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![[Post New]](/s/i/i.gif) 2022/07/22 21:02:16
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Dakka Veteran
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It's an interesting idea for sure. I think a single heavy weapon in a squad of legionaries could be decent as long as the other dudes had chainsword so they could fight well if attacked or could go on the offensive themselves.
I definitely think close combat legionnaires is the best way to go, squads of 5 work and not the big ten man's who are boosted with marks which make them too expensive.
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![[Post New]](/s/i/i.gif) 2022/07/22 21:45:35
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Crazed Spirit of the Defiler
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Has anyone tried the new codex's crusade rules yet? I have a campaign coming up and it looks to be fun, if not overly powerful.
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"Because the Wolves kill cleanly, and we do not. They also kill quickly, and we have never done that, either. They fight, they win, and they stalk back to their ships with their tails held high. If they were ever ordered to destroy another Legion, they would do it by hurling warrior against warrior, seeking to grind their enemies down with the admirable delusions of the 'noble savage'. If we were ever ordered to assault another Legion, we would virus bomb their recruitment worlds; slaughter their serfs and slaves; poison their gene-seed repositories and spend the next dozen decades watching them die slow, humiliating deaths. Night after night, raid after raid, we'd overwhelm stragglers from their fleets and bleach their skulls to hang from our armour, until none remained. But that isn't the quick execution the Emperor needs, is it? The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet. Then we skin the crippled remains, and offer it up as an example to any still bearing witness. The Wolves were warriors before they became soldiers. We were murderers first, last, and always!" —Jago Sevatarion
DR:80SGMB--I--Pw40k01#-D++++A+/fWD-R++T(T)DM+
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![[Post New]](/s/i/i.gif) 2022/07/22 22:15:50
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Been Around the Block
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The point with squads with a thrown in heavy weapon is not efficiency but rather dispersion. A focused unit of 4 Lascannons might be in a bad spot to shoot some targets, while 4 individual LasCannons might have 3/4 in range. This works great in GSC due to the cheaper body count and higher density of special weapons per squad. But for CSM this simply is not the case. The tax of 4 more marines per heavy/special weapon as well as the inability of choosing 2 of the same weapon turn down the potential of legionaries. It’s a shame because I like the concept of customisable Legionary squads, especially as the rules of marls and icons are well designed.
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![[Post New]](/s/i/i.gif) 2022/07/23 01:00:51
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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Yeah, I think if you intended to take a legionaire squad to sit in the backfield anyway, because maybe you want something more substantial than a 10 man cultist to babysit and protect a master of possession. Then throwing a heavy weapon on that 5 man legionaire squad for 10 more points is fine.
But adding another 5 more bodies and then mark and icon just to make a mostly bolter unit more shooty is just not efficient. That would make the squad over 200 points. At that point, you might as well take a Havoc squad for cheaper and shootier.
So, its all about the role you want them to do.
I suppose... you could do it anyway for the second heavy weapon (although it cannot be the same). Have a full 10 man legionaire squad in the backfield with one lascannon and one missile launcher. Give it tzeentch and icon for the +1AP. Now your lascannon is AP4 and your missile launcher is AP3 and your bolters are AP1. Give the squad a balefire tome because at this point, you might as well. So, now you have 2 good shooting weapons and a psyker embedded into a squad with 14 abalative wounds that is obsec sitting in your backfield. Put it on the second floor of a ruin, within 3 inches of a backfield objective so that it has great shooting angles on lots of the area. So, you have now spent 220 points on this squad. But, hopefully, it can survive for all 5 turns while letting you shoot those 2 weapons and cast your psychic spell all 5 turns. If your opponent can be baited into shooting stuff at it, that's great, because you have 7 bodies with AOC sitting in cover plus mark of tzeentch to absorb it all. All this plus you can now have your Master of possession with liber hereticus relic sit near this squad in the backfield also casting all his buff spells without getting denied. The 14 bolter shots will be AP1, with the option of demon shell to become AP2 and 30 inch range. Maybe reminding your opponent about that threat will make him more likely to target the squad.
So, in conclusion, for 250 points, we don't have a very efficient shooty unit, but we accept that because this unit is not just shooting, it is also performing several roles all in one.
1. It does have 2 anti-tank decent guns.
2. Its a valid anti flyer threat. That one missile launcher guy is going to threaten fliers with the missile sttrategem and the AP4 lascannon is a threat to fliers too.
