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![[Post New]](/s/i/i.gif) 2019/08/25 12:16:28
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Raging-on-the-Inside Blood Angel Sergeant
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Just realized while playing that you can't use covering fire eliminator ability if you don't see the charger..
Btw, does assasins in your army deny combat doctrines?
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This message was edited 2 times. Last update was at 2019/08/25 12:44:06
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![[Post New]](/s/i/i.gif) 2019/08/25 12:47:44
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Longtime Dakkanaut
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You pick a unit within 6" at the start of the battle round, so they'd both have to be there. After the litany is cast, the buffed unit can move outside of 6" of the chaplain.
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![[Post New]](/s/i/i.gif) 2019/08/25 13:09:14
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Longtime Dakkanaut
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Xirax wrote:Just realized while playing that you can't use covering fire eliminator ability if you don't see the charger..
Btw, does assasins in your army deny combat doctrines?
Yes. Every model in your army has to have access to doctrines to be able to use them. Atm RAW this means index options and assassins remove them.
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![[Post New]](/s/i/i.gif) 2019/08/25 16:32:48
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Raging-on-the-Inside Blood Angel Sergeant
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Had a game today against orks. I lost, but I failed with objective marker placing.. but some nice things from my ultramarines were the impulsor's bombardment and the new eliminators. i killed a warlord warboss T2 with them.
I'll try next to invest more points into character disposal. I take two squads of eliminators with instigator carbine on the sergeant. Deploy them in a 1st floor of a ruin within range of enemy warlord. Throw in a phobos captain with soldier's blade and paragon of war 2nd warlord trait (not my true warlord). I but the captain on 2nd floor so it can see. Now I throw 4 shots with +3 to hit rerolling 1's and get +1 to wound from the sergeants. Paragon of war can do a MW on a hut roll of 6 with the cpt, but it's just there because why not. I had a lot of CP in the previous game from my librarian's scryer's gaze and warlord's adept of the codex.
Now that I saw the eliminators in action.. I don't think las fusils are worth it. Sniping characters with out LoS is huge.
Edit:
Don't forget captain's 12" anti-DS bubble.
..and the redeploy 3 units stratagem..
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This message was edited 2 times. Last update was at 2019/08/25 16:42:09
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![[Post New]](/s/i/i.gif) 2019/08/25 17:58:21
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Dakka Veteran
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Just watching signals from the frontline and they are suggesting a squad of 10 veteran intercessors in a repulsor. It makes sense i suppose if you use the rapid fire strat and they have bolt rifles that's 40 shots coming at you plus whatever the repulsor has to offer.
Also once the firing is done your looking at them all with 4 attacks on the charge plus 5 for the sergeant who can be armed with a power fist etc. Can also use the strat where a 6 to hit is an auto wound in combat.
Stuff like this in conjunction with Imperial fists/ crimson fists with exploding sixes is quite tasty.
Also a great combo I've found is to just crimson fist liberator strike force and give a leiutenant expert instructor to give him a 9 inch re roll 1s to hit bubble alongside his 6 inch re roll to wound bubble. Give him the vox esperitum to increase his range by 3" giving him a 12 inch re.roll 1s to hit and 9 inch re roll 1s to wound
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This message was edited 1 time. Last update was at 2019/08/25 18:31:49
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![[Post New]](/s/i/i.gif) 2019/08/25 20:02:39
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Steadfast Ultramarine Sergeant
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So I have been unable to really sit down and read this codex, or even get in a game. So what is the general consensus here?
I assume it's universally loved since there were almost 0 nerfs. How do people feel? What are some highlights?
Thanks in advance
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![[Post New]](/s/i/i.gif) 2019/08/25 20:45:25
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Lone Wolf Sentinel Pilot
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Rogerio134134 wrote:Just watching signals from the frontline and they are suggesting a squad of 10 veteran intercessors in a repulsor. It makes sense i suppose if you use the rapid fire strat and they have bolt rifles that's 40 shots coming at you plus whatever the repulsor has to offer.
Also once the firing is done your looking at them all with 4 attacks on the charge plus 5 for the sergeant who can be armed with a power fist etc. Can also use the strat where a 6 to hit is an auto wound in combat.
Stuff like this in conjunction with Imperial fists/ crimson fists with exploding sixes is quite tasty.
Also a great combo I've found is to just crimson fist liberator strike force and give a leiutenant expert instructor to give him a 9 inch re roll 1s to hit bubble alongside his 6 inch re roll to wound bubble. Give him the vox esperitum to increase his range by 3" giving him a 12 inch re.roll 1s to hit and 9 inch re roll 1s to wound
I may not have the CT to use this combo as I disagree with Reece here. I play BT, and I love using Vet Intercessors but I don't think 292 points for the Repulsor's cheapest loadout is worth it. It dies far too easily and doesn't deal enough damage to be worth the nearly 300 pts price tag. When a unit gets to that 300 pts level it better damn well be worth it. The game is far too lethal to be putting so many eggs in an expensive basket if that basket can't hold its own against a few lascannons.
