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Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Anyone else planning on giving the master-crafted thunder hammer on a veteran intercessor screening a chapter master. Sounds a good deal points wise. 33 points for 5 4dmg TH attacks. Maybe not for super competitive tables, but a nasty addition. They hit as hard as captain's used to before the new codex. Also gravis captain has it's place in repulsor. Almost daemon prince equivalent damage if buffed a bit. Still not super comp, but a nice carnifex who can sneeze some wounds of a knight. Sad that 5+ intercessor veterans cost 2cp, maybe a 5man unit is enough. If I don't put them in Impulsor, You could fit two invixtus honor guard in the repulsor with the gravis cpt and vet intercessors
   
Made in ca
Fresh-Faced New User




At the moment I'm trying to decide what the best option for Fast Attack with my Iron Hands is. Ideally I'd like to get my hands on some Tarantulas, but FW isn't cheap. At the moment I'm thinking of a mix of Assault Squads and Bike Squads for relatively little points investment, but at least some usefulness.

I may have to pickup some Landspeeders or Attack Bikes just to fill slots, I'm not sure either of them are particularly useful.
   
Made in se
Ferocious Black Templar Castellan






Sweden

I'm gonna experiment with a smash Chaplain with the self-buff Litany and the Relic Crozius. With a bit of luck BT will end up with bonuses to Chaplains since we don't have psykers.

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 gb
Ship's Officer



London

That’s interesting about the vindicators. I was thinking they look like a pretty durable unit for their price, with quite a lot of T8 wounds. Now they always get d6 shots they’re kind of like an IK thermal cannon for a small fraction of the cost.
   
Made in us
Omnipotent Necron Overlord






tksolway wrote:
At the moment I'm trying to decide what the best option for Fast Attack with my Iron Hands is. Ideally I'd like to get my hands on some Tarantulas, but FW isn't cheap. At the moment I'm thinking of a mix of Assault Squads and Bike Squads for relatively little points investment, but at least some usefulness.

I may have to pickup some Landspeeders or Attack Bikes just to fill slots, I'm not sure either of them are particularly useful.
Supressors will work best with iron hands. They are getting a devastator super doctrine and they have heavy weapons. Land speeders with cyclone and HB aren't bad ether and provide late game mobility.


Automatically Appended Next Post:
Xirax wrote:
Anyone else planning on giving the master-crafted thunder hammer on a veteran intercessor screening a chapter master. Sounds a good deal points wise. 33 points for 5 4dmg TH attacks. Maybe not for super competitive tables, but a nasty addition. They hit as hard as captain's used to before the new codex. Also gravis captain has it's place in repulsor. Almost daemon prince equivalent damage if buffed a bit. Still not super comp, but a nice carnifex who can sneeze some wounds of a knight. Sad that 5+ intercessor veterans cost 2cp, maybe a 5man unit is enough. If I don't put them in Impulsor, You could fit two invixtus honor guard in the repulsor with the gravis cpt and vet intercessors

Personally it's a waste. "Oh what intercessor squad has the 4 damage thunder hammer in it?"
"That one"
"Okay first ravager is shooting there and I have 2 more"
Just give him a power fist and be happy with that.

This message was edited 1 time. Last update was at 2019/08/19 18:51:10


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 
   
Made in ca
Implacable Skitarii




Ottawa, Canada

Are Predators w/ Autocannons better now that they get an extra AP first turn?

| | Krieg | |
30k: Alpha Legion | | Blackshields 
   
Made in us
Longtime Dakkanaut




 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Not really their issue wasn't so much offence and much as sucky defencive stats. T7 3+ and 11 wounds is too easy for many lists to kill.
   
Made in ca
Nasty Nob






I don't get why people are saying you can take the successor and take a second tactic. The successor thing specifically says you don't get to take a second trait if you choose it?

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Locked in the Tower of Amareo




Ice_can wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Not really their issue wasn't so much offence and much as sucky defencive stats. T7 3+ and 11 wounds is too easy for many lists to kill.


