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Made in us
Been Around the Block




Looking for advice on the best Repulsor loadout, just picked one up and am in the process of assembling. I'd like to avoid magnets if I could (I know, I know) but that's how I roll.

Also for those with the codex, do the aggressors benefit from IF's explosive umodified 6's? I know the weapon says "Bolt" in the name but I don't have the codex yet to check for sure.
   
Made in us
Omnipotent Necron Overlord






On the topic of Cents. What about assault Cents. They have been forced upon us as they are now so good you gotta try to make them work.

Start with the obvious - they really are just a dev cent for cheaper but you are trading HB for flamers. That is normally a bad trade off but you are saving 18 points in the process but at the same time you are picking up basically a dreadnaughts CC ability. Plus those flamers are no joke as they also stack with your bolters in tactical doctrine. How the heck am I going to get these guys in possition though?

First I was thinking redeemer...I want to take a redeemer because as ultras I can fall back and shoot it then I can detonate it in their lines when it dies. It sounds fun. However, I don't think it's practical 10"+12" on firestorms is no guarantee this thing will shoot turn 1 and really no guarantee the dudes inside will be able to charge turn 2 ether.

So now I am thinking that a storm raven is the best option. Just keeping it cheap with HB and assault cannons you are at about 280 points (don't remember the exact amount). Can fit 4 Assault cents in there. Or 3 cents plus some characters. Anyone have insite into this? Interested to hear Ideas.

As Ultras I will be able to protect that storm raven turn 1 with tiggy -1 to hit. That is a nice bonus.


Automatically Appended Next Post:
Facisminthe41m wrote:
Looking for advice on the best Repulsor loadout, just picked one up and am in the process of assembling. I'd like to avoid magnets if I could (I know, I know) but that's how I roll.

Also for those with the codex, do the aggressors benefit from IF's explosive umodified 6's? I know the weapon says "Bolt" in the name but I don't have the codex yet to check for sure.
I don't have the codex here but the bolt weapons list is quite long. I am sure they are on there.

This message was edited 1 time. Last update was at 2019/08/20 17:55:17


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 gb
Ship's Officer



London

Assault centurions have gained enormously in the book. A 23 point price cut, an attack (really two thanks to the new angels of death rules) and a wound. On the charge 3 of them get 13 S10 D3 attacks at -4 ap. that unit is 156 points.

Storm ravens are pretty good. The strat to make them auto explode is a bit of a cheeky one because they can fly right into the enemy, who are then kind of stuffed either way.

If playing white scars there’s a strat to disembark after moving - though not from a flyer and you can’t charge. But you could have five of these guys and a character in a crusader - though the character probably couldn’t get out as I think the strat just covers one unit. So you’ll only be able to fire your ten flamers and 60 hurricane bolter shots.

I’ve actually got three of these guys painted up for my Crimson Fists. I might get more.
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Btw, looking at the successor chapter tactics.. 2x 5man sternguard's in a drop pod with 2x heavy flamer. Chapter tactics +3 range and let's say reroll ones on bolt weapons. Might be a good screen begone drop. It's 273 points though. Four hesvy flamers S5 AP-1 D1 on an average roll can do nice damage. Or what do you think? All the way grav devs?
   
Made in us
Omnipotent Necron Overlord






Xirax wrote:
Btw, looking at the successor chapter tactics.. 2x 5man sternguard's in a drop pod with 2x heavy flamer. Chapter tactics +3 range and let's say reroll ones on bolt weapons. Might be a good screen begone drop. It's 273 points though. Four hesvy flamers S5 AP-1 D1 on an average roll can do nice damage. Or what do you think? All the way grav devs?
Full combi flamers is the way I would go. The drop pods cost makes the unit terrible though. Just think for the price of that unit and what you can get for that price. You could have a dakka repulsor.

This message was edited 1 time. Last update was at 2019/08/20 19:02:55


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 fr
Inquisitorial Keeper of the Xenobanks





France

I was trying to write a themed list, like full orbital attack with pods and flyers. First, would you think it's possible and not sub par ?
Stormravens are pretty fragile I think (that's why I wouldn't put centurions in it if I were you, Xenomancer !) and I only play marines, no primaris.