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![[Post New]](/s/i/i.gif) 2019/08/25 21:32:31
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Combat Jumping Rasyat
East of England
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I agree - it's too glassy by far for that price tag imo.
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![[Post New]](/s/i/i.gif) 2019/08/26 02:46:03
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Fresh-Faced New User
Dallas, TX, USA
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Curious for some advice i am building a Primaris army. I have 20 imtercessors, 10 hellblasters, 3 aggressors
Suggestions on antitank. The repulor looks really expensive particularly with all the anti knight meta. Can you run only one in a 2000:game?
Suggestions on characters. A captain babysittng the hellplasters seems wise but also a large tax on an already expensive unit. Is it worth it?
Suggestions on close combat. The aggressors seem too slow to be anything other than a counter charge force. Reivers seem lke they pack some attacks but no AP. Is small squads of Intercessors with a powefist or TH the better way to go?
Does the new walker struggle with only T6? It seems like it could fit the bill of antihorde antitank or close combat.
Thanks.
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![[Post New]](/s/i/i.gif) 2019/08/26 04:31:41
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Omnipotent Necron Overlord
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There really is no reason to play regular repulsor anymore unless you are really trying to get 5 agressors into position. Even then you are probably better off just taking 2 squads of agressors for its price. The executioner is another story. It is still too expensive but it is a lot better priced than the respulsor. For some reason GW while making a lot of good decisions decided to nerf their 100 dollar tank when it was already to frait for it's price. In any case the executioner is still playable. I typically run 2 and they don't really get targeted because the rest of my army is in their face.
When the new transport comes out get 2 of them and put your hellblasters in there. That will work a lot better than a respulsor.
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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) 2019/08/26 04:40:50
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Possessed Khorne Marine Covered in Spikes
NY
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Blinkingspirit wrote:Curious for some advice i am building a Primaris army. I have 20 imtercessors, 10 hellblasters, 3 aggressors
Suggestions on antitank. The repulor looks really expensive particularly with all the anti knight meta. Can you run only one in a 2000:game?
For primaris your only real options are suppressors, repulsor executioners, and las fusil eliminators. I've seen battle reports of people using 2 executioners at 2k doing decent with them
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Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz |
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![[Post New]](/s/i/i.gif) 2019/08/26 06:19:19
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Regular Dakkanaut
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What's everyone's thoughts on the Thunderfire now with all the new codex stuff? the slowing stratagem still seems useful, but most people leave the thing out of their lists.
I need a 3rd Heavy option for my brigade, have around 130pts without other major list changes for it. Part of me thinks the Thunderfire would still be the go to for the strat. But the rest of me hates the model and its already mediocre damage looks even worse in the new codex, so I want to find something else equally useful so I can justify leaving it out. Some sort of AT would be good, but that low of points means I can't consider the good stuff. A single Vindicator or 2-3 heavy weapons in a Dev squad is about it. Or, could always just go with a 3rd Eliminator squad, make it even more dangerous for characters.
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![[Post New]](/s/i/i.gif) 2019/08/26 09:06:19
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Longtime Dakkanaut
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bort wrote:What's everyone's thoughts on the Thunderfire now with all the new codex stuff? the slowing stratagem still seems useful, but most people leave the thing out of their lists.
I need a 3rd Heavy option for my brigade, have around 130pts without other major list changes for it. Part of me thinks the Thunderfire would still be the go to for the strat. But the rest of me hates the model and its already mediocre damage looks even worse in the new codex, so I want to find something else equally useful so I can justify leaving it out. Some sort of AT would be good, but that low of points means I can't consider the good stuff. A single Vindicator or 2-3 heavy weapons in a Dev squad is about it. Or, could always just go with a 3rd Eliminator squad, make it even more dangerous for characters.
a Thunderfire with CP can become a really game changer for the right match up, double tremmer shells slowing 2 massive units to a crawl. That's really going to muck up some strategies.
You probably need to look elsewhere in your list if your having issues with Anti tank as this or a whirlwind are very much not anti tank options.
Either HQ's in CC or other platforms make much better AT platforms than a lot of heavy support options in the codex.
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![[Post New]](/s/i/i.gif) 2019/08/26 15:45:35
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Inquisitorial Keeper of the Xenobanks
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How does paired combat blades additional hits on 6 work with Gene wrought might ?
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![[Post New]](/s/i/i.gif) 2019/08/26 16:10:52
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Longtime Dakkanaut
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godardc wrote:How does paired combat blades additional hits on 6 work with Gene wrought might ?
