooting them instead of the better options. If you don't have any other multi wound infantry that looks scarier though then a few more bodies won't hurt.

I run a Rhino Primaris and a full unit of Hellblasters in almost all of my lists. Every time the combo is MVP. Even numbers wise I crunched them and Hellblasters with +1 to hit are both one of the most point efficient means of anti-tank/MC we have, as well as one of the most outright damaging. Plasma Inceptors and a full unit of Plasma Sternguard are similar in this regard, both in damage and points.
   
Made in gb
Longtime Dakkanaut





UK

If you're going Bikes then Melta and/or Flamers because Assault Weapons. White Scars can make use of Plasma (and Grav) too.

Speaking of Flamers, how are people finding them? I get some mileage out of my BA Heavy Flamers but how do the regular flamers hold up?

 Captain Garius wrote:
I only like bikers with assault weapons because of their juicy tu no boost range. I typically go melta because if I wanted flames I'd just be taking scout bikers instead. As far as ablative bodies go it depends on what else is in your list. When I run bikers I also take centurions because similar weapons shoot at both, same could be said for Hellblasters. Since I have those I skip the extra bodies because the bikers are less of a threat, and having no ablative wounds is more likely to make my opponent make the mistake of shooting them instead of the better options. If you don't have any other multi wound infantry that looks scarier though then a few more bodies won't hurt.

I run a Rhino Primaris and a full unit of Hellblasters in almost all of my lists. Every time the combo is MVP. Even numbers wise I crunched them and Hellblasters with +1 to hit are both one of the most point efficient means of anti-tank/MC we have, as well as one of the most outright damaging. Plasma Inceptors and a full unit of Plasma Sternguard are similar in this regard, both in damage and points.


This seems like a good backfield option.

This message was edited 1 time. Last update was at 2017/09/10 09:56:47


YMDC = nightmare 
   
Made in us
Ragin' Ork Dreadnought




 Frozocrone wrote:
If you're going Bikes then Melta and/or Flamers because Assault Weapons. White Scars can make use of Plasma (and Grav) too.

Speaking of Flamers, how are people finding them? I get some mileage out of my BA Heavy Flamers but how do the regular flamers hold up?

That seems like a bad idea, because I'm not just taking bikes for the special weapon access. I'm taking them because, on top of those special weapons, I'm also getting pretty good Boltgun volume of fire.
If I take Melta and advance, a 44pt model is getting one half of a melta hit.
If I don't advance, I'm getting two thirds of that hit, plus three Boltgun hits. It's a massive drop-off in damage.
Plasma can't advance, but it does have significantly more range than the other possibilities, which handily compensates - I don't NEED to advance to get into range.
   
Made in us
Decrepit Dakkanaut




You might need to advance to get an objective though or charge next turn. It's a super specific benefit though it exists I guess?


Automatically Appended Next Post:
Though Chaos wants Melta all the time if they're going Renegades.

This message was edited 1 time. Last update was at 2017/09/10 18:02:11


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
Ragin' Ork Dreadnought




Slayer-Fan123 wrote:
You might need to advance to get an objective though or charge next turn. It's a super specific benefit though it exists I guess?


Automatically Appended Next Post:
Though Chaos wants Melta all the time if they're going Renegades.

Sure, I... Guess? But why am I charging with Bikers? They suck in Close Combat.
I'll eat the objective situation if it comes up. That seems like a fairly edge case.


Speaking of Command Tanks: Has anyone tried a Salamanders Land Raider Exelcior with the +1 Toughness relic and the +1W/6+ FNP Warlord Trait? It seems like just about the hardest thing to kill that Space Marines can take, outside of a few Super Heavy choices.
   
Made in us
Decrepit Dakkanaut




Waaaghpower wrote:
Slayer-Fan123 wrote:
You might need to advance to get an objective though or charge next turn. It's a super specific benefit though it exists I guess?


Automatically Appended Next Post:
Though Chaos wants Melta all the time if they're going Renegades.

Sure, I... Guess? But why am I charging with Bikers? They suck in Close Combat.
I'll eat the objective situation if it comes up. That seems like a fairly edge case.


Speaking of Command Tanks: Has anyone tried a Salamanders Land Raider Exelcior with the +1 Toughness relic and the +1W/6+ FNP Warlord Trait? It seems like just about the hardest thing to kill that Space Marines can take, outside of a few Super Heavy choices.

They don't always suck in combat. Having used either Helbrecht, Tyberos, and Asterion they can REALLY close the gap quick, and with Tyberos your Carcharodons Bikers have S5 in melee, which helps immensely against T4 and T5 (and T9, but who cares about that?), along with being able to choose your Tactics for Minotaurs and Carcharodons (I've gone Salamanders for my Minotaurs armies and Black Templars for my Carcharodons armies, for example, as the heroes can cover other needs I might have). Too bad nothing stacks like it used to but I guess that's the price you pay for fairness.