3. Its obsec on your backfield that will be very hard to remove via shooting. Its 10 bodies of 20W with AOC, in cover, plus the mark of tzeentch to absorb one failed save. You could lose 7 or 8 bodies and then hide it behind obscuring, and it would still be obsec on your backfield. It might even attract shooting which would be great.
4. You can use it as a bodyguard and to give look out sir to a backfield character who is happy to sit in the backfield. This refers to any psyker whom we loaded up with buff psychics. In particular, that master of possession with liber hereticus relic who has a 24 inch range on his psychic anyway.
5. You can put a psyker in it with balefire tome to give prescience to another unit that would benefit more from it, although if you don't have any other unit to give that to, giving it to itself is fine too. You now also have access to Skein of Fate and that is an actually good psychic that another tzeentch unit will benefit from.
6. You have 7 abalative bodies that can be stabbed with the sacrificial knife from the master of possession just in case you need to get that key psychic off in a key turn (be it Pact of Flesh or Delightful agonies)
7. The 7 remaining boltguns are still 14 AP1 shots downfield at chaff. 14 AP1 is still ok.
So, given all these roles it performs, maybe ... maybe that's worth it being a not so efficient shooting unit for 250 points ... ? urrggghhh.... 250 points just sounds like a lot ... For the same points, you can have one squad of lascannon Havocs and one squad of 10 cultists and still have 50 points leftover ... Or you could have a squad of Havocs and a squad of Rubric marines. And so now, you have the same tzeentch psyker, more resilience, better shooting.... all for no obsec, which honestly, you care less about since its a backfield objective... lol
Automatically Appended Next Post:
ph34r wrote:Thanks for those field reports guys. Any particular thoughts about the Iron Warriors aspect of things? I don't run a Lord of Skulls but I have daemon engines, obliterators, havocs, normal stuff like that.
You could probably replace the Lord of skulls quite easily with a bunch of other stuff. Its not a one on one replacement. But it will come close. For 575 points, you can get a Lord Discordant (175), Two Vindicators (260), A Mauler Fiend (140).
Your close combat output will be higher than the Lord of skulls. Your shooting will be shorter range, slightly inferior but kinda close? One baleflamer (2D3+2) hits plus 24 inch range 6+2D3 shots Str 10 AP4 ( D6 damage) from the 2 vindicators. At this point you could probably skip the warp smith save the 80 points for something else. And the whole package consists of 45 wounds, of which 24 of those wounds are T8 as well.
So yeah, you could totally replace the Lord of skulls with alternatives if you wanted to. I just happened to have a Lord of Skulls and it was so cool to actually have it contribute in a significant way in a match play game. The Lord of skulls is "easier to play". Its just one big model. You have less thinking to do, and your models won't get in the way of each other.
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This message was edited 10 times. Last update was at 2022/07/23 04:15:11
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![[Post New]](/s/i/i.gif) 2022/07/23 17:04:13
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Mutated Chosen Chaos Marine
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How has Master of Executions been in everyone's testing? On paper, with warlord traits, marks, and a relic, he seems ridiculous for the points. I guess I'm just wondering how often he's actually getting into combat.
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![[Post New]](/s/i/i.gif) 2022/07/23 17:27:40
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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l0k1 wrote:How has Master of Executions been in everyone's testing? On paper, with warlord traits, marks, and a relic, he seems ridiculous for the points. I guess I'm just wondering how often he's actually getting into combat.
I think I just don't quite know how to use him properly. It feels to me like I should place him behind my big terminator bloc. But then, if my terminator bloc gets charged, I feel like I don't dare to HI him into combat even with his 6 inch HI because opponent will fight first and he dies so easily. (Any unit that dares to charge my termi bloc has to be a melee unit with some sort of melee power). He just dies so easily.
And then if I use him as a counter charge against something already locked in combat. The issue is then I have to start with him, otherwise, opponent can interrupt and again, he will die on the interrupt. Very often, there might be more than one charge and melee combat going on. Having him go first doesn't necessarily feel ideal somehow. He is killy, but its not like he is going to solo an entire melee unit. And is he as killy as say Abaddon? Is he even as killy as that 10 man terminator bloc charging into combat?
