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Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

BrianDavion wrote:
So, what's everyonje figure re the new Dread-Not (invictor warsuit.) autocanon or flamer? the flamer has some appeal as you can drop in and immediatly flame some guys turn one. I mean I useally dismiss flamers in this edition, but this could work

The correct answer to this question is, of course, magnets. When in doubt, magnetize. And that's for any model in 40k that has options (other than some infantry, and some people even do magnets on those).

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Regular Dakkanaut




Houston

I'm glad they gave a boost to auto-bolt rifles and stalker bolt rifles. With bolter discipline there was really no reason to take them. Now they can be very powerful choices.
   
Made in ca
Commander of the Mysterious 2nd Legion





 ZergSmasher wrote:
BrianDavion wrote:
So, what's everyonje figure re the new Dread-Not (invictor warsuit.) autocanon or flamer? the flamer has some appeal as you can drop in and immediatly flame some guys turn one. I mean I useally dismiss flamers in this edition, but this could work

The correct answer to this question is, of course, magnets. When in doubt, magnetize. And that's for any model in 40k that has options (other than some infantry, and some people even do magnets on those).


I'm talking from a rulesheet POV not a modeling POV

Opinions are not facts please don't confuse the two 
   
Made in us
Preacher of the Emperor





Denver, CO, USA

BrianDavion wrote:
white scars however do have a start that allows them to treat a heavy weapon like an assault weapon on a unit that ahs advanced. but yeah not a lot in the white scars supplement that benifits land speeders sadly


I think this is accurate... I don't have my book yet. But yeah, I think it's one unit, but if it were 3 AC+HF LandSpeeders or 3 MM Attack Bikes that might work OK, especially since Captain Reroll can pace them on a bike. Melt something shiny, charge something scary, and hopefully survive to see a second turn.

   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

 Eldarain wrote:
So Honoured Sergeant on an Ultramarines Aggressor Sergeant for +1 damage on all his bullets and Power Fist attacks is amazing.


What is honoured sergeant already ?

   
Made in nl
Regular Dakkanaut





Netherlands

With the Gravitic Amplification stratagem (re-roll To Wound and Damage for Grav Cannons, 1 CP), the Devestator Doctrine and new Drop Pod rules, are Grav-armed Devastator Squads in Drop Pods going to be a thing again?

   
Made in ca
Commander of the Mysterious 2nd Legion





 godardc wrote:
 Eldarain wrote:
So Honoured Sergeant on an Ultramarines Aggressor Sergeant for +1 damage on all his bullets and Power Fist attacks is amazing.


What is honoured sergeant already ?



a stratigium that allows you to equip a sergant with a piece of special issue war gear (which is basicly a baby relic) from a small list, including a masterwork weapon. so masterwork an agressors boltstorm gauntlets and...

Opinions are not facts please don't confuse the two 
   
Made in pl
Regular Dakkanaut





 General Helstrom wrote:
With the Gravitic Amplification stratagem (re-roll To Wound and Damage for Grav Cannons, 1 CP), the Devestator Doctrine and new Drop Pod rules, are Grav-armed Devastator Squads in Drop Pods going to be a thing again?

Against heavy infrantry - for sure; against vehicles, assuming all shots hit, wounding on five - about half succesfully wound it, -4 ap, about 7 pass through LR armor probably killing it in one salvo.
I forgot about cherub, meaning extra 4 shots
20 shots- chapter master- 15 hits, rerolls - 5 in first wave, then 3 in 2nd = total 8 wounds, one saved by land raider, means 7 unsaved wounds = 12 dmg before rerolls.

This message was edited 2 times. Last update was at 2019/08/18 09:05:20


 
   
Made in gb
Combat Jumping Rasyat




East of England

Yes. Dev are back in a big way...
   
Made in gb
Ship's Officer



London

bort wrote:
Invictors are heavy support? Bah. I was kinda assuming they'd be FA or maybe Elite, but didn't look closely at the previews. Couple with units of only 3 Eliminators, that's a lot of HS slots.


They’re elite. Don’t know where you got the idea they were heavy.

I’m really quite tempted to run three of the things. I’d probably go with autocannons for my Crimson Fists. Then if I’m going second against an attacking army like knights or plaguebearers I can use them to shoot things. They’ve actually got a surprising amount of 36” range dakka -15 shots with -2ap on turn 1, so I think it’s fine to use as a gun platform and counter-charge unit.
   
Made in gb
Longtime Dakkanaut






In a Trayzn pokeball

The tactical marine is ascendant, right? For 12 points, with bolter rule, from turn 2 onwards pretty much, the tactical marine is actually quite a nasty troop choice.
I don't think it has dislodged the intercessor, but there's now an actual choice to be made between the two, since you can take heavy/special/combi weapons, and put them in transports that are unavailable to primaris.