Was thinking of two or three scouts units, and 3 or 4*5 Tac with plasma combi plasma in pods (to get 6 Troops).
An antitank stormraven, probably company veterans with stormbolters and chainswords in a pod or in the stormraven (?), and jump packs vv with a chaplain and a jump pack chapter master with the teeth of Terra.
I would take +1 to charge chapter tactics.
Drop the chap t1 and the vv T2 to use his litany.
Fast attacks would be scout bike squads.
Maybe an ironclad in the stormraven for more AT ?
Maybe even a land speeder with two multi melta if using the Scions of Guilliman ?

Not sure about the vv but now with 4A each and +3 to charge it should be good, and efficient in troops killing, as would be the scout bikers.

This message was edited 4 times. Last update was at 2019/08/20 20:31:36


   
Made in us
Member of the Ethereal Council






You can fire a Scorpius 4 times. It says it chosen to fire again

5000pts 6000pts 3000pts
 
   
Made in us
Longtime Dakkanaut




 hotsauceman1 wrote:
You can fire a Scorpius 4 times. It says it chosen to fire again

An additional is again not 2x2 it's 2+1, at best technically the scorpius's rocket barrage weapon could be said RAW to limit it to only being able to fire twice in the shooting phase so actually the strategum would not allow it to shoot even a third time.
   
Made in gb
Long-Range Land Speeder Pilot




UK

Anyone planning on trying out a termite assault drill now they have angels of death? They seem insanely good for the price now (points not cash), and even if they are just dropping off some cheap bolter tacs, tactical doctrine will be on by the time they show up.
   
Made in us
Longtime Dakkanaut




Insularum wrote:
Anyone planning on trying out a termite assault drill now they have angels of death? They seem insanely good for the price now (points not cash), and even if they are just dropping off some cheap bolter tacs, tactical doctrine will be on by the time they show up.

Have GW added a new FAQ or update to give termite assualt drills angles of death?
Just checked the Datasheet from Forgeworlds website and No AnglesofDeath on that.

This message was edited 1 time. Last update was at 2019/08/20 22:48:35


 
   
Made in gb
Long-Range Land Speeder Pilot




UK

Ice_can wrote:
Insularum wrote:
Anyone planning on trying out a termite assault drill now they have angels of death? They seem insanely good for the price now (points not cash), and even if they are just dropping off some cheap bolter tacs, tactical doctrine will be on by the time they show up.

Have GW added a new FAQ or update to give termite assualt drills angles of death?

https://www.warhammer-community.com/2019/08/16/space-marines-new-rules-for-non-codex-chaptersgw-homepage-post-3/

"Errata
All the updated abilities, wargear profiles and rules clarifications for non-Codex Adeptus Astartes Chapters and the Heretic Astartes – as well as their respective Forge World units – are included here."
   
Made in us
Longtime Dakkanaut




Insularum wrote:
Ice_can wrote:
Insularum wrote:
Anyone planning on trying out a termite assault drill now they have angels of death? They seem insanely good for the price now (points not cash), and even if they are just dropping off some cheap bolter tacs, tactical doctrine will be on by the time they show up.

Have GW added a new FAQ or update to give termite assualt drills angles of death?

https://www.warhammer-community.com/2019/08/16/space-marines-new-rules-for-non-codex-chaptersgw-homepage-post-3/

"Errata
All the updated abilities, wargear profiles and rules clarifications for non-Codex Adeptus Astartes Chapters and the Heretic Astartes – as well as their respective Forge World units – are included here."

The community team epic fail again as the errata doesn't cover the terrmite.

This message was edited 1 time. Last update was at 2019/08/20 22:49:52


 
   
Made in gb
Slippery Scout Biker




Cambridge, UK

Ice_can wrote:
 ewar wrote:
Mandragola wrote:
 godardc wrote:
So is it legal to fire a thunderfire twice (using the fire twice stratagem stratagem) including a tremor shell ?

You can, yes. The tremor shells stratagem lasts for the duration of the phase.


On the previous page I posted this question:

 ewar wrote:
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.


I'm hoping the shoot again strat would activate the scorpius' native ability to shoot twice if it didn't move. 12 D3 indirect shots is very juicy...

It's been covered and it's not worded as shoot twice it's an additional time no x2 x2 its x2+1 2 regular whirlwind are cheaper.


