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Hey i got one question of the correct use of the beacon angelis:
Use at the end of the movementphase. i always play it on a Jump Captain which i let come as shocktroop^^
The core rules says: if things happen at the same time, the current player can choose the sequence.
So i first let all my things shock at the end of movement (Stratagem and Jumppack) and then i activate with my previous shocked captain the beacon and teleport whatever of one infantary squad to him.
is this correct and legal played^^?
on my last tournament it has been banned me to do this so, because they said shocking is the last that happen in the movementphase
Admech & Deathwatch --------------------------------------
Don´t Hessel the Hof
Hesselhof wrote: Hey i got one question of the correct use of the beacon angelis:
Use at the end of the movementphase. i always play it on a Jump Captain which i let come as shocktroop^^
The core rules says: if things happen at the same time, the current player can choose the sequence.
So i first let all my things shock at the end of movement (Stratagem and Jumppack) and then i activate with my previous shocked captain the beacon and teleport whatever of one infantary squad to him.
is this correct and legal played^^?
on my last tournament it has been banned me to do this so, because they said shocking is the last that happen in the movementphase
I would totally allow you to do this. The core rule is the main point why.
I think denying you this is a VEEEEEERY gamey decision...
I would say it is legal. Because en of movement phase but you are using abilities that activates in this moment. There is nothing writen in the Bacon Angelis rules that says anything about if the model must be before in the battlefield.
This is very interesting for me bacause in my next match I am going to use it on my Terminator Captain. If someone knows about this please let us know.
I‘d say it goes just as the core rule book rule says.
End of movement. You now have several special rules going off at the end of the movement phase. You obv. can not do all of them at once so you pick the order. 1st deep strike all units. 2nd all relics etc.
With rules lawyering like that you could deny necrons their „ctan phase“ if the player decided to deep strike his units first.
Edit: spelling
This message was edited 1 time. Last update was at 2019/04/11 15:56:55
Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.
Rogerio134134 wrote: Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.
Yeah, when all of an army's basic infantry guns effectively become rapid fire 30" STR 14 AP-1, the Nidzilla player is gonna have a really bad time.
Tau is also fun in this regard since most of their suits don't have the vehicle keyword.
Rogerio134134 wrote: Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.
Yeah, when all of an army's basic infantry guns effectively become rapid fire 30" STR 14 AP-1, the Nidzilla player is gonna have a really bad time.
Tau is also fun in this regard since most of their suits don't have the vehicle keyword.
Yup! Really considering having even more intercessors in the list they are just all stars against everyone with hellfire ammo.
Rogerio134134 wrote: Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.
Yeah, when all of an army's basic infantry guns effectively become rapid fire 30" STR 14 AP-1, the Nidzilla player is gonna have a really bad time.
Tau is also fun in this regard since most of their suits don't have the vehicle keyword.
Yup! Really considering having even more intercessors in the list they are just all stars against everyone with hellfire ammo.
Yes, Carnifexes, Trygons, Hive Tyrants really hate those poison rounds with AP-1. But I am afraid that You might not be that joyful If you run into Nidz playing Genestealer - Hiveguards - Venomthrope combo. Hiveguards shoot all your inAggressors dead so the real threat of the Genestealer hordes are gone, then 60 Genestealer will charge into you with supersonic speed, tie up and kill anything they touch......
I've recently got into some deathwatch to bring as support for my Ultramarines with Gman.
What do you find to be the most effective? Assault bolters or bolt rifles? On my Ultramarines there is no debate - the rifle is superior. On DW though - Putting an aggressor in the squad you increase your threat range significantly and can still get ap-1 on your bolters or wound on 2's when necessary. With the added benefit of getting an aggressor or 2 into position.
My plan is a 7 man with 2 aggressors and 5 assault bolters.
Also whats your opinion on assault hellblasters in these units? Seems like a great combo - advance and shoot with no penalty helps you get a lot of plasma into range. At some point though you are just putting too many eggs in 1 basket. Plus leadership issues.
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
Xenomancers wrote: I've recently got into some deathwatch to bring as support for my Ultramarines with Gman.
