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Made in fr
Bounding Assault Marine



Madrid, Spain

Mandragola wrote:
Slayer-Fan123 wrote:
Mandragola wrote:
Slayer-Fan123 wrote:
Mandragola wrote:
Pedro has actually been improved a lot, now that I've had a squint at the GMG video. Reviewers have missed how much he's changed, probably because the changes are quite subtle.

The most important change is to his aura. Previously it added 1 to attacks of Crimson Fist models within 6" of him. Now it adds 1 to attacks of models in Crimson Fist units that are within 6" of him. This is a huge change as it massively spreads out the radius of this buff.

He's also got the proper chapter master rerolls now, plus he gained an attack and D2 on his gun. The five attacks on his profile, his aura and the Angels of Death rule mean that he gets seven attacks on the charge, at least six of which should hit.

So overall Pedro is really cool now. In the past I've preferred my Primaris captain with the Fist of Vengeance but Pedro is now a really serious buffing character who can do work in melee too. His 6 wounds and 5 attacks are the profile of a Primaris captain, even if technically he isn't Primaris. I'm going to finish my Marneus Calgar-based conversion and get this guy onto a table. He rocks.

Better show that off when you're done.

Pedro is really the only thing pulling Crimson Fists together though. Otherwise they're just worse Imperial Fists.

I don't agree with that at all. +1 to hit is often a better buff than ignoring cover. Hordes are a thing. Plaguebearers come in large numbers, with penalties to be hit, and are not in cover. I find the Crimson Fist buff at least as good as the Imperial Fist one.

And for what it's worth, the relics are also pretty great. I've had a lot of fun with the Fist of Vengeance on a Primaris Captain - though he might see a bit less action now Pedro's so good. The relic rifle is great too - albeit something of a duplcation of the Bellicos Bolt Rifle in the main book. It can replace a Stalker rifle though, so you can take a Lieutenant to an event and go with either Duty's Burden or Lament, depending on your opponent. Or neither, to save CPs.

To be honest there isn't a lot to choose between Crimson and Imperial Fists. If Crimson Fists can't have a siegebreaker cohort then that would be a pain. As far as I can tell they should be able to, as any other Imperial Fist successor can... though I guess it would be a little odd if Black Templars could. In fact the whole thing could really do with some clarification.

That relies on an opponent actually building for you to get that advantage. The only army Imperial Fists aren't gonna get a bonus against is Daemons. Otherwise, they don't care about your terrain or how you deploy. On top of that they entirely negate a set of army bonuses (and they're the most competitive usually to boot). Crimson Fists have none of that.

Relics are only going to give you so much when other armies have better ways to deliver smash dudes and Strats/rules to back them up.



And the fist of Vengeance really helps a lot. You're probably playing a kind of gunline. Having your captain not just give rerolls but also pop out and smash a knight is seriously good. An IF gunline is a bit less able to punch back if the enemy gets to them.

I think Tor Garadon fits into the "punching back" role quite literally. Yes, he only gives Captain rerolls (but Signum array!) but few characters are able to buff and deal the smackity to a Knight as well as him without Stratagem expense.

Plus, the Special issue Power Fist (that IF has access to, too) is almost as good as the Fist of Vengeance, isn't it?
   
Made in us
Longtime Dakkanaut





Crimson Fists do not have access to the siegebreaker cohort which really hurts them as it's a massively powerful tool for the Imperial Fists.

 
   
Made in us
Omnipotent Necron Overlord






 Tibs Ironblood wrote:
Crimson Fists do not have access to the siegebreaker cohort which really hurts them as it's a massively powerful tool for the Imperial Fists.

It wont last long. It was not written with the current Imperial fists rules in mind. Cents got buffed both offensive and defensively and it was already stupid powerful.

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
Locked in the Tower of Amareo





Slayer-Fan123 wrote:

That relies on an opponent actually building for you to get that advantage. The only army Imperial Fists aren't gonna get a bonus against is Daemons. Otherwise, they don't care about your terrain or how you deploy. On top of that they entirely negate a set of army bonuses (and they're the most competitive usually to boot). Crimson Fists have none of that.

Relics are only going to give you so much when other armies have better ways to deliver smash dudes and Strats/rules to back them up.