OK thanks. I read the thread but didn't see any mention of WW, perhaps you're thinking of it from somewhere else? Or I'm blind and missed it!

I need to re-read the vengeance launcher rules, but I'm thinking that 9D3 S6 ap-2 (-3 dev doc) D2 shots is still pretty phenominal. Maybe add in a pair of rapier quad launchers for another 8 S8 ap-2(-3 dev doc) D3 shots. That is a lot of firepower hiding out of LOS where possible (even if rapiers best shots are range limited). Might be a good unit to have the +3" range on actually...
   
Made in ca
Commander of the Mysterious 2nd Legion





So trying to figure out how to get a "maximus tanky" character, and here's my current best attempt.

Ultramarines sucessor (with stealthy and stalwart) Phobos Captain, with armor indomatus. and use examplar of the Imperium strat to get stealth adept, and iron resolve.


Now I'm not claiming this is a power combo, I'm just doing a metal exercise to see how it can be done,

So over all you're looking at a 2+ 4++ (that can go to 3++ for one turn) 6+++ captain with 7 wounds, that is in cover at ranges over 12 inches, adds 2 to it's armor save in cover. and requires a roll of at least 3 no matter the weapon to wound. kind of a fun approuch

This message was edited 1 time. Last update was at 2019/08/20 23:25:38


Opinions are not facts please don't confuse the two 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

So couple of questions are tactical marines worth taking now?

Are vanguard vets with dual chainswords now the optimal cheap melee unit?

Are terminators worth taking?

Seems like regular dreadnoughts are worth taking again as well as ironclads. Contemptors are now overpriced.

Cataprachts seem like the best Terminators so far.

Any ideas? I love termies but they don't still seem worth it.

From whom are unforgiven we bring the mercy of war. 
   
Made in ca
Terrifying Wraith





Canada

 Asherian Command wrote:
So couple of questions are tactical marines worth taking now?

Are vanguard vets with dual chainswords now the optimal cheap melee unit?

Are terminators worth taking?

Seems like regular dreadnoughts are worth taking again as well as ironclads. Contemptors are now overpriced.

Cataprachts seem like the best Terminators so far.

Any ideas? I love termies but they don't still seem worth it.


I cannot tell for the terminator but I still using my vanguard vet with dual chainswords with a razorback. 5 guys, 21 attacks and now back up with the suppressors to cancel the overwatch…. worth taking any time now.

This message was edited 2 times. Last update was at 2019/08/21 04:34:50


 
   
Made in us
Been Around the Block




 Asherian Command wrote:
So couple of questions are tactical marines worth taking now?

Are vanguard vets with dual chainswords now the optimal cheap melee unit?

Are terminators worth taking?

Seems like regular dreadnoughts are worth taking again as well as ironclads. Contemptors are now overpriced.

Cataprachts seem like the best Terminators so far.

Any ideas? I love termies but they don't still seem worth it.


I think that a big block of TH/SS termies or Cataprachts might be good if you put the transhuman strat on them back to back. Gives them an insanely high effective toughness for 2 CP. Maybe make them black templar for the 5+++ against mortals as well and charge rerolls. They may be quite a bit more worth it when the black templar book comes out.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I have 63 pts left in my 2000 pt list. Any recommendations on what to spend it on? My army includes the following:

Pedro Kantor
Primaris Captain (Plasma Pistol, CF Relic Fist)
2x Primaris Lieutenant (Power Sword)
3x 5-man Intercessors (Chainsword Sergeant)
3x 5-man Intercessors (Power Fist Sergeant)
2x 5-man Hellblasters
1x Eliminators (Bolt Sniper Rifles)
2x Eliminators (Instigator Bolt Rifle Sergeant, Las Fusils)
2x 3-man Aggressors (Boltstorm, Fragstorm)
2x Impulsors (2x Storm Bolters, Shield Dome)

1937 pts/2000 pts

So far, I haven't spent any CP on any additional options either. I am thinking of using Hero of the Chapter on the Captain and making Pedro Kantor the Warlord (Pedro would have either Champion of Humanity or Iron Resolve for the time being, the Captain would have Refuse to Die).