Another FAQ question, but I figure it will be the same as the bolter drill question and be that the extra hit is not an auto wound because that extra hit did not roll a six which is the requirement to trigger and automatic wound. It's a bi-product of a six, but not itself a six.
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![[Post New]](/s/i/i.gif) 2019/08/26 16:48:31
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Omnipotent Necron Overlord
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The best CC unit marines have is probably assault centurions. It's great in CC but also has really powerful shooting too.
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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) 2019/08/26 17:00:09
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Regular Dakkanaut
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Yeah...Sigh, guess the Thunderfire stays in for now. Something like a Vindicator would be a decent distraction target, but a handful of shooting wounds on a knight isn’t super useful if I still have to charge it and kill it in cc anyways.
Which I guess means I put those spare points into a thunder hammer? The cost diff over a powerfist or Teeth of Terra is insane, but admittedly if you’re fighting 2-3x, that’s a lot of extra wounds.
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![[Post New]](/s/i/i.gif) 2019/08/26 17:16:16
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Longtime Dakkanaut
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I swear by the thunderfire cannon, its incredible the amount of anti infantry shots it can put out.
I typically run 2 because at 93 pts (unless i missed something they cost about that) with the 2cp strat your getting 12d3 str 5 ap-2 (devistators doctrine) 1d shots at 48" no los needed. Thats incredibly good. Add a full tech marine running them and you can also repair stuff near them. Again i normally run 3 whirlwinds with them. Thats my anti infantry for my list, 6d6 str 6 ap-1 1dmg and 8d3 str 5 ap-2 1dmg with no los needed and 2 techmarines to repair for under 500 pts, before the stratagem to double either/or. If you need more anti infanty than that... we still have bolters on our tacticals i guess? Lol.
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![[Post New]](/s/i/i.gif) 2019/08/26 18:48:15
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Resolute Ultramarine Honor Guard
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If you have a hundred points floating around a Thunderfire is a pretty no brainer inclusion, as it averages 8 shots (16 if you fire it twice). Pop tremor shells and keep the big mob in the front bogged down, slowing everyone else down too.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2019/08/26 18:58:07
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Longtime Dakkanaut
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So what do you guys think is the most point efficient anti tank option we have for dealing with t8 no invulnerable (so ig tank commanders)?
My gut reaction was vindicators but the more i think of that i feel they will just get blown away before getting into range by those catachan battle cannons.....
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![[Post New]](/s/i/i.gif) 2019/08/26 19:00:41
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Resolute Ultramarine Honor Guard
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Contemptor Mortis is probably our best Lascannon platform. I doubt they will be the closest target so CoF won't work.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2019/08/26 19:01:24
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Omnipotent Necron Overlord
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TFC is actually pretty low yield for damage. The main thing you get out of it is a tech marine and ILOS. Stratagem is nice but also low yeild for CP. You are buying 8 str 5 ap-2 shyots for 2 CP. For 2 CP you can buy 20 str 4 ap -2. Which is a better deal?
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This message was edited 1 time. Last update was at 2019/08/26 19:03:42
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) 2019/08/26 19:03:18
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Longtime Dakkanaut
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Azuza001 wrote:So what do you guys think is the most point efficient anti tank option we have for dealing with t8 no invulnerable (so ig tank commanders)?
My gut reaction was vindicators but the more i think of that i feel they will just get blown away before getting into range by those catachan battle cannons.....
If you want to make them waste that shooting the obvious choice is lascannons etc sprinkled into squads so you can eat the battlecannon rounds with 12 point tacticals  make those guard players cry.
Ven dreadnaughts or Smash Chaplin also reck face
Otherwise FW dreadnaughts are always solid.
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![[Post New]](/s/i/i.gif) 2019/08/26 19:12:01
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Omnipotent Necron Overlord
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I'd go for Repuslor executioners. Gaurd is one army the 3+ save on the repulsor isn't going to be a big deal. They don't feild a lot of ap-3. It is mostly -2 or 1. With your reroll bubbles you should down a russ per shooting phase if you fail to go ahead and shoot a mortal wound missile just for another chance at 3 damage. Where as the contemptor dread is a beast. The battle cannon return first is going to hurt a lot more.
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This message was edited 1 time. Last update was at 2019/08/26 19:12:17
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 |
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![[Post New]](/s/i/i.gif) 2019/08/26 19:49:01
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Regular Dakkanaut
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Crazyterran wrote:If you have a hundred points floating around a Thunderfire is a pretty no brainer inclusion, as it averages 8 shots (16 if you fire it twice). Pop tremor shells and keep the big mob in the front bogged down, slowing everyone else down too.
I have more than enough anti infantry shots without it (my list has a bunch of Intercessors and Aggressors), but the possibility of slowing 2 units...