Orks don't care one whiff about ignore cover. 6 to 5 isn't woith it anyway with cover(and ignored anyway) and fitting entire unit into cover is hopeless anyway

2024 painted/bought: 109/109 
   
Made in us
Decrepit Dakkanaut




tneva82 wrote:
Slayer-Fan123 wrote:

That relies on an opponent actually building for you to get that advantage. The only army Imperial Fists aren't gonna get a bonus against is Daemons. Otherwise, they don't care about your terrain or how you deploy. On top of that they entirely negate a set of army bonuses (and they're the most competitive usually to boot). Crimson Fists have none of that.

Relics are only going to give you so much when other armies have better ways to deliver smash dudes and Strats/rules to back them up.


Orks don't care one whiff about ignore cover. 6 to 5 isn't woith it anyway with cover(and ignored anyway) and fitting entire unit into cover is hopeless anyway

The 5+ matters quite a lot for a 7 point model, and it counters both Blood Axes and to a lesser extent Deffskulls (as anything in cover will be forced into its 6++ a lot quicker).

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 fi
Locked in the Tower of Amareo





Not when -1 is so common and -2 is pretty much baseline for marines. And even if you run into army against AP0(so IG or other orks basically...) you don't fit into terrain to begin with.

And blood axes? Sure if we want to consider super hyper casual enviroment but then you don't talk about is crimson fist or imperial fist better. Opponent isn't even trying to win either.

2024 painted/bought: 109/109 
   
Made in us
Decrepit Dakkanaut




tneva82 wrote:
Not when -1 is so common and -2 is pretty much baseline for marines. And even if you run into army against AP0(so IG or other orks basically...) you don't fit into terrain to begin with.

And blood axes? Sure if we want to consider super hyper casual enviroment but then you don't talk about is crimson fist or imperial fist better. Opponent isn't even trying to win either.

...which only would happen in the range of Rapid Fire, where Orks want to be to do some charging. Also Blood Axes aren't exactly the best but definitely a better choice than Snakebites or Goffs without Ghaz.

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
Bounding Assault Marine



Madrid, Spain

1. So CF are a better counter to Orks than IF. Oh, that's so against the background! -_-
2. I didn't know Orks were a meta defining top army. As you are using them as your main argument to talk down IF, I would expect that to be the case.
   
Made in gb
Esteemed Veteran Space Marine



Ottawa

DanielFM wrote:
1. So CF are a better counter to Orks than IF. Oh, that's so against the background! -_-
2. I didn't know Orks were a meta defining top army. As you are using them as your main argument to talk down IF, I would expect that to be the case.


I'd say the real argument in favour of Crimson Fists over Imperial Fists is that they gain more options from the book than the parent chapter does. It really is kind of surprising that there's simply more in that supplement for a successor than there is for the parent. And it resulted in IF having fewer options than the other supplement chapters since CF can use all the IF things, but the opposite isn't true.

GW kind of messed up here I think.
   
Made in gb
Ship's Officer



London

DanielFM wrote:
1. So CF are a better counter to Orks than IF. Oh, that's so against the background! -_-
2. I didn't know Orks were a meta defining top army. As you are using them as your main argument to talk down IF, I would expect that to be the case.

Hordes generally are meta defining. Plaguebearers and bloodletters, for example. GSC are a top tier army too.

I’ve played using crimson fists at high level tournaments, using the WD rules. It definitely felt like a step up from the previous CTs. I particularly like that it works in the assault phase too.

Edit: I’m not claiming I did all that well. It was a solid 3:2 list. But now I have a lot of new toys.

This message was edited 2 times. Last update was at 2019/10/21 09:15:06


 
   
Made in se
Dakka Veteran




I dont think hordes will be as meta defining now that we have so much marines. With 25-50% of the meta being marines hordes wont have it that easy with all the improved bolters that will be everywhere. And removing marines in cover will be what IF does best. Intercessors with 2+ in cover dies unless making a 6+ save against IF Stalker intercessors.

Having troops with str 4 ap3 d 2-3 36" that ignore cover and gives extra hits on 6s is gonna be really good against the new meta.
   
Made in se
Fresh-Faced New User




Hi lads, quick question. Can you perform a heroic intervention after assault disembarking + moving from impulsor? I know the rule says you cant charge but as far as I know HI doesnt count as a charge. Thanks!
   
Made in us
Regular Dakkanaut




I don't think you can Heroic Intervention on your own turn. But you could get out, and wait around for an enemy unit to get close enough on their turn.
   
Made in se
Fresh-Faced New User




bmsattler wrote:
I don't think you can Heroic Intervention on your own turn. But you could get out, and wait around for an enemy unit to get close enough on their turn.