If he was the only one charging into combat, then it would be a no brainer. But often, there might be multiple charges and combat going off. And then, I rather fight with the one that would cause the most damage so that the strike back is minimized. So say I multi charge two units with my terminator block, and the master of executions also joins in and charges one of those units. Isn't it just better for my terminator bloc to swing first and cripple or kill most of those two units as opposed to having my master of executions swing first instead. I mean, I don't know what kind of loadout other people are using, but can one Master of execution really kill more than a whole block of ten terminators swinging? (doubt).
I tried him as a melee anti tank threat because with the warlord trait hatred incarnate, he can go to strength 8. So I charged him into an ironclad Dreadnaught. He failed to kill it... I mean, some MW went through, but all his damage 2 then got reduced to 1, and some got saved. So, the dreadnaught was left alive... I am really not sure how I am supposed to play him. I mean, if he is meant to kill infantry, then surely that big bloc of terminators he is with can do that totally fine without him already because that unit has like 40 attacks as opposed to his 7 attacks ...
Maybe he would be good in a creation of bile list because even if he dies, he can strike back... Or maybe in an Emperor's Children list because they can make a unit fight last. So if he can then strike without fear of being hit on the interrupt. But so far, I just haven't been able to get much out of him in black legion or in Iron Warriors. I mean, I had one game where I charged him into just two plague marines with special weapons, and my opponent interrupted and killed him... because he is literally just a power army dude with 5 wounds ... And yet, even if I replayed that round, I don't think I would have changed my order of battle to have him go first. I mean, would I rather have Abaddon fight first and cut down 8 or 9 plague marines, or my Chosen Squad with their dozens of attacks also mow through a plague marine squad, or would I have my master of executions kill two plague marines...
Even if my master of execution charged into ten plague marines. If I let him go first, how much damage would he do? 7 attacks reroll everything to fish for sixes, I think mathematically would result in around 2 sixes, so 4MW. Even if I assume the remaining 5 attacks all hit. That's 3.33 wounds and then 2.22 penetrate. And then the plague marines's disgustingly resilient would have kicked in so, that would end up killing just one more plague marine. So, letting my Master of executions go first... he would have killed 3 plague marines ... And then, 7 remaining plague marines with all of their special weapons could have interrupted and done some serious damage back, just because I wanted my master of executions to do something ...
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This message was edited 3 times. Last update was at 2022/07/23 17:58:49
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![[Post New]](/s/i/i.gif) 2022/07/23 17:56:50
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Ork Boy Hangin' off a Trukk
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Eldenfirefly wrote:So, in conclusion, for 250 points, we don't have a very efficient shooty unit, but we accept that because this unit is not just shooting, it is also performing several roles all in one.
1. It does have 2 anti-tank decent guns.
2. Its a valid anti flyer threat. That one missile launcher guy is going to threaten fliers with the missile sttrategem and the AP4 lascannon is a threat to fliers too.
3. Its obsec on your backfield that will be very hard to remove via shooting. Its 10 bodies of 20W with AOC, in cover, plus the mark of tzeentch to absorb one failed save. You could lose 7 or 8 bodies and then hide it behind obscuring, and it would still be obsec on your backfield. It might even attract shooting which would be great.
4. You can use it as a bodyguard and to give look out sir to a backfield character who is happy to sit in the backfield. This refers to any psyker whom we loaded up with buff psychics. In particular, that master of possession with liber hereticus relic who has a 24 inch range on his psychic anyway.
5. You can put a psyker in it with balefire tome to give prescience to another unit that would benefit more from it, although if you don't have any other unit to give that to, giving it to itself is fine too. You now also have access to Skein of Fate and that is an actually good psychic that another tzeentch unit will benefit from.
6. You have 7 abalative bodies that can be stabbed with the sacrificial knife from the master of possession just in case you need to get that key psychic off in a key turn (be it Pact of Flesh or Delightful agonies)
7. The 7 remaining boltguns are still 14 AP1 shots downfield at chaff. 14 AP1 is still ok.
So, given all these roles it performs, maybe ... maybe that's worth it being a not so efficient shooting unit for 250 points ... ? urrggghhh.... 250 points just sounds like a lot ... For the same points, you can have one squad of lascannon Havocs and one squad of 10 cultists and still have 50 points leftover ... Or you could have a squad of Havocs and a squad of Rubric marines. And so now, you have the same tzeentch psyker, more resilience, better shooting.... all for no obsec, which honestly, you care less about since its a backfield objective... lol
I think this is a brilliant walk through of what Legionnaires offer. The game about using resources better than the opponent, so it depends, but in a nutshell what you weigh is specialization vs generalization. I prefer some generalist units myself in an army for reasons laid out above, but the average 40k player I believe rather picks specialists. Reason there I think is the obsession with "trades". It´s about how you strategize.
