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Made in ca
Secretive Dark Angels Veteran



Canada

 Insectum7 wrote:
 H.B.M.C. wrote:
I'll admit, recent lists have been:

"Ok, Techmarine, Gladiator Lancer, 2 Ballistus Dreads, 2 Land Raiders... now what else can I bring?"

Just got a second Techmarine actually so I can do a Feirros/2 Techmarine Dreadmob.

Well the Primaris units wouldn't be used in my case, but Predators seem like decent firepower for their points. An Annihilator with Lascannons and HK Missile looks like it does reasonably similar AT work as the Lancer for 30 fewer points.

Or just splurge for Vindicators.


I’ve been running a Predator Annihilator (and a Predator Destructor) in local tournaments/competitive league games. It has found a way to stay in my lists. The Annihilator can spike damage and it’s a bit cheaper points wise, but the Gladiator Lancer is just better in terms of reliable output. If someone was asking “Should I buy a Lancer or an Annihilator?” I would suggest the Lancer based on effectiveness.

Still, I have found that the Predator is usable, and it is satisfying to play older pieces from my collection. If you only play First Born then of course the Predator is your tank! As I said, it’s perfectly serviceable. Even the Destructor has done some good work for me. Neither tank was really playable in 8th and 9th, so this is a nice change.

All you have to do is fire three rounds a minute, and stand 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I like the Gladiators because they're like hover Predators.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I've used my Predator quite a bit, and I've been happy with it so far in 10th. Of course, I don't own any Gladiators (those things are expensive $$$-wise), but even if I did chances are I'd run both or sometimes I'd need to cut points and the Pred would get the nod.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 40 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in us
Longtime Dakkanaut






If Impulsors were cheaper than 80 a pop for a T9 transport, I'd probably buy more. One of the worst utility-to-dollars ratios of the SM range.

This message was edited 1 time. Last update was at 2023/11/12 14:53:55


The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

If they held 7-8 models they'd be much better...

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 H.B.M.C. wrote:
If they held 7-8 models they'd be much better...


What would you want to put in one with more capacity? And 7-8 are unusual numbers, although I can see some use.

6 is a 5 man squad with a character, or 2x3.
7 either a 5 man with 2 HQ, or 2x3, one with a leader.
8 is a 5 man and a 3 man squad.

I’m glad it’s not just a 5 man box, and would have preferred a modern 10 man primaris rhino instead of the open topped razorback wannabe thing. But 6 seems a decent capacity for what it is

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Bladeguard with a leader.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 H.B.M.C. wrote:
Bladeguard with a leader.


That’s fair. With the way GW does squad sizes these days I didn’t remember that your could do a 6 man squad of them. Some of the 3 mans you can, others not so much.

But 6 of them popping out of a transport with someone leading them does sound like a good time.

   
Made in us
Esteemed Veteran Space Marine



Ottawa

 RaptorusRex wrote:
If Impulsors were cheaper than 80 a pop for a T9 transport, I'd probably buy more. One of the worst utility-to-dollars ratios of the SM range.


Funny enough, a BT Ironstorm list with 4 just did some work this past week in a list that featured 12 hulls, though I imagine 5 points for an extra MM per Impulsor helped immensely.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Nevelon wrote:
That’s fair. With the way GW does squad sizes these days I didn’t remember that your could do a 6 man squad of them. Some of the 3 mans you can, others not so much.
What's also fair is that if we had per-model points values and variable squad sizes, then this wouldn't be an issue in the first place and 6 would be totally fine!

But sadly, box-based unit restrictions are this edition's sprue-based weapon limitations, which in turn were last edition's no model/no rule. That's how we end up with Ripper "Swarms" that have 3 models. GW really sucks at this...

 Nevelon wrote:
But 6 of them popping out of a transport with someone leading them does sound like a good time.
Yeah I'm still on the whole Land Raider train, so if I want to take 6 Bladeguard with a Judiciar (Fight First is fun!), that leaves 5 slots in the Land Raider. I feel like experimenting with also putting 5 Infernus Marines in there, for some extra bite.

This message was edited 1 time. Last update was at 2023/11/13 02:36:08


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Bounding Assault Marine



Providence, RI

 H.B.M.C. wrote:

Yeah I'm still on the whole Land Raider train, so if I want to take 6 Bladeguard with a Judiciar (Fight First is fun!), that leaves 5 slots in the Land Raider. I feel like experimenting with also putting 5 Infernus Marines in there, for some extra bite.



I'm on the land raider train too, but it's the redeemer for me. There are few better uses for 1CP than a redeemer overwatch, though one that sometimes comes close is redeemer armor of contempt.

I'm had a very successful run, going 8-1 at RTTs both online and in person, since the fall of the mighty Wraithknight. This has coincided with me adding the redeemer to my lists. It murders things left and right. I may be posting another theory rant soon...

This message was edited 1 time. Last update was at 2023/11/13 22:13:36


10,000+ points
3000+ points 
   
Made in us
Longtime Dakkanaut






Land Raiders for melee, Repulsors for ranged.