My mistake. I think you are right abt that
   
Made in us
Regular Dakkanaut




Under Battlescribe, the warlord trait 'Marksman's Honors' indicates that it works with chapter relics. This is not what the codex Space Marines says. I haven't been able to find an FAQ that changes the codex's wording. I understand that Battlescribe is not an official source, but I wanted to check with people to see if I'm missing a change that was made.
   
Made in us
Longtime Dakkanaut




The Battlescribe Marksman's Honors is very, very wrong.
   
Made in gb
Ship's Officer



London

bmsattler wrote:
Under Battlescribe, the warlord trait 'Marksman's Honors' indicates that it works with chapter relics. This is not what the codex Space Marines says. I haven't been able to find an FAQ that changes the codex's wording. I understand that Battlescribe is not an official source, but I wanted to check with people to see if I'm missing a change that was made.

Battlescribe is a great way to produce an illegal army list and get confused over rules. I'm amazed it's so popular. I've lost count of the number of times I've heard "but battlescribe says..."
   
Made in nl
Longtime Dakkanaut





Mandragola wrote:
bmsattler wrote:
Under Battlescribe, the warlord trait 'Marksman's Honors' indicates that it works with chapter relics. This is not what the codex Space Marines says. I haven't been able to find an FAQ that changes the codex's wording. I understand that Battlescribe is not an official source, but I wanted to check with people to see if I'm missing a change that was made.

Battlescribe is a great way to produce an illegal army list and get confused over rules. I'm amazed it's so popular. I've lost count of the number of times I've heard "but battlescribe says..."
Its a great way to quickly build lists, which is someone annoying thing to do now that points are no longer listed in the unit entries.

It is however important to always double check everything with a codex if your taking the list anywhere outside a casual environment and it is most certainly not an alternative to the actual rules because, as you said, it gets things wrong.

That said, if you find things wrong please report it so that it can be fixed.
   
Made in us
Regular Dakkanaut




Thanks, all! I appreciate the answers.
   
Made in gb
Fresh-Faced New User




Mandragola wrote:
Battlescribe is a great way to produce an illegal army list and get confused over rules. I'm amazed it's so popular. I've lost count of the number of times I've heard "but battlescribe says..."

It's not so much that BattleScribe is the best option, more that it's basically the only decent 40k army list builder out there. I'm consistently amazed that GW hasn't put together an official list builder, as there's a massive demand for one.
   
Made in se
Dakka Veteran




Yeah, I wouldnt even bother playing 8th edition if it wasnt for battlescribe. Tried using multiple books just to see how many points I had if I wanted to play against. Gave up due to the hassle until a friend showed me battlescribe and how easy it is to use. There is just to much information and too spread out to do it by hand in an easy way without BS
   
Made in gb
Ship's Officer



London

Fair enough. I use the enhanced edition codexes so I have the full rules there with me on my phone.

Looking up points in the back would be a real pain. Luckily you can prod at the phone and they all pop up. Gets updated (eventually) with stuff like CA and FAQs too.
   
Made in us
Decrepit Dakkanaut




Mandragola wrote:
Fair enough. I use the enhanced edition codexes so I have the full rules there with me on my phone.

Looking up points in the back would be a real pain. Luckily you can prod at the phone and they all pop up. Gets updated (eventually) with stuff like CA and FAQs too.

Is that right? Seems like a pretty handy tool for gaming at least rather than having the full codex. Can you bookmark important pages?


Automatically Appended Next Post:
DanielFM wrote:
Mandragola wrote:
Slayer-Fan123 wrote:
Mandragola wrote:
Slayer-Fan123 wrote:
Mandragola wrote:
Pedro has actually been improved a lot, now that I've had a squint at the GMG video. Reviewers have missed how much he's changed, probably because the changes are quite subtle.

The most important change is to his aura. Previously it added 1 to attacks of Crimson Fist models within 6" of him. Now it adds 1 to attacks of models in Crimson Fist units that are within 6" of him. This is a huge change as it massively spreads out the radius of this buff.

He's also got the proper chapter master rerolls now, plus he gained an attack and D2 on his gun. The five attacks on his profile, his aura and the Angels of Death rule mean that he gets seven attacks on the charge, at least six of which should hit.

So overall Pedro is really cool now. In the past I've preferred my Primaris captain with the Fist of Vengeance but Pedro is now a really serious buffing character who can do work in melee too. His 6 wounds and 5 attacks are the profile of a Primaris captain, even if technically he isn't Primaris. I'm going to finish my Marneus Calgar-based conversion and get this guy onto a table. He rocks.

Better show that off when you're done.