On the topic of shooting units I want to raise a hand for Helbrutes due to the Fire Frenzy Strat. Damage Reduction coupled with a shoot again strat is a great combo. Add the fact that a Fist with Heavy Flamer on the other arm makes brutes very versatile. (One squished Hesperax to death my last game)
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![[Post New]](/s/i/i.gif) 2022/07/23 20:40:17
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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l0k1 wrote:How has Master of Executions been in everyone's testing? On paper, with warlord traits, marks, and a relic, he seems ridiculous for the points. I guess I'm just wondering how often he's actually getting into combat.
Mortal Wound spam is what you want him for. Nothing else. He's not a great challenge machine.
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![[Post New]](/s/i/i.gif) 2022/07/23 21:03:37
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Slaanesh Chosen Marine Riding a Fiend
Maine
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The MOC absolutely seems to be a MW dispenser. Against other MEQ he might not be overly glamorous. Especially Nurgle variants. He seems to be very well suited to single handedly nuke chaff units.
Like if he's with termies and the termies want to go punch something big he's more like "You guys go on ahead, I'll be riiiight there" to then go bully another unit solo due to the amount of choppy he'll dispense + mortal wounds o ntop of that while the weaker unit likely won't touch him.
His ability to solo other characters is kind of there but feels like a potential trap. On paper it seems solid enough to do so but in practice I'd probably not do so unless it were a fight I KNOW he can solo.
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This message was edited 2 times. Last update was at 2022/07/23 21:05:32
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![[Post New]](/s/i/i.gif) 2022/07/23 21:13:11
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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Keep in mind he's just got a relic blade now too. He's not hitting at S8, which definitely makes him slightly less attractive.
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![[Post New]](/s/i/i.gif) 2022/07/23 21:19:37
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Mutated Chosen Chaos Marine
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I feel he'll be slowly moving/advancing up the board on foot until he can try to get in combat. For the points + mark + CP investment, he's not bad at all. But I compare him to a judicar and never see people run those. When looking at the other elites available, I think he falls to the wayside.
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![[Post New]](/s/i/i.gif) 2022/07/24 02:26:23
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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l0k1 wrote:I feel he'll be slowly moving/advancing up the board on foot until he can try to get in combat. For the points + mark + CP investment, he's not bad at all. But I compare him to a judicar and never see people run those. When looking at the other elites available, I think he falls to the wayside.
Judiciars make better bodyguards though since they can make a unit fight last. That's a VERY good ability.
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![[Post New]](/s/i/i.gif) 2022/07/24 02:53:56
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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Melevolence wrote:The MOC absolutely seems to be a MW dispenser. Against other MEQ he might not be overly glamorous. Especially Nurgle variants. He seems to be very well suited to single handedly nuke chaff units.
Like if he's with termies and the termies want to go punch something big he's more like "You guys go on ahead, I'll be riiiight there" to then go bully another unit solo due to the amount of choppy he'll dispense + mortal wounds o ntop of that while the weaker unit likely won't touch him.
His ability to solo other characters is kind of there but feels like a potential trap. On paper it seems solid enough to do so but in practice I'd probably not do so unless it were a fight I KNOW he can solo.
Hmmm... but here is the thing, if someone threw a chaff unit near my Terminator bloc, its most likely to move block it. Then I would charge it with my terminator bloc anyway because I want to pile in, kill it, and then consolidate 3 inches to get extra movement. So, then everyone who can charge it, would charge it. And that's assuming the chaff unit did its move block correctly and truly did move block me.
Otherwise, why would there be a chaff unit so close to my terminator bloc ? (For my master of executions to charge). And also, if his only use is to kill a chaff unit... that kind of makes the master of executions very specialised...
On the MW machine thing. I sort of agree, but I math it out. Even with giving my MOE hatred incarnate warlord trait (so he rerolls all his hits), and fishing for 6s, a MOE will on average do two sixes even with full rerolls. So that's 4MW. Now, we could pile on even more CP to have him do even more. But at that point, you are now investing 2CP into a character that has no invul and dies fairly easily? 2CP is a big investment in the new Nephilim world. My question then would be, would that 2CP invested into another unit or another character do possibly even more ?