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
Ragin' Ork Dreadnought




Slayer-Fan123 wrote:
Waaaghpower wrote:
Slayer-Fan123 wrote:
You might need to advance to get an objective though or charge next turn. It's a super specific benefit though it exists I guess?


Automatically Appended Next Post:
Though Chaos wants Melta all the time if they're going Renegades.

Sure, I... Guess? But why am I charging with Bikers? They suck in Close Combat.
I'll eat the objective situation if it comes up. That seems like a fairly edge case.


Speaking of Command Tanks: Has anyone tried a Salamanders Land Raider Exelcior with the +1 Toughness relic and the +1W/6+ FNP Warlord Trait? It seems like just about the hardest thing to kill that Space Marines can take, outside of a few Super Heavy choices.

They don't always suck in combat. Having used either Helbrecht, Tyberos, and Asterion they can REALLY close the gap quick, and with Tyberos your Carcharodons Bikers have S5 in melee, which helps immensely against T4 and T5 (and T9, but who cares about that?), along with being able to choose your Tactics for Minotaurs and Carcharodons (I've gone Salamanders for my Minotaurs armies and Black Templars for my Carcharodons armies, for example, as the heroes can cover other needs I might have). Too bad nothing stacks like it used to but I guess that's the price you pay for fairness.

At that point, though, why not use Vanguard Vets? With double-chainswords, you get 4ppm for a measy 18pts. With special-weapon Bikes, you're spending well over twice that and getting half the attacks.
   
Made in us
Decrepit Dakkanaut




Waaaghpower wrote:
Slayer-Fan123 wrote:
Waaaghpower wrote:
Slayer-Fan123 wrote:
You might need to advance to get an objective though or charge next turn. It's a super specific benefit though it exists I guess?


Automatically Appended Next Post:
Though Chaos wants Melta all the time if they're going Renegades.

Sure, I... Guess? But why am I charging with Bikers? They suck in Close Combat.
I'll eat the objective situation if it comes up. That seems like a fairly edge case.


Speaking of Command Tanks: Has anyone tried a Salamanders Land Raider Exelcior with the +1 Toughness relic and the +1W/6+ FNP Warlord Trait? It seems like just about the hardest thing to kill that Space Marines can take, outside of a few Super Heavy choices.

They don't always suck in combat. Having used either Helbrecht, Tyberos, and Asterion they can REALLY close the gap quick, and with Tyberos your Carcharodons Bikers have S5 in melee, which helps immensely against T4 and T5 (and T9, but who cares about that?), along with being able to choose your Tactics for Minotaurs and Carcharodons (I've gone Salamanders for my Minotaurs armies and Black Templars for my Carcharodons armies, for example, as the heroes can cover other needs I might have). Too bad nothing stacks like it used to but I guess that's the price you pay for fairness.

At that point, though, why not use Vanguard Vets? With double-chainswords, you get 4ppm for a measy 18pts. With special-weapon Bikes, you're spending well over twice that and getting half the attacks.

You don't specifically because of those special weapons. They have the ability to pack so many in a small squad that you do a decent amount of damage and be able to charge and potentially finish off the shot squad.

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 fr
Inquisitorial Keeper of the Xenobanks





France

I have some questions about the armament !

1/ Melta guns, are they still worth it ?
I have rarely been able to use my melta/ combimelta properly.
The multimeltas are ok, though.
So I was wondering if the melta on tactical and veterans (footlsogging, in rhino, storm, pod, whatever). were still ok, according to you ?

The overloaded plasma rifles (very easy to reroll 1's) wound a rhino on 3+ and do 2 damage, up to 24ps.
A melta only shoots 12 or even 6 for getting special rule,and it takes at least 2 to kill a rhino, now.
Against marine infantry, both wound on 2+. The melta has a slight advantage against characters (1d6 damage), but I have never seen a plasma rifle on its own.
Plasma is very powerful and multipurpose, I do a lot more damages with it, usually.

Would you say that a squad of 4 company veterans with melta guns in a razorback is worst, better, or as good as the same squad with plasma rifles?



2/ Have you ever played a devastator squad full heavy bolters? The stratagem" hellfire shell" can be used for each model firing a heavy bolter (so 5 times here). This would give an average of 6 mortal wounds (with the cherub used).
This is a good way to destroy a vehicle / character/ elite squad, while maintaining a good anti-infantry power.
In general, have you used this stratagem?


3/ And eventually what heavy weapons are your tactical squad equipped with? I use missile launchers, I'm quite happy but I have not tested the heavy bolters nor the grav cannons yet.