Pedro is really the only thing pulling Crimson Fists together though. Otherwise they're just worse Imperial Fists.

I don't agree with that at all. +1 to hit is often a better buff than ignoring cover. Hordes are a thing. Plaguebearers come in large numbers, with penalties to be hit, and are not in cover. I find the Crimson Fist buff at least as good as the Imperial Fist one.

And for what it's worth, the relics are also pretty great. I've had a lot of fun with the Fist of Vengeance on a Primaris Captain - though he might see a bit less action now Pedro's so good. The relic rifle is great too - albeit something of a duplcation of the Bellicos Bolt Rifle in the main book. It can replace a Stalker rifle though, so you can take a Lieutenant to an event and go with either Duty's Burden or Lament, depending on your opponent. Or neither, to save CPs.

To be honest there isn't a lot to choose between Crimson and Imperial Fists. If Crimson Fists can't have a siegebreaker cohort then that would be a pain. As far as I can tell they should be able to, as any other Imperial Fist successor can... though I guess it would be a little odd if Black Templars could. In fact the whole thing could really do with some clarification.

That relies on an opponent actually building for you to get that advantage. The only army Imperial Fists aren't gonna get a bonus against is Daemons. Otherwise, they don't care about your terrain or how you deploy. On top of that they entirely negate a set of army bonuses (and they're the most competitive usually to boot). Crimson Fists have none of that.

Relics are only going to give you so much when other armies have better ways to deliver smash dudes and Strats/rules to back them up.



And the fist of Vengeance really helps a lot. You're probably playing a kind of gunline. Having your captain not just give rerolls but also pop out and smash a knight is seriously good. An IF gunline is a bit less able to punch back if the enemy gets to them.

I think Tor Garadon fits into the "punching back" role quite literally. Yes, he only gives Captain rerolls (but Signum array!) but few characters are able to buff and deal the smackity to a Knight as well as him without Stratagem expense.

Plus, the Special issue Power Fist (that IF has access to, too) is almost as good as the Fist of Vengeance, isn't it?

Tor also wounds the Knight on a 3+ which is kinda nice.

That said a Knight charging at you likely doesn't care about your character punching back.

This message was edited 1 time. Last update was at 2019/10/21 17:08:14


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
Longtime Dakkanaut




 Xenomancers wrote:
 Tibs Ironblood wrote:
Crimson Fists do not have access to the siegebreaker cohort which really hurts them as it's a massively powerful tool for the Imperial Fists.

It wont last long. It was not written with the current Imperial fists rules in mind. Cents got buffed both offensive and defensively and it was already stupid powerful.

Why they didn't kill it when they FAQ'd vigilous stuff for the new codex marines beats me.
It sounds like GW got a little too complacent about the play testing and/or editing of the latest supliments.

Just way too many seriously who actually thought that wasn't going to be an issue moments from the wording of certain rules.
   
Made in gb
Ship's Officer



London

Slayer-Fan123 wrote:
Mandragola wrote:
Fair enough. I use the enhanced edition codexes so I have the full rules there with me on my phone.

Looking up points in the back would be a real pain. Luckily you can prod at the phone and they all pop up. Gets updated (eventually) with stuff like CA and FAQs too.

Is that right? Seems like a pretty handy tool for gaming at least rather than having the full codex. Can you bookmark important pages?

Yes, but you hardly need to. It's broken down into chapters and they've got contents lists. So you can click through to the right unit easily. It's at least as easy as finding them in the paper book.

To be clear, it is the full codex. You have all the background, colour pics and stuff that a paper one would have. You can also spin some images round and things like that.

They take up quite a bit of space on my phone though, annoyingly, and cost as much as paper ones. I've got an ipad, which is an ideal way to look at the books, but it can't store all that many of them, unfortunately.
   
Made in us
Decrepit Dakkanaut




Eh I'll pass. I lost my tablet and still can't find the damned thing.

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
Omnipotent Necron Overlord






Ice_can wrote:
 Xenomancers wrote:
 Tibs Ironblood wrote:
Crimson Fists do not have access to the siegebreaker cohort which really hurts them as it's a massively powerful tool for the Imperial Fists.

It wont last long. It was not written with the current Imperial fists rules in mind. Cents got buffed both offensive and defensively and it was already stupid powerful.

Why they didn't kill it when they FAQ'd vigilous stuff for the new codex marines beats me.
It sounds like GW got a little too complacent about the play testing and/or editing of the latest supplements.