Given his fragility. My issue with the MOE is that he is a once and done missile that moves only 6 inches. You detach him away from the main infantry bloc protecting him, and he is likely dead the next turn. So he literally gets only one chance to do big things. Yet, he is ultimately limited to 6 or 7 attacks to do his big things. So how much can he truly achieve with his one shot glory?
Also, I just realised that Loyalty's reward on a bike unit is probably a better MW machine than the MOE. Loyalty's Reward makes your bolters or combi bolters become MW bolters. So, hits against imperium becomes MW and wounds against non-imperium becomes MW. Black legion gets +1 to hit shooting against closest unit it shoots. You are shooting at something with 2s to hit with exploding sixes from Wanton massacre or destruction. And your bikes are moving around 14 inches a turn and shooting at 24 inches. The relic would let you do easily 4MW per turn.
So, over the course of the game, if your bikes don't die. That one relic would let you do 16 to 20 MW over the whole game. This is surely better than the once and done nature of the MOE which is limited by his 6 inch move. So, I feel like if I wanted to spend 1 CP to make something a MW machine, I would rather spend it on my bikes instead of running a MOE and then trying to buff him up to become a MW machine.
BTW, I have tried loyalty's reward on a big bike unit before, and that relic is no joke. Easily 4 MW each turn.
Automatically Appended Next Post:
Kangarupe wrote: techsoldaten wrote:Eldenfirefly wrote:Abaddon absolutely has to get into combat. So I would agree with any and all methods to get him into combat. However, I would raise one point. If you plan to deep strike him in (be it from a dreadclaw or by warpstrike), then a good player will see what you are doing a mile away. And a good player will know how powerful he is in close combat too.
...
Black Legion has the Veilbreaker plate relic. Its literally veil of time on a terminator model. We don't need a transport or to deepstrike. We can literally turn 1 veil of time a block of "core" terminators right up the board. Now, how will Abbadon get there? Well, we can warp time him up. This is why warptime is still useful even if you can't charge if you cast it. Abbadon that advances along with warptime cast on him will go 12+ d6 inches up the board. That's literally like a flying DP.
So, veilbreaker plate a big block of 10 terminators up the board, and warptime Abbadon right up along with them. Now turn 1, we already have a massive force up the board, a terminator character, and Abaddon with them. The good thing about this is we start off hidden. Any time we want, we can activate this strategy. On any turn! Not just turn 1 or 2 or 3. The other good thing about using this strategy is that we don't waste Abaddon's awesome command phase buffs. He is still on the table to hand out his great buffs.
I can't find the veilbreaker plate anywhere in the new codex. I'm aware that battlescribe lets you select it as a relic but I couldn't locate it in the physical book at all. Auspex Tactics also does not mention it in the new book review.
Its a black legion specific relic on page 81 on the codex.
Has any black legion players tried out this relic yet? I am now thinking on running say a 10-man black legion terminator bloc up the center with Abaddon, but with a Termie sorceror with warptime sneakily with them, and a plague marine squad or chosen squad behind them. So, opponent sees such a massive force come up the center. If he is smart, he will avoid that big blob and go somewhere else. Most of his forces will be diverted to the sides or one of the flanks.
Once he has committed his movement, and I see where his concentration of forces are at, then I move advance Abaddon 6+ D6 inches. I also then activate the Veilbreaker plate and teleport the termie sorceror and my big block of termies to where his big concentration of forces are. My sorcereor will now also cast warptime on Abaddon to move him another 6 inches (It doesn't matter he can't charge this turn, because if my opponent was smart, he didn't put anything near Abaddon anyway). More importantly, Abaddon has now moved 12+ D6 inches across the board and should be within 6 inches buff range of the big block of termies. (The big block has a big foootprint too, so it should be quite easy to string it out so that they are within buff range of Abby).
Now, Abby would have previously given all his command buffs to the termie squad, plus he can now share his aura of +1 charge to the termie squad. So, I get a 8 inch charge now straight into my opponent's biggest force concentration with full rerolls and he totally wouldn't be expecting it. And Abby will be following in one turn later.
Meanwhile, the chosen or plague marine squad behind can now move up to the vacant spot where the big ten man termie block originally was, and given the light resistance in that area, they should have no problems holding that area or even continuing their way onwards.