What else could I take for 63 pts? I am aiming to run mostly Primaris, but that isn't a requirement.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in ca
Commander of the Mysterious 2nd Legion





How about a company ancient? thats about 60 points and you can then give him a stormbolter for 2 points. and toss a grenade launcher on one of your intercessors.

Opinions are not facts please don't confuse the two 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

BrianDavion wrote:
How about a company ancient? thats about 60 points and you can then give him a stormbolter for 2 points. and toss a grenade launcher on one of your intercessors.
All six squads have grenade launchers.

I was considering an Ancient, but I don't really see how it would be useful. The Hellblasters go in the Impulsors. I suppose walking with the Aggressors might work.

I also considered the following:
Primaris Apothecary
Tarantula (either HB or Lascannon variant)
Techmarine (would go in a separate detachment with the Eliminators for an extra CP)
Attack Bike

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 casvalremdeikun wrote:
BrianDavion wrote:
How about a company ancient? thats about 60 points and you can then give him a stormbolter for 2 points. and toss a grenade launcher on one of your intercessors.
All six squads have grenade launchers.

I was considering an Ancient, but I don't really see how it would be useful. The Hellblasters go in the Impulsors. I suppose walking with the Aggressors might work.

I also considered the following:
Primaris Apothecary
Tarantula (either HB or Lascannon variant)
Techmarine (would go in a separate detachment with the Eliminators for an extra CP)
Attack Bike


Ancient is just more wounds, and the apothecary would work great, but yeah I agree he seems fun addition!

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Asherian Command wrote:
 casvalremdeikun wrote:
BrianDavion wrote:
How about a company ancient? thats about 60 points and you can then give him a stormbolter for 2 points. and toss a grenade launcher on one of your intercessors.
All six squads have grenade launchers.

I was considering an Ancient, but I don't really see how it would be useful. The Hellblasters go in the Impulsors. I suppose walking with the Aggressors might work.

I also considered the following:
Primaris Apothecary
Tarantula (either HB or Lascannon variant)
Techmarine (would go in a separate detachment with the Eliminators for an extra CP)
Attack Bike


Ancient is just more wounds, and the apothecary would work great, but yeah I agree he seems fun addition!
I have my custom Primaris Apothecary(pistol in each hand) ready to go. I think I will try that. Probably a Captain with one squad of Hellblasters, and the Apothecary with the other. They will form into a Nope Bubble.

Depending on how things go, the Apothecary might be a candidate for Artificer Armor.

This message was edited 1 time. Last update was at 2019/08/21 06:37:52


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

urzaplanewalker wrote:
 Asherian Command wrote:
So couple of questions are tactical marines worth taking now?

Are vanguard vets with dual chainswords now the optimal cheap melee unit?

Are terminators worth taking?

Seems like regular dreadnoughts are worth taking again as well as ironclads. Contemptors are now overpriced.

Cataprachts seem like the best Terminators so far.

Any ideas? I love termies but they don't still seem worth it.


I think that a big block of TH/SS termies or Cataprachts might be good if you put the transhuman strat on them back to back. Gives them an insanely high effective toughness for 2 CP. Maybe make them black templar for the 5+++ against mortals as well and charge rerolls. They may be quite a bit more worth it when the black templar book comes out.


Yeah I really want to try all the units you are speaking about and hopefully they have been improved enough / have enough stratagems to be worth it now !
To my mind, terminators got some real love with the various buff and stratagems this time.

   
Made in se
Dakka Veteran




I am waiting for the Imperial Fist supplement. Their chapter tactic looks like a really amazing complement to my Blood Angels.

A battalion with 3x5 intercessors that ignore cover and get extra shots.

A few whirlwinds/thunderfire cannons for juicy ap1-2 ignore cover shots from out of los.

Would be quite cheap and decimate any troops and screening units that block my blood angels from deepstriking and charging in to melee. Cheap compared to the same output from using pure BA units. 700pts IF would do the same damage as 1000pts of the same units if they were BA. Can then really focus the rest on the list even more against tougher tragets since the IF detachment handle the cheap units. Just need to see what warlord traits, physic powers and relics they get for the 2 HQs.