This message was edited 1 time. Last update was at 2017/09/10 23:42:36


   
Made in us
Dakka Veteran




A few questions for SM players:

1) How much anti-tank are you bringing, and how's it working out for you?

2) What's been your experience with the Raven Guard and Salamanders Chapter Tactics?

I'm currently running 3 Mortis Contemptor Dreadnaughts (2x Twin Lascannons each), and they had a hard time against Eldar Waveserpent spam; of course, my dice weren't with me.

As a result, I'm pretty sure I'll be adding a Twin-LC Razorback and a 4 Lascannon Heavy Devastator squad - the Salamander Chapter Tactic looks excellent for improving general damage output across the board; but the Raven Guard allowing me to deploy my 3 Dreadnaughts far into the backline (artillery has always been troublesome for my list) as well as increasing their protection - it seems like a really great deal.

2/ Have you ever played a devastator squad full heavy bolters? The stratagem" hellfire shell" can be used for each model firing a heavy bolter (so 5 times here). This would give an average of 6 mortal wounds (with the cherub used).
This is a good way to destroy a vehicle / character/ elite squad, while maintaining a good anti-infantry power.
In general, have you used this stratagem?


I'm pretty sure you can only use each stratagem once per phase, sadly.

This message was edited 3 times. Last update was at 2017/09/10 23:55:27


 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

I faced Salamanders today, and their chapter tactics is pretty brutal.
He had a lot of 5 men squad with las cannons, and a dread, and it worked perfectly.

My opponent has, IIRC, 8 lacannons in his army list, and it is enough for a standard game (not vehicle heavy)

   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

 godardc wrote:
I faced Salamanders today, and their chapter tactics is pretty brutal.
He had a lot of 5 men squad with las cannons, and a dread, and it worked perfectly.

My opponent has, IIRC, 8 lacannons in his army list, and it is enough for a standard game (not vehicle heavy)
If it makes you feel better, just imagine how trash his list will be the first time he plays a multi-wound denial list made up of nothing but cheaper 1W models.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in nl
Been Around the Block




Plasma inceptors are hideously expensive but there's one scenario I keep thinking about.

10 helblasters placed with the from the shadows stratagem, preferably high up into cover.
6 plasma inceptors dropping down, preferably high up into cover.
1 regular captain with a jump pack and 1 regular Lt. with a jump pack so they can drop in with the plasma troops to provide buffs.

6 bolter inceptors if needed to clear out some scouts or other deep strike deterrents the turn before the plasma inceptors drop down.

It's expensive but that's a lot of plasma with flexible deployment. If battlefield conditions aren't right I don't have to shadow strike the hellblasters and deep strike the jump troops but it is possible. And the jump troops in particular can be pretty flexible in redeployment.

I'm not very experienced in 40k, would something like that be feasible or just a very expensive blunder?
   
Made in jp
Longtime Dakkanaut





Gig Harbor, WA

What are people's thoughts on Centurion Devestator Squads?

Either with a heavy dakka load out, or with a lascannon load out for anti-tank?

How do they look hanging out with Primaris, do they fit in? Or would lascannon preds just be a better source of anti-tank?

Seems like a good matchup with ancient and apothecary.

This message was edited 2 times. Last update was at 2017/09/11 10:32:45


 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

snottlebocket wrote:
Plasma inceptors are hideously expensive but there's one scenario I keep thinking about.

10 helblasters placed with the from the shadows stratagem, preferably high up into cover.
6 plasma inceptors dropping down, preferably high up into cover.
1 regular captain with a jump pack and 1 regular Lt. with a jump pack so they can drop in with the plasma troops to provide buffs.

6 bolter inceptors if needed to clear out some scouts or other deep strike deterrents the turn before the plasma inceptors drop down.

It's expensive but that's a lot of plasma with flexible deployment. If battlefield conditions aren't right I don't have to shadow strike the hellblasters and deep strike the jump troops but it is possible. And the jump troops in particular can be pretty flexible in redeployment.

I'm not very experienced in 40k, would something like that be feasible or just a very expensive blunder?


How many points is that ?

   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 argonak wrote:
What are people's thoughts on Centurion Devestator Squads?

Either with a heavy dakka load out, or with a lascannon load out for anti-tank?

How do they look hanging out with Primaris, do they fit in? Or would lascannon preds just be a better source of anti-tank?

Seems like a good matchup with ancient and apothecary.
They are too expensive. They are effective at what they do, but the platform is just too many points. You can run three Venerable Dreadnoughts with Missile Launchers and Twin Lascannons for 30 pts more, and have nearly three times the wounds, better WS/BS, and the ability to ignore wounds on a 6.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
 
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