The one possible break point in this whole combo, is that the termie sorceror might fail his warptime cast (its WC 6). But you can mitigate this by running a venomcrawler up to 9 inches of him, and the termie Sorceror can also spend just 5 points to bring a chaos familiar. So he can then reroll this crucial psychic cast for free. In any case, if you can spread out your termie bloc enough such that even with a 7 inch move advance from Abaddon, he is within 6 inches of them, that's enough to give them the +1 charge aura buff.
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This message was edited 5 times. Last update was at 2022/07/24 03:44:15
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![[Post New]](/s/i/i.gif) 2022/07/24 04:13:41
Subject: Re:Chaos Space Marines Codex Tactica (9th Edition)
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Nihilistic Necron Lord
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MoE in a transport, until he disembarks 3", moves 6", and then charges. Just dont expect too much from him for 65 points.
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![[Post New]](/s/i/i.gif) 2022/07/24 04:13:48
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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He doesn't need to reroll all his hits, he needs to reroll all his wounds.
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![[Post New]](/s/i/i.gif) 2022/07/24 04:21:57
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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But isn't it his 6s to hit that do 2MW ? Why do we want to reroll his wounds? His base axe damage is just 2 damage. Or do you put flames of spite on him? That same flames on spite warlord trait on a Lord Discordant who has 14 attacks will do far more work than flames of spite on him.
BTW, my spawns are heroes now. They take more effort than opponent is willing to spend to kill. And even one spawn remaining can stay on an objective point to hold it while other units go out and do the killing.
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This message was edited 2 times. Last update was at 2022/07/24 04:47:47
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![[Post New]](/s/i/i.gif) 2022/07/24 05:43:25
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Nihilistic Necron Lord
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You want to reroll hits, when you roll 6s to hit the target suffers 2MWs and the attack sequence ends. With flames of spite you can reroll wound rolls to get 6s which cause 1MW plus normal damage. And with Ulocca the black every successful wound roll will also deal 1MW plus normal damage. Automatically Appended Next Post: Eldenfirefly wrote:
BTW, my spawns are heroes now. They take more effort than opponent is willing to spend to kill. And even one spawn remaining can stay on an objective point to hold it while other units go out and do the killing.
Spawns are great, even on the offense.
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This message was edited 2 times. Last update was at 2022/07/24 05:45:09
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![[Post New]](/s/i/i.gif) 2022/07/24 06:54:11
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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p5freak wrote:
You want to reroll hits, when you roll 6s to hit the target suffers 2MWs and the attack sequence ends. With flames of spite you can reroll wound rolls to get 6s which cause 1MW plus normal damage. And with Ulocca the black every successful wound roll will also deal 1MW plus normal damage.
Automatically Appended Next Post:
Eldenfirefly wrote:
BTW, my spawns are heroes now. They take more effort than opponent is willing to spend to kill. And even one spawn remaining can stay on an objective point to hold it while other units go out and do the killing.
Spawns are great, even on the offense.
He has a 2+ to hit already though. Rerolling wounds at the awkward S7 he hits at when he's already the better candidate for the Undivided Daemon relic makes better sense.
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![[Post New]](/s/i/i.gif) 2022/07/24 08:42:31
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Locked in the Tower of Amareo
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Is it reroll hits or reroll failed hits? Aka can you reroll all non-6's to fish for more 6's.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2022/07/24 13:50:00
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Been Around the Block
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Saturmorn Carvilli wrote: dan2026 wrote:How are people using Terminators now?
I The idea is to teleport them Turn 1 right in my opponent's face and possibly use [...]
How is it possible to teleport turn 1? Is attack through the warp eligible for first turn (unlike other reserves only in turn 2)
Thanks!
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![[Post New]](/s/i/i.gif) 2022/07/24 14:52:30
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Morphing Obliterator
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LeRufus wrote:How is it possible to teleport turn 1? Is attack through the warp eligible for first turn (unlike other reserves only in turn 2)
Thanks!
Teleport Strike is turn 2+ IIRC. Drop pod is one of a few (only?) ways to DS on turn one I believe.
There's lots of rules these days though, I'm probably forgetting something.
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"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative." |
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![[Post New]](/s/i/i.gif) 2022/07/24 15:14:55
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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LeRufus wrote:Saturmorn Carvilli wrote: dan2026 wrote:How are people using Terminators now?