This message was edited 1 time. Last update was at 2019/08/18 11:35:54


 JohnHwangDD wrote:
The hobby is actually hating GW.
 iGuy91 wrote:
You love the T-Rex. Its both a hero and a Villain in the first two movies. It is the "king" of dinosaurs. Its the best. You love your T-rex.
Then comes along the frakking Spinosaurus who kills the T-rex, and the movie says "LOVE THIS NOW! HE IS BETTER" But...in your heart, you love the T-rex, who shouldn't have lost to no stupid Spinosaurus. So you hate the movie. And refuse to love the Spinosaurus because it is a hamfisted attempt at taking what you loved, making it TREX +++ and trying to sell you it.
 Elbows wrote:
You know what's better than a psychic phase? A psychic phase which asks customers to buy more miniatures...
the_scotsman wrote:
Dae think the company behind such names as deathwatch death guard deathskullz death marks death korps deathleaper death jester might be bad at naming?
 
   
Made in us
Regular Dakkanaut




Mandragola wrote:
bort wrote:
Invictors are heavy support? Bah. I was kinda assuming they'd be FA or maybe Elite, but didn't look closely at the previews. Couple with units of only 3 Eliminators, that's a lot of HS slots.


They’re elite. Don’t know where you got the idea they were heavy.

I’m really quite tempted to run three of the things. I’d probably go with autocannons for my Crimson Fists. Then if I’m going second against an attacking army like knights or plaguebearers I can use them to shoot things. They’ve actually got a surprising amount of 36” range dakka -15 shots with -2ap on turn 1, so I think it’s fine to use as a gun platform and counter-charge unit.


You said something above about comparing them to Predators and having too many HS options.
   
Made in us
Ruthless Interrogator







Really interested to see if the Iron Hands get a supplement. I've wanted to build an army of them for quite awhile, and now I'm tempted to build a list around 3 invictors and 3 redemptors.

Seems like the invictors options are both good, but what's the concensus on redemptor load outs? Is there a clear choice between the heavy gatling cannon and the plasma?

This message was edited 1 time. Last update was at 2019/08/18 12:52:08


You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
 
   
Made in fi
Courageous Space Marine Captain






 Starfarer wrote:
Really interested to see if the Iron Hands get a supplement.

They almost certainly will.

Seems like the invictors options are both good, but what's the concensus on redemptor load outs? Is there a clear choice between the heavy gatling cannon and the plasma?

Dakka. The plasma is swingy and you can't really overchage and move. Ultra doctrine removes the latter problem though.

   
Made in us
Ruthless Interrogator







 Crimson wrote:
 Starfarer wrote:
Really interested to see if the Iron Hands get a supplement.

They almost certainly will.

Seems like the invictors options are both good, but what's the concensus on redemptor load outs? Is there a clear choice between the heavy gatling cannon and the plasma?

Dakka. The plasma is swingy and you can't really overchage and move. Ultra doctrine removes the latter problem though.


Yeah, with the Iron Father in Gravis armor they showcased awhile back, and the leaked photo of the intercessors rocking IH upgrades, it seems they're all but certain they'll be next up for a supplement.

The Gatling cannons were kind of what I assumed should be the go to choice, but if I take 3, I may run 1 plasma just for variety.

You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
 
   
Made in fi
Courageous Space Marine Captain






It's easy to magnetise anyway.

   
Made in se
Ferocious Black Templar Castellan






Sweden

You don't even have to magnetize it; it fits in snugly enough to keep in place without any modification.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Regular Dakkanaut




A question about successor traits.

As I understand it, I can make my own successor chapter, using 2 of the traits listed. I can then say they are a White Scars successor chapter and get access to the psychic powers, relics (the generic non specific WS ones, without using a strat) warlord traits and special doctrine (In this case the +1 damage during assault doctrine)

So the only thing I cant use is special characters and relics that say theyre for the White Scars specifically correct?
   
Made in fi
Courageous Space Marine Captain






Yes, that is correct.

   
Made in us
Decrepit Dakkanaut




White Scars have a Strat to give Successors their special Relics though so keep that in mind.

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
Legendary Dogfighter





RNAS Rockall

Have I missed something or is the +3" range thing really really good when combined with the dpod buff?

Sternguard with combi flamers & 2 heavy flamers benefitting from the -1 ap from tactical doctrine for the price seems *really* nice. Tack on Chaplain and +1 charge trait for a fairly easy 6" charge from a dpod assuming there's anything left from 8d6 ap 1 flamer shots on turn 2.