I don't think IF has the overall best chapter tactic but it looks to me to be clearly the number one if only taken as a single anti infantry detachment. Perhaps not that useful for most marine lists since they already have enough bolter fire but as a compliment to aggressive melee marines they look amazing. I can kill any amount of hard targets in melee but I can't have cost effective anti infantry at the same time as BA without souping in some guard. Now it looks like I can just do it with Imperial Fists instead. And I just bought the guard apocalypse box and some other stuff. Time to trade it for yellow marines
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Are Shooty Primaris Lieutenants worth it now that their guns have been upgraded? The Stalker Bolt Rifle version puts some serious hurt out with that Str 4, Ap-2, 3D. The Auto Bolt Rifle version isn't far behind with its three shots and 2D. During the Tactical Doctrine, the AP-1 helps it even more.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in ca
Commander of the Mysterious 2nd Legion





 casvalremdeikun wrote:
Are Shooty Primaris Lieutenants worth it now that their guns have been upgraded? The Stalker Bolt Rifle version puts some serious hurt out with that Str 4, Ap-2, 3D. The Auto Bolt Rifle version isn't far behind with its three shots and 2D. During the Tactical Doctrine, the AP-1 helps it even more.


I never got why people didn't think they wheren't worth it before hand, they where useally kept back with the firing line, might as well be able to contribute

Opinions are not facts please don't confuse the two 
   
Made in gb
Ship's Officer



London

The auto bolt rifle does look like a pretty strong option now, it’s true. Far better than having a 1d power sword. A gun with 3 shots at ap-1 and D2 can actually do stuff. It’s not going to win games on its own but it’s something.

I’ve been thinking of taking a reiver lieutenant for the warlord trait to reposition stuff. This is really just because he’s the cheapest phobos character and he does the basic job of the reroll bubble as well as anyone. The downside is that he’s essentially unarmed.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Is there any reason beside list tailoring to take Tyranic War Vets? 4 man squad min maybe if you want to cram them into a transport with too many HQs. But all I see is sternguard with less options that cost more, for an ability that is so niche, the only reason to take it lis tailoring against a specific foe.

I was kinda hopeing that since sternguard lost SIA, the vets might get it back, or at least just issues hellfire rounds, to help distinguish them from SG. Oh well. TWV proxy just fine as regular SG. No hope for them getting any decent rules to make them worth fielding.

   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Nevelon wrote:
Is there any reason beside list tailoring to take Tyranic War Vets? 4 man squad min maybe if you want to cram them into a transport with too many HQs. But all I see is sternguard with less options that cost more, for an ability that is so niche, the only reason to take it lis tailoring against a specific foe.

I was kinda hopeing that since sternguard lost SIA, the vets might get it back, or at least just issues hellfire rounds, to help distinguish them from SG. Oh well. TWV proxy just fine as regular SG. No hope for them getting any decent rules to make them worth fielding.
No, there really isn't. And even their special rule doesn't warrant their increased price per model. I honestly think the Tyrannic War Veterans would have been better as a Stratagem like the Veteran Intercessors Stratagem. Oh well.

And Sternguard didn't really lose SIA. Their Special Issue Boltguns combine 3/4 of the Special Issue Ammos into one and Masterful Marksmanship closes the gap on the fourth one.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Longtime Dakkanaut




 casvalremdeikun wrote:
 Nevelon wrote:
Is there any reason beside list tailoring to take Tyranic War Vets? 4 man squad min maybe if you want to cram them into a transport with too many HQs. But all I see is sternguard with less options that cost more, for an ability that is so niche, the only reason to take it lis tailoring against a specific foe.

I was kinda hopeing that since sternguard lost SIA, the vets might get it back, or at least just issues hellfire rounds, to help distinguish them from SG. Oh well. TWV proxy just fine as regular SG. No hope for them getting any decent rules to make them worth fielding.
No, there really isn't. And even their special rule doesn't warrant their increased price per model. I honestly think the Tyrannic War Veterans would have been better as a Stratagem like the Veteran Intercessors Stratagem. Oh well.

And Sternguard didn't really lose SIA. Their Special Issue Boltguns combine 3/4 of the Special Issue Ammos into one and Masterful Marksmanship closes the gap on the fourth one.

They need to be the same cost and the trade of being only bolters vrs the anti nid. It's way too specific an ability to be worth 2 points per model.
   
 
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