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![[Post New]](/s/i/i.gif) 2019/08/05 17:26:57
Subject: New marine abilities
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Locked in the Tower of Amareo
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NO, they haven't. Bobby G is soulcrushing, and the only marine list archetype performing consistently. And now their vehicles fall back and shoot.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:27:21
Subject: New marine abilities
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Decrepit Dakkanaut
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The same with the Salamanders getting the Lucius tactic too. Have they been reading my rants?
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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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![[Post New]](/s/i/i.gif) 2019/08/05 17:28:02
Subject: New marine abilities
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Omnipotent Necron Overlord
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Martel732 wrote:NO, they haven't. Bobby G is soulcrushing, and the only marine list archetype performing consistently. And now their vehicles fall back and shoot.
He costs 400 points. The cost of 3 smash captains. Give me a break. All good marine vehicles can already fall back and shoot. Plus with a -1 + heavy weapons you are shooting like an ork. AKA useless. They are overdoing it as expected. Ultras chapter tactics (AKA barely even a tactic) doesn't change. Every other tactic. Hugely better. They added additional hits on 6's for a bunch of tactics. They apply to vehicles. Iron hands is 3 really good tactics in 1. Ultra marines is .5 of a tactic. LD buff is meaningless and fall back and shoot at -1 is worth about half of a tactic.
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This message was edited 1 time. Last update was at 2019/08/05 17:50:41
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 |
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![[Post New]](/s/i/i.gif) 2019/08/05 17:29:07
Subject: New marine abilities
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Locked in the Tower of Amareo
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Those are both defensive buffs. Which is what myself and others have been wanting.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:29:17
Subject: New marine abilities
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Stalwart Space Marine
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I do believe Iron Hands earned possibly the best chapter tactic this time, but I doubt Ultramarines' is the worst.
At least even their non-flying vehicles do not have to worry about being tied in combat.
While we do not know the points cost changes, that alone makes land raiders far more useful than they are now.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:29:24
Subject: New marine abilities
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Xenomancers wrote:Well Ultras are now the worst chapter by far. Thank all for being giant whiners.
RG get -1 to hit and count as being in cover? Ultras get +1 LD and can fall back and shoot at -1? LOL. Hard to believe they are even trying with this BS.
Reading is fundamental.
Raven Guard get -1 to be hit if the target unit is not a vehicle and is on or within a terrain feature. Otherwise it's "count as in cover" at 12" or further.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:29:29
Subject: New marine abilities
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Locked in the Tower of Amareo
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Xenomancers wrote:Martel732 wrote:NO, they haven't. Bobby G is soulcrushing, and the only marine list archetype performing consistently. And now their vehicles fall back and shoot.
He costs 400 points. The cost of 3 smash captains. Give me a break.
There is only one smash capt, and he is turned off by proper spacing of models.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:32:09
Subject: Re:New marine abilities
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Decrepit Dakkanaut
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Pew. Pew.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:32:44
Subject: New marine abilities
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Locked in the Tower of Amareo
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What does it do now? I don't even know.
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This message was edited 1 time. Last update was at 2019/08/05 17:32:52
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![[Post New]](/s/i/i.gif) 2019/08/05 17:33:14
Subject: Re:New marine abilities
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Decrepit Dakkanaut
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Chapter tactics for marines just got twice as good or better than their previous incarnations.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:33:33
Subject: Re:New marine abilities
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Yep! My Intercessors toting them are about to be hella more deadly.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:33:47
Subject: New marine abilities
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Decrepit Dakkanaut
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![[Post New]](/s/i/i.gif) 2019/08/05 17:35:14
Subject: New marine abilities
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Regular Dakkanaut
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They incorporated either stratagems or warlord traits or just put extra stuff in the CT.
Curious about the new things that are going to be in their place.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:35:57
Subject: New marine abilities
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Locked in the Tower of Amareo
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Primaris killing other primaris. LOL.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:36:23
Subject: New marine abilities
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Longtime Dakkanaut
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Really really good chapter tactics all around but...
Am i the only who thinks that they may have gone too far? I hope that marines don't get point reductions on top of this, or it's back to the dark age of 7th.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:36:38
Subject: Re:New marine abilities
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Decrepit Dakkanaut
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Oof
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![[Post New]](/s/i/i.gif) 2019/08/05 17:37:26
Subject: New marine abilities
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Decrepit Dakkanaut
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Xenomancers wrote:Martel732 wrote:NO, they haven't. Bobby G is soulcrushing, and the only marine list archetype performing consistently. And now their vehicles fall back and shoot.