I think preds can benefit from the stealth dreads sucking up fire. Still not sure if they are worth it, but there is the move and shoot strat.
   
Made in gb
Long-Range Land Speeder Pilot




UK

 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?
   
Made in ca
Stealthy Dark Angels Scout with Shotgun




NB, Canada

Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.

5000 points
1800 points
5000 points
2000 points
3000 points
1000 points
500 points
2200 points  
   
Made in us
Omnipotent Necron Overlord






 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

They are worth a look but why would you take over a redemptor dread? Close to same price. Dakka version has way more dakka and it smashes in CC. The las version is about 50 more points than a venerable dread wih 2 las and a rocket that hits on 2s... Vindi IMO has always been a better choice over a pred. Now with d6 shots it is a very easy choice.

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 
   
Made in us
Longtime Dakkanaut




Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?

Please provide the citation that those additional hits are considered to be 6's.
They are just additional hits, they are not "unmodified hit roll of 6", you still have to roll to wound. But this is not a tactics question this really should have been a YMDC.
   
Made in us
Omnipotent Necron Overlord






Slaul wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.
No FAQ required. A 6 on those weapons generates a hit that doesn't auto wound and 1 that does.

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 
   
Made in fi
Courageous Space Marine Captain






tksolway wrote:
At the moment I'm trying to decide what the best option for Fast Attack with my Iron Hands is. Ideally I'd like to get my hands on some Tarantulas, but FW isn't cheap. At the moment I'm thinking of a mix of Assault Squads and Bike Squads for relatively little points investment, but at least some usefulness.

I may have to pickup some Landspeeders or Attack Bikes just to fill slots, I'm not sure either of them are particularly useful.

I was thinking about Tarantulas too. (Is there decent third party versions? I think Kromlech might have some... Any others?) Marines have surprisingly few Fast Attack choices, and if you play pure Primaris, even less. I still don't get why Reivers are Elites. They're not 'elite' at all, but with their deployment and move shenanigans they can certainly be considered fast. If they were FA they could at least fill FA slots in a Brigade, even though they're relatively useless otherwise.

If I could score couple of these new walker pilots, I guess I could try to shove them into a Land Speeder... What's a decent loadout for a Land Speeder these days?

   
Made in gb
Long-Range Land Speeder Pilot




UK

Spoiler:
Slaul wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.


Ice_can wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?

Please provide the citation that those additional hits are considered to be 6's.
They are just additional hits, they are not "unmodified hit roll of 6", you still have to roll to wound. But this is not a tactics question this really should have been a YMDC.


Xenomancers wrote:
Slaul wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.
No FAQ required. A 6 on those weapons generates a hit that doesn't auto wound and 1 that does.

Thanks for clarifying - was sure it was too good to be true
   
Made in fi
Courageous Space Marine Captain






 davou wrote:
I don't get why people are saying you can take the successor and take a second tactic. The successor thing specifically says you don't get to take a second trait if you choose it?

You're confusing being a successor with having Inheritors of the Primarch.

   
Made in us
Steadfast Grey Hunter






 Fifty wrote:
I just noticed that Black Templar initiates still cost 13 points and have not had the same reduction to 12 points that tactical marines had. Hardly the end of the world, but a touch odd. I know they are not identical and have different set ups and squad options. Only adds a few points to my 1000 points list, but a bit odd.
Its the same for DA, BA, and SW, there are no point reductions. I believe BT will get a point reduction after the supplement comes out (their own book or added to Imperial Fist who knows )

Primaris fanboy: "NO, you can't just give old marines 2W, they're supposed to be squatted!" GW: "Heavy Bolters go brrrrrrrr"
Slayer-Fan123 wrote:

If the argument for their uniqueness is spamming Wulfen and Thunderwolves, then it wasn't really a unique army to begin with whether you like it or not.
nervous sweating
Regal Hunt, A custom space wolf army: https://www.dakkadakka.com/dakkaforum/posts/list/774993.page#10435681 
   
Made in us
Longtime Dakkanaut




 davou wrote:
I don't get why people are saying you can take the successor and take a second tactic. The successor thing specifically says you don't get to take a second trait if you choose it?