My Soul Drinkers ride again it seems

This message was edited 1 time. Last update was at 2019/08/18 15:06:32


Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in us
Longtime Dakkanaut




 malamis wrote:
Have I missed something or is the +3" range thing really really good when combined with the dpod buff?

Sternguard with combi flamers & 2 heavy flamers benefitting from the -1 ap from tactical doctrine for the price seems *really* nice. Tack on Chaplain and +1 charge trait for a fairly easy 6" charge from a dpod assuming there's anything left from 8d6 ap 1 flamer shots on turn 2.

My Soul Drinkers ride again it seems


It is. Also, company vets can all take flamers. By the by.
   
Made in us
Decrepit Dakkanaut




Eh, maybe if the +1 to wound Stratagem affected any weapon Stermguard were carrying.

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

If you dpod them with flamer, what are you going to charge, the unit you just killed ?

This message was edited 1 time. Last update was at 2019/08/18 16:54:23


   
Made in au
Hissing Hybrid Metamorph






How’s the Land Raider looking with it’s point drop?
   
Made in gb
Legendary Dogfighter





RNAS Rockall

 godardc wrote:
If you food them with flamer, what are you going to charge, the unit you just killed ?


The Leman Russ behind them

But I take your meaning, and charging with sternguard is a bit of a daft thing to do.

COnfound GW for making playing as marines interesting again.


Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in gb
Ship's Officer



London

bort wrote:
Mandragola wrote:
bort wrote:
Invictors are heavy support? Bah. I was kinda assuming they'd be FA or maybe Elite, but didn't look closely at the previews. Couple with units of only 3 Eliminators, that's a lot of HS slots.


They’re elite. Don’t know where you got the idea they were heavy.

I’m really quite tempted to run three of the things. I’d probably go with autocannons for my Crimson Fists. Then if I’m going second against an attacking army like knights or plaguebearers I can use them to shoot things. They’ve actually got a surprising amount of 36” range dakka -15 shots with -2ap on turn 1, so I think it’s fine to use as a gun platform and counter-charge unit.


You said something above about comparing them to Predators and having too many HS options.


Ahh got you, sorry. I just mean that in general there’s more competition for heavy support choices. Eliminators, repulsor executioners, buffs to things like thunderfire cannons and vindicators. It’s harder to argue for predators now they’ve lost kill shot and other stuff has got better. And the Invictor is clearly just better at everything a predator can do.
   
Made in us
Decrepit Dakkanaut




 Tiberius501 wrote:
How’s the Land Raider looking with it’s point drop?

They still haven't fixed the core issues of degrading movement outside Iron Hands, being unable to fall back and shoot unless you're Ultramarines, and the fact you can't actually move forward over a single Cuktist, meaning it can block your whole delivery.

I don't want to be reliant on Stormravens but here we are.

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

Oops delete sry

This message was edited 1 time. Last update was at 2019/08/18 16:54:07


   
Made in us
Omnipotent Necron Overlord






 Tiberius501 wrote:
How’s the Land Raider looking with it’s point drop?
It's now a suicide missile. vengeance of the machine spirit allows you to auto explode a LR. An ultramarine redeemer is probably best for this (though I don't think it got cheaper) Just just bonzi charge with it charge to deal mortal wounds with your assault launchers and keep falling back and shooting until they decide they might actually have to destroy this thing. Then you blow it up doing d6 mortals. A storm raven can also do this explosion too and might actually be better at it because it is a lot faster though and you can use the much better iron hands tactic here. I'd probably just leave the hurricane bolters off of it and give it heavy bolters and twin assault cannon and spam that ap -2 and ap -4 missles. You can also fire 1 weapon instead of auto exploding a 6d range 12 flamestorm cannon could outdamage in the mortals in some sitautions.


Automatically Appended Next Post:
 malamis wrote:
Have I missed something or is the +3" range thing really really good when combined with the dpod buff?

Sternguard with combi flamers & 2 heavy flamers benefitting from the -1 ap from tactical doctrine for the price seems *really* nice. Tack on Chaplain and +1 charge trait for a fairly easy 6" charge from a dpod assuming there's anything left from 8d6 ap 1 flamer shots on turn 2.

My Soul Drinkers ride again it seems
I'd probably just stick with the combi flamers. The flamers auto hit so you can also fire the bolters without hurting your flamer shots. 20 ap-1 hitting on 4's and 10d6 ap -1 autohits. Pretty dang brutal. It also gives you a little bit more flexibility in targets. As you can rapid fire at 13" and flamers only get 11". They also need to clarfity if rapid fire rounds up or down when you rapid fire on a 13.5.

This message was edited 2 times. Last update was at 2019/08/18 17:48:00


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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