He costs 400 points. The cost of 3 smash captains. Give me a break.
Dude, Fall Back and shooting is still godly.
The worst is clearly Crimson Fists due to most units being stuck as minimum 5 man groups.
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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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![[Post New]](/s/i/i.gif) 2019/08/05 17:37:55
Subject: New marine abilities
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Locked in the Tower of Amareo
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Spoletta wrote:Really really good chapter tactics all around but...
Am i the only who thinks that they may have gone too far? I hope that marines don't get point reductions on top of this, or it's back to the dark age of 7th.
I suspect they will avoid point drops after this. These tactics for the most part don't change the durability problems. They are going for offense.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:40:15
Subject: New marine abilities
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Decrepit Dakkanaut
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Martel732 wrote:Spoletta wrote:Really really good chapter tactics all around but...
Am i the only who thinks that they may have gone too far? I hope that marines don't get point reductions on top of this, or it's back to the dark age of 7th.
I suspect they will avoid point drops after this. These tactics for the most part don't change the durability problems. They are going for offense.
Except that RG one. Cover AND -1 to hit confers some serious durability. And Sallies ignore AP1. And BT got ignore MW on 5+.
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This message was edited 2 times. Last update was at 2019/08/05 17:41:25
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![[Post New]](/s/i/i.gif) 2019/08/05 17:41:19
Subject: New marine abilities
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Locked in the Tower of Amareo
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Yeah, they have to cower in cover to get it. I think its more fair than getting the -1 all the time. AP gains some value! Yay. Melta is mostly useless instead of total garbage.
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This message was edited 1 time. Last update was at 2019/08/05 17:41:34
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![[Post New]](/s/i/i.gif) 2019/08/05 17:41:19
Subject: New marine abilities
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Decrepit Dakkanaut
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The -1 only works in cover but that's still pretty good.
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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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![[Post New]](/s/i/i.gif) 2019/08/05 17:47:18
Subject: New marine abilities
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Longtime Dakkanaut
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I really like the look of these and I notice that all the bonuses do seem very neatly locked into pieces added on top of each other. Looking at the existing options I personally believe we will see a lot of these (if not all) make there way into the custom chapter picking any two which would be great for giving them versatility, but perhaps the at the cost of not having access to the supplement books. Who knows.
So far I really like the salamander option due to it being an awesome and reliable way to pour out damage with tons of re-rolls and really nice to buff the power fist sergeants on top of now being immune to -1 attacks which are quite common. That will for sure save them some wounds. Even on high rof weapons 1 free re-roll to hit and to wound is going to make a difference.
The Iron Hand one reminds me a bit of the deathskull orks because it's caked with benefits. They retain the 6+ FNP which is nice (especially on vehicles and primaris) with now doubling their efficiency in overwatch which any Tau player can tell you is really solid and finally their vehicles pretty much ignore the damage table until dead which again I think is a potentially underrated bonus that will really make a difference.
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![[Post New]](/s/i/i.gif) 2019/08/05 17:49:21
Subject: Re:New marine abilities
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Decrepit Dakkanaut
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Soooo...these apply to all units...
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![[Post New]](/s/i/i.gif) 2019/08/05 17:54:40
Subject: Re:New marine abilities
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Omnipotent Necron Overlord
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Daedalus81 wrote:Chapter tactics for marines just got twice as good or better than their previous incarnations.
LOL yeah and the worst tactic didn't change. How many people were playing Ultramarines for the chapter tactics. In fact. The Ultras chapter tactic is so bad and useless that people even break the detachments because it does notihng.
No reason not to play iron hands now. Your best units get 6+ FNP / overwatch on 5's and don't degrade. LOL.
It's fine - I'll play blue iron hands. Could care less about that.
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This message was edited 1 time. Last update was at 2019/08/05 17:56:13
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 |
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![[Post New]](/s/i/i.gif) 2019/08/05 17:55:05
Subject: Re:New marine abilities
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Decrepit Dakkanaut
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Which is how it should've been in the first place. Granted I'd rather they taken the Guard route where the vehicles get a different benefit.
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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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![[Post New]](/s/i/i.gif) 2019/08/05 18:05:41
Subject: Re:New marine abilities
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Decrepit Dakkanaut
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Xenomancers wrote: Daedalus81 wrote:Chapter tactics for marines just got twice as good or better than their previous incarnations.