What do you find to be the most effective? Assault bolters or bolt rifles? On my Ultramarines there is no debate - the rifle is superior. On DW though - Putting an aggressor in the squad you increase your threat range significantly and can still get ap-1 on your bolters or wound on 2's when necessary. With the added benefit of getting an aggressor or 2 into position.
It depends entirely what you need the unit to do. That's the beauty of DW Kill Teams, they can be kitted for nearly any role, and do those roles pretty damn well.
A block of 10 intercessors in backfield cover lobbing shots downrange with rifles is damn hard to shift, and with the beta bolter rule puts out a serious amount of firepower with SIA. At the same time, skirmish teams of 5 Auto Bolters plus an Aggressor running midfield do alright.
The big issue is that they're both outclassed by Veteran options in nearly all respects. Stalker Boltgun vets have near identical offensive capacity, plus the ability to take storm shields. Combat squad off a five pack of 3 bikes and 2 VanVets and you've got a T5 skirmish squad that moves 12 inches and is packing storm bolter equivalents and storm shields.
Also whats your opinion on assault hellblasters in these units? Seems like a great combo - advance and shoot with no penalty helps you get a lot of plasma into range. At some point though you are just putting too many eggs in 1 basket. Plus leadership issues.
Hellblasters are great for insertion from Deep strike (or via the Beacon), not for skirmishing. S7 really hurts the squad's anti-armor capacity, and DW dont need plasma to deal with non-vehicles.
So just deep strike the hell blasters. Can already do that with plasma interceptors though for 0 CP and better range. Does give you 4 more wounds though I guess.
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
Xenomancers wrote: So just deep strike the hell blasters. Can already do that with plasma interceptors though for 0 CP and better range. Does give you 4 more wounds though I guess.
Could just go with an Intercessor squad with 5 Intercessors and 4/5 Hellblasters (add an inceptor if you want to fall back and still shoot). Tons of ablative wounds for your plasma, which definitely helps compared to barebones Inceptors.
One issue I've always had with running big squads is the leadership 8 problems. It's so easy to just kill the 5 intercessors leaving the 5 hellblasters/aggressors at leadership 7 losing boys a 3+.
Xenomancers wrote: So just deep strike the hell blasters. Can already do that with plasma interceptors though for 0 CP and better range. Does give you 4 more wounds though I guess.
Could just go with an Intercessor squad with 5 Intercessors and 4/5 Hellblasters (add an inceptor if you want to fall back and still shoot). Tons of ablative wounds for your plasma, which definitely helps compared to barebones Inceptors.
That is one way to do it - really expensive though.
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
I've always liked the idea of utilizing Combat squads for DW Intercessors. 6 Intercessor + 4 Plasma Inceptors splits nicely into two units with 3/2 each. Gives you 3 models worth in each unit as casualties before you reach the Inceptors, and after you lose the 1st T4 model, the unit jumps to T5 Have a jump Captian tag along for reroll 1s.
If I was going to do all Primaris DW, I would do at least 2 units like this. My other 4 Troops (because you need 6 total for 2 Battalions) would likely be cheap(ish) 5-man Intercessor, potentially with a few Hellblasters thrown in as a 6th
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This message was edited 1 time. Last update was at 2019/04/26 19:31:59
I usually put a plasma/intercessor squad in the repulsor and the other one on foot with the 7 intercessor squad with the dread and characters as a gunline. This draws the enemy in and I can soften the enemy up a bit.
In reserve I have the killteam with intercessors and aggressors, plasma inceptors and the smash captain. I use them as a deepstrike bomb to come in at an enemy weak point and clear away some tough units and they benefit from the smash captains reroll 1 aura too. It's quite effective!
kaiservonhugal wrote: Has anyone any experience running vet squads with plasma rifles and Storm shields with a vanguard vet?
They're my default Vet team. 4x plasma / SS, 3x SS/SB, VanVet BP/SS, Bike and Termie.
These lads do serious work. Im running 2-3 of these squads per game right now.
I'd probably go with combi-plasma. Same price, and when you don't need the extra strength and damage from overcharge you can fire both weapons at once. Even with the -1 to hit, it's pretty close to the value you'd get out of a storm bolter against most 1w units.