The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Land Raiders can do both. Don't need the Repulsor.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Bounding Assault Marine



Providence, RI

 RaptorusRex wrote:
Land Raiders for melee, Repulsors for ranged.


Also, land raiders for when you aren't sure what to put inside ahead of time. Depending on what I'm facing, I'll put my eradicators + death company on foot in my LR Redeemer turn 1, or else my hellblasters if my opponent has something like triple whirlwinds.

Also, land raiders for a 2+ save which makes a huge difference, and redeemers specifically for huge damage output. Against thousand sons in a recent game, the redeemer in the face essentially nullified his movement phase for 2-3 turns. His flamers couldn't move into range safely without burning the cabal points he'd need to turn off my armor save.

10,000+ points
3000+ points 
   
Made in us
Ultramarine Chaplain with Hate to Spare






Celerior wrote:
. . . if my opponent has something like triple whirlwinds.
It amuses me that Whirlwinds are a thing again. And an anti MEQ thing at that! I haven't used three Whirlwinds since that Formation in 7th ed.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in se
Dakka Veteran





 H.B.M.C. wrote:
Land Raiders can do both. Don't need the Repulsor.


I'm more and more inclined to agree with this.

Land Raiders are consequently living up to expectations and performing well.
Repulsors are consequently letting me down...

At least they are noticeably cheaper so there's still a spot for them in my lists (and *if* I do bring them, its for ranged units) but that lack of a 2+ save really hurts.

5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Totally no reason to have any restrictions in play for stuff. Nope, none!
Spoiler:


Gee, I wonder what's missing from this Vanguard Spearhead Detachment...

This message was edited 1 time. Last update was at 2023/11/23 12:49:44


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Not the player's fault when GW can't write rules.

Moreover, this won't change anything in regards to detachment composition. All that will change from this is:

1. Aggressors will go up in cost.
2. Centurions will go up in cost.
3. Inceptors will go up in cost.
4. They'll probably add in limits on what Ventris can give his Deep Strike to (or make it so he has to lead the unit).


This message was edited 2 times. Last update was at 2023/11/23 13:52:47


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Grisly Ghost Ark Driver






At least the list has scouts?

See what's on my painting table Now painting: Gravis Captain 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Probably see restrictions on Blade Driven Deep.

All you have to do is fire three rounds a minute, and stand 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

TangoTwoBravo wrote:
Probably see restrictions on Blade Driven Deep.
Which will just further highlight how bad they are at this.

"When we created this Enhancement, we did not anticipate that people would use it on units that one might consider the opposite of stealthy..."

If they maybe tested these rules, then perhaps this sort of thing wouldn't happen. Or if they'd put an ounce more thought into the detachment system, and made them actually impact force composition rather than just strats and keywords, then you wouldn't get "Stealth" armies full of fething Aggressors and Centurions.

This message was edited 1 time. Last update was at 2023/11/24 04:25:31


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Moustache-twirling Princeps





PDX

TangoTwoBravo wrote:
Probably see restrictions on Blade Driven Deep.


I wonder if they'll restrict it to Phobos and Tacticus (and Jump?). Or just Phobos.

   
Made in no
Liche Priest Hierophant





Bergen

 H.B.M.C. wrote:
TangoTwoBravo wrote:
Probably see restrictions on Blade Driven Deep.
Which will just further highlight how bad they are at this.

"When we created this Enhancement, we did not anticipate that people would use it on units that one might consider the opposite of stealthy..."

If they maybe tested these rules, then perhaps this sort of thing wouldn't happen. Or if they'd put an ounce more thought into the detachment system, and made them actually impact force composition rather than just strats and keywords, then you wouldn't get "Stealth" armies full of fething Aggressors and Centurions.


Where is that quote from?

   
Made in ca
Secretive Dark Angels Veteran



Canada

 em_en_oh_pee wrote:
TangoTwoBravo wrote:
Probably see restrictions on Blade Driven Deep.


I wonder if they'll restrict it to Phobos and Tacticus (and Jump?). Or just Phobos.


One option to keep it as a useful enhancement would be to limit it to 2 Wound models. So no Aggressors, Terminators or Centurions but you could take Sternguard, Hellblasters etc?

I think every somewhat competitive player instantly thought of 10 x Deathwing Terminators or 6 x Aggressors for Blade Driven Deep when the Vanguard rules came out. Which was probably not on the minds of the GW Devs in their tower.

All you have to do is fire three rounds a minute, and stand 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Niiai wrote:
Where is that quote from?
It's not from anywhere. It's what I expect their eventual Metawatch comedy article to say when the change is made in January.

This message was edited 1 time. Last update was at 2023/11/25 02:29:26


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Moustache-twirling Princeps





PDX

TangoTwoBravo wrote:
 em_en_oh_pee wrote:
TangoTwoBravo wrote:
Probably see restrictions on Blade Driven Deep.


I wonder if they'll restrict it to Phobos and Tacticus (and Jump?). Or just Phobos.


One option to keep it as a useful enhancement would be to limit it to 2 Wound models. So no Aggressors, Terminators or Centurions but you could take Sternguard, Hellblasters etc?