LOL yeah and the worst tactic didn't change. How many people were playing Ultramarines for the chapter tactics. In fact. The Ultras chapter tactic is so bad and useless that people even break the detachments because it does notihng.
No reason not to play iron hands now. Your best units get 6+ FNP / overwatch on 5's and don't degrade. LOL.
It's fine - I'll play blue iron hands. Could care less about that.
Well, tanks that can fall back and shoot, I guess? If anyone wanted to claim a BobbyG tax this is likely it.
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![[Post New]](/s/i/i.gif) 2019/08/05 18:06:43
Subject: New marine abilities
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Omnipotent Necron Overlord
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Really happy for the other marine players. Hopefully Gman will come down to a more reasonable 300 points considering you are giving up 2-3 chapter traits to even run the army.
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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 |
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![[Post New]](/s/i/i.gif) 2019/08/05 18:07:12
Subject: Re:New marine abilities
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Longtime Dakkanaut
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Daedalus81 wrote: Xenomancers wrote: Daedalus81 wrote:Chapter tactics for marines just got twice as good or better than their previous incarnations.
LOL yeah and the worst tactic didn't change. How many people were playing Ultramarines for the chapter tactics. In fact. The Ultras chapter tactic is so bad and useless that people even break the detachments because it does notihng.
No reason not to play iron hands now. Your best units get 6+ FNP / overwatch on 5's and don't degrade. LOL.
It's fine - I'll play blue iron hands. Could care less about that.
Well, tanks that can fall back and shoot, I guess? If anyone wanted to claim a BobbyG tax this is likely it.
Fallback and shoot is nice, but they’re gonna be hitting on 5s (barring Repulsor or changes we haven’t seen).
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![[Post New]](/s/i/i.gif) 2019/08/05 18:07:19
Subject: Re:New marine abilities
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Omnipotent Necron Overlord
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Daedalus81 wrote: Xenomancers wrote: Daedalus81 wrote:Chapter tactics for marines just got twice as good or better than their previous incarnations.
LOL yeah and the worst tactic didn't change. How many people were playing Ultramarines for the chapter tactics. In fact. The Ultras chapter tactic is so bad and useless that people even break the detachments because it does notihng.
No reason not to play iron hands now. Your best units get 6+ FNP / overwatch on 5's and don't degrade. LOL.
It's fine - I'll play blue iron hands. Could care less about that.
Well, tanks that can fall back and shoot, I guess? If anyone wanted to claim a BobbyG tax this is likely it.
Tanks have heavy weapons. They hit on 5's when they fall back. Please don't pretend that is good. It is so far from good.
Automatically Appended Next Post:
Sterling191 wrote: Daedalus81 wrote: Xenomancers wrote: Daedalus81 wrote:Chapter tactics for marines just got twice as good or better than their previous incarnations.
LOL yeah and the worst tactic didn't change. How many people were playing Ultramarines for the chapter tactics. In fact. The Ultras chapter tactic is so bad and useless that people even break the detachments because it does notihng.
No reason not to play iron hands now. Your best units get 6+ FNP / overwatch on 5's and don't degrade. LOL.
It's fine - I'll play blue iron hands. Could care less about that.
Well, tanks that can fall back and shoot, I guess? If anyone wanted to claim a BobbyG tax this is likely it.
Fallback and shoot is nice, but they’re gonna be hitting on 5s (barring Repulsor or changes we haven’t seen).
Which has fly keyword and does this ALREADY. Without a minus 1 to hit. Still technically as worded. An Ultras repusor has to that that -1 tro hit to fall back and shoot even. GW is on drugs. Again - happy for the changes to everyone else. They are well deserved. Butr actual smart people (like me) knew the real reason Ultramarines were the best choice was because you couldn't get chapter traits on your vehicles. Now that you can. Ironhands and ravengaurd are going to dominate and Ultras are going to disappear. As in they are trash just like they were before. Just the fact that the -1 to hit when falling back was retrained shows how little they understand about gameplay.
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This message was edited 2 times. Last update was at 2019/08/05 18:18:03
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 |
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![[Post New]](/s/i/i.gif) 2019/08/05 18:12:44
Subject: New marine abilities
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Longtime Dakkanaut
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IMHO the best chapter trait went to salamanders.
Vehicles with rerolls?
AP-1 immunity?
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