Two different things. A custom chapter can use one of the first founding traits, in which case it doesnt get a second one and is automatically counted as a successor of the chapter it took the trait of.

A custom chapter can alternatively take two traits off the custom traits table, so long as one isnt Inheritors of the Primarch. It may then declare itself a succssor chapter of any First Founding chapter and gain access to its relics, strategems and super-doctrine.
   
Made in at
Fresh-Faced New User




I believe this belongs here but sorry if it is obvious.

The scions of guilliman rule works with bolter discipline.
The warhammer community article mentioned this.

And I assume the rule negates the moving with heavy weapons penalty too.

But does it work with the executioners aquilon optics rule?
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

I won't have a codex until the 26th so... Is the tremor shell stratagem still here ?

   
Made in fi
Courageous Space Marine Captain






Lyell wrote:
I believe this belongs here but sorry if it is obvious.

The scions of guilliman rule works with bolter discipline.
The warhammer community article mentioned this.

And I assume the rule negates the moving with heavy weapons penalty too.

But does it work with the executioners aquilon optics rule?

No reason to think that it wouldn't. It also makes Aggressors obscene.

This message was edited 1 time. Last update was at 2019/08/19 20:18:20


   
Made in ca
Fresh-Faced New User




 Xenomancers wrote:

iron hands. They are getting a devastator super doctrine


Is this a rumor, or do you have a source?

This message was edited 1 time. Last update was at 2019/08/19 20:29:36


 
   
Made in gb
Slippery Scout Biker




Cambridge, UK

Whilst waiting for my book to arrive, I've been pondering all the news.

What are people's thoughts about relic scorpius? How does it interact with scions of guilliman and the shoot twice strat? I know it's cheeky, but I'm thinking that shooting 4 times per turn with extra ap on turn 1 sounds hilarious.

Thoughts?
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

So I have just understood that you can play an UM successor chapter and still you their supplement and get Scions of Guilliman.
That's huge ! Especially for armoured lists: land speeders FINALLY able to move and shoot ? Tanks without any -1 to shoot and able to withdraw from assault ?
UM armies gonna run vehicles !

Like, can I make a Scions of the forge + master artisan and say they are UM successors and use the Scions of Guilliman while in Tactical Doctrine ?

This message was edited 1 time. Last update was at 2019/08/19 21:27:29


   
Made in fi
Courageous Space Marine Captain






 godardc wrote:

Like, can I make a Scions of the forge + master artisan and say they are UM successors and use the Scions of Guilliman while in Tactical Doctrine ?

Yes, you absolutely can.

   
Made in us
Decrepit Dakkanaut




tksolway wrote:
 Xenomancers wrote:

iron hands. They are getting a devastator super doctrine


Is this a rumor, or do you have a source?

The people who gave overall correct rumors regarding this codex apparently said that the Imperial Fists and Iron Hands had the strongest ones and implied that it was because it related to the Devastator Doctrine as it's an early benefit.

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






did the landspeeder storm go down n points ?i love hose things and have a bunch. did they get better or still trash ?

 
   
Made in us
Longtime Dakkanaut




It dropped 15 points. Smurfs can do some interesting things with them.
   
Made in nl
Crazed Spirit of the Defiler




Mandragola wrote:
That’s interesting about the vindicators. I was thinking they look like a pretty durable unit for their price, with quite a lot of T8 wounds. Now they always get d6 shots they’re kind of like an IK thermal cannon for a small fraction of the cost.


Even better IMO. It's S10 compared to the Thermal Cannons' S9 and it's a flat D3 instead of Dd6 which means more reliability,.


Automatically Appended Next Post:
 godardc wrote:
I won't have a codex until the 26th so... Is the tremor shell stratagem still here ?


Yes.

This message was edited 1 time. Last update was at 2019/08/19 22:26:35


 
   
 
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