I The idea is to teleport them Turn 1 right in my opponent's face and possibly use [...]
How is it possible to teleport turn 1? Is attack through the warp eligible for first turn (unlike other reserves only in turn 2)
Thanks!
Black legion has a relic called veilbreaker plate. It allows bearer to teleport himself and another core unit nearby on turn 1.
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![[Post New]](/s/i/i.gif) 2022/07/24 18:04:50
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Humming Great Unclean One of Nurgle
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If you start on the table, you can teleport T1.
If you start off the table, you can't Deep Strike T1, with some few exceptions. Drop Pods and I think a GSC thing are the only ones, to my knowledge.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2022/07/24 21:19:49
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Been Around the Block
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I just went through the codex again because i was wondering which units get the benefits of both rules of "Mark of Slaanesh" (so the fight first and the +1 to Hit)
Now I think i made a mistake / wrong train of thought or is it correct that only these get both bonuses:
- Chosen (Can get Mark and Icon)
- Legionaries (Can get Mark and Icon)
- Chaos biker (Can get Mark and Icon)
All the others (Terminators, Master of Execution etc etc etc) only get the "fights first" bonus as they cant get an Icon, correct?
I still try to get my head around it ^^'
Thanks... I appreciate the nooby help...
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![[Post New]](/s/i/i.gif) 2022/07/24 21:21:32
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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No you're correct. Those are the only three units.
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![[Post New]](/s/i/i.gif) 2022/07/24 21:38:00
Subject: Re:Chaos Space Marines Codex Tactica (9th Edition)
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Nihilistic Necron Lord
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I expect the FAQs to have two pages, because the codex is full of potential errors, inconsistencies, etc.
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![[Post New]](/s/i/i.gif) 2022/07/24 22:56:10
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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Can we talk about Lord Discordant loadouts? I saw on the youtube channel of Red Patch that you can create a near unkillable Lord Discordant. It could withstand an amazing 48 melta shots and possibly not die.
It had the world eaters warlord trait true berzerker (halves incoming damage) and the relic gorget of eternal hate (+1 armor save, 4++, explodes on death). Use the Infernal Engine strategem to further reduce damage by 1, and 4 damage shots gets reduced to only 1 damage, and even 6 damage shots gets reduced to just 2 damage.
It got me thinking. Black Legion can also replicate this Lord Discordant because we also have a warlord trait indomitable that halves incoming damage.
A poster Rogerio earlier also mentioned about having great success with a Lord Discordant with flames of spite warlord trait.
What other good combinations of relics and/or warlord traits are great for a Lord Discordant ?
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This message was edited 2 times. Last update was at 2022/07/24 23:00:37
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![[Post New]](/s/i/i.gif) 2022/07/25 04:01:27
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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If you want an Invincible Discordant, you have to go with Iron Warriors. They get the Unyielding Metal Warlord Trait and then you can go Gorget or Fleshmetal Exoskeleton.
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![[Post New]](/s/i/i.gif) 2018/09/30 15:54:35
Subject: Chaos Space Marines Codex Tactica (9th Edition)
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Longtime Dakkanaut
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EviscerationPlague wrote:If you want an Invincible Discordant, you have to go with Iron Warriors. They get the Unyielding Metal Warlord Trait and then you can go Gorget or Fleshmetal Exoskeleton.
Hmm, Fleshmetal exoskeleton doesn't work on Lord Discordants. Its infantry only. But unyielding metal is a cool way to give 5+ FNP to a LD!
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![[Post New]](/s/i/i.gif) 2022/07/25 04:34:09
Subject: Re:Chaos Space Marines Codex Tactica (9th Edition)
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Nihilistic Necron Lord
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An IW disco lord with unyielding metal, mark of nurgle and mutated invigoration has T8. S8 weapons will wound him on 5s, anything below S8 also on 5s. S9 wounds on 4s. With the gorget of eternal hate he gets a 4+ inv, reduces AP by 1 with AoC, and gets +1 from the gorget to his armour saving throw. And on top of that you get a 5+ FNP.
An IW disco lord with unyielding metal, mark of tzeentch and mutated invigoration has T8. Cast skeins on fate on him for 4+ inv. With the black rune anything below T8 will only wound on 6s. Against S8 its 5s, and S9 is 4s. And 5+ FNP.
If he ever loses wounds you can repair him with a warpsmith, and with pact of flesh.
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