Just way too many seriously who actually thought that wasn't going to be an issue moments from the wording of certain rules.
It's clear GWs approach is "wait until proven busted" Give it a month. It can't last.

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

Finally playing with the Ultramarines supplement and still true to my no primaris doctrine, this is what I ended up with:
Spoiler:


++ Battalion Brigade +12CP (Imperium - Space Marines) [114 PL, -2CP, 2,000pts] ++

+ No Force Org Slot +

**Chapter Selection**: Hungry for Battle, Master Artisans, Ultramarines Successor

+ HQ +

Chaplain [5 PL, 90pts]: 1. Litany of Faith, 6. Canticle of Hate, Bolt pistol, Jump Pack, Litany of Hate, Reliquary of Vengeance

Chapter Master [6 PL, -2CP, 93pts]: Bolt pistol, Chainsword, Jump Pack, Stratagem: Chapter Master, Teeth of Terra, Warlord

Librarian [6 PL, 116pts]: 1) Veil of Time, 3) Null Zone, Force sword, Jump Pack

Techmarine [4 PL, 47pts]: Seal of Oath, Servo-arm, Storm bolter

+ Troops +

Scout Squad [4 PL, 65pts]
. Scout Sergeant: Sniper rifle
. 4x Scout w/Sniper Rifle: 4x Sniper rifle

Scout Squad [4 PL, 55pts]
. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun

Scout Squad [4 PL, 55pts]
. Scout Sergeant: Bolt pistol, Boltgun
. 4x Scout w/Boltgun

Tactical Squad [4 PL, 82pts]
. 3x Space Marine
. Space Marine Sergeant: Chainsword, Combi-plasma
. Space Marine w/Special Weapon: Plasma gun

Tactical Squad [4 PL, 82pts]
. 3x Space Marine
. Space Marine Sergeant: Chainsword, Combi-plasma
. Space Marine w/Special Weapon: Plasma gun

Tactical Squad [4 PL, 82pts]
. 3x Space Marine
. Space Marine Sergeant: Chainsword, Combi-plasma
. Space Marine w/Special Weapon: Plasma gun

+ Elites +

Company Veterans [8 PL, 144pts]
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Veteran Sergeant: Chainsword, Storm bolter

Company Veterans [8 PL, 75pts]
. Space Marine Veteran: Chainsword, Combi-plasma
. Space Marine Veteran: Chainsword, Combi-plasma
. Veteran Sergeant: Chainsword, Combi-plasma

Vanguard Veteran Squad [7 PL, 95pts]: Jump Pack
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Veteran Sergeant: 2x Lightning Claw

Vanguard Veteran Squad [7 PL, 95pts]: Jump Pack
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Space Marine Veteran: Bolt Pistol & Chainsword
. Veteran Sergeant: 2x Lightning Claw

+ Fast Attack +

Land Speeders [4 PL, 65pts]
. Land Speeder: Heavy bolter, Heavy bolter

Scout Bike Squad [3 PL, 71pts]
. 2x Scout Biker: 2x Twin boltgun
. Scout Biker Sergeant: Storm bolter, Twin boltgun

Scout Bike Squad [3 PL, 71pts]
. 2x Scout Biker: 2x Twin boltgun
. Scout Biker Sergeant: Storm bolter, Twin boltgun

+ Heavy Support +

Devastator Squad [6 PL, 150pts]: Armorium Cherub
. Space Marine Sergeant
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp

Stalker [5 PL, 95pts]: 2x Icarus stormcannon

Thunderfire Cannon [4 PL, 92pts]
. Techmarine Gunner
. . Servo-harness: Flamer, Plasma cutter

+ Dedicated Transport +

Drop Pod [4 PL, 65pts]: Storm bolter

Drop Pod [4 PL, 65pts]: Storm bolter

Rhino [3 PL, 75pts]: Hunter-killer missile, 2x Storm bolter

Rhino [3 PL, 75pts]: Hunter-killer missile, 2x Storm bolter

++ Total: [114 PL, -2CP, 2,000pts] ++

Created with BattleScribe


I think I use several UM bonus pretty well, such as the classic grav-deva in Tactical Doctrine or the seal of Oath with the 9 men squad (able to kill a hive tyran or a tank as easily as a gaunt squad).

   
Made in us
Regular Dakkanaut




Company Veterans are just 2-5 men sadly.
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

demontalons wrote:
Company Veterans are just 2-5 men sadly.

Then consider it a 5 and a 4 men squad ! I'll edit it I didn't notice before. It doesn't change anything I think in the list anyway !

   
 
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