I think my top options right now are:
Thunderfire + cc character upgrades of some sort
Eliminators + thunderhammer/Try to work in an additional character
Rework something larger and get enough points for a dual las contemptor mortis or grav devs
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![[Post New]](/s/i/i.gif) 2019/08/26 21:59:19
Subject: + Space Marines 8th Edition Codex Mark II Tactica +
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Regular Dakkanaut
Houston
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Man, Primaris Lieutenants can actually put a bit of damage downrange now. Not something to rely on, but can definitely help especially if your opponent is't expecting it. A random dude armed with a "normal" rifle can be pretty unassuming at first. Also the Belicose Rifle looks like a fun pick. Not something I go for in a competitive environment I don't think, but could be worth spending a CP for on occasion.
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![[Post New]](/s/i/i.gif) 2019/08/26 22:50:00
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Dakka Veteran
Illinois
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What do people think of the new units so far?
The reiver lieutentant looks cool but I don't see why I would take him over the other lieutenants. I will probably pick him up anyway because I like the model.
I am not sure on the incursor squad to be honest. I don't think with the changes to marine rerolls that negative modifiers will hurt marines as much. From my reading the Mutli-spectrum array does counter things like the Culexus Assassin's ability which is interesting. However that model is a character so he just hide behind other units to protect himself from these marines. Paired combat blades are a nice buff. The haywire mine only seems useful if you set it up the turn before you know you are going to be charged. You get all of this for 2 pts over a normal intercessor, but no weapon stratagems. Though the mine is extra. I will definitely have to proxy these guys before I buy any.
The invictor looks rather good. A infiltrating walker with a DCCW seems fun. Both the flamer and the autocannon look like solid weapons and the pt cost on the model looks competitive.
Last is the implusor. I personally think this is by far the best of the bunch. Cheap transport for primaris marines (minus gravis)? Check, A marine vehicle that can take an invul? Check Still has replusor fields? Check, Can fly? check. And hell if you don't want the invul you can either take more guns or the comms array for a orbital barrage.
I really want to use an implusor's comms array and the orbital bombardment strat on an army that is all bunched up.
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This message was edited 1 time. Last update was at 2019/08/26 22:51:30
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![[Post New]](/s/i/i.gif) 2019/08/27 00:12:05
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Commander of the Mysterious 2nd Legion
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the impulsor is the clear winner of the new stuff, it's a needed/nesscary new addition. the other stuff is mostly "nice to have"
of the new stuff I'd say the least useful is the infiltrator and incursors which strike me as somewhat specialist. they'll be a god send if you're fighting a certain list but by and large the intercessor is the superior choice for workhorse stuff
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2019/08/27 00:16:45
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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The Marine Standing Behind Marneus Calgar
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BrianDavion wrote:the impulsor is the clear winner of the new stuff, it's a needed/nesscary new addition. the other stuff is mostly "nice to have"
of the new stuff I'd say the least useful is the infiltrator and incursors which strike me as somewhat specialist. they'll be a god send if you're fighting a certain list but by and large the intercessor is the superior choice for workhorse stuff
I agree that the new troopers are pretty niche. Fighting someone who DS’s and assaults? Fight someone spamming -1 To hits? These are your boys. Outside of that they are lackluster and overpriced. Sure, you won’t kill yourself for putting a squad in your list, but you could probably do better for the points. I like how they seem to actually be able to do their roles though. A lot of time out “specialist” fall a little flat. But fixed to hits and a 12” no-go zone are some pretty nice hard counters to a lot of shenanigans out there.
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![[Post New]](/s/i/i.gif) 2019/08/27 00:24:36
Subject: Re:+ Space Marines 8th Edition Codex Mark II Tactica +
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Commander of the Mysterious 2nd Legion
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Nevelon wrote:BrianDavion wrote:the impulsor is the clear winner of the new stuff, it's a needed/nesscary new addition. the other stuff is mostly "nice to have"
of the new stuff I'd say the least useful is the infiltrator and incursors which strike me as somewhat specialist. they'll be a god send if you're fighting a certain list but by and large the intercessor is the superior choice for workhorse stuff
I agree that the new troopers are pretty niche. Fighting someone who DS’s and assaults? Fight someone spamming -1 To hits? These are your boys. Outside of that they are lackluster and overpriced. Sure, you won’t kill yourself for putting a squad in your list, but you could probably do better for the points. I like how they seem to actually be able to do their roles though. A lot of time out “specialist” fall a little flat. But fixed to hits and a 12” no-go zone are some pretty nice hard counters to a lot of shenanigans out there.
and just the fact that they EXIST will proably put a dampener on one tricky pony armies designed around those abilities. if you take an army built around spamming deep strike in assault, or is overly reliant on minus to hits, to a tourny you face the possiability that someone running the most common army in the game, might shut you down. HARD
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Opinions are not facts please don't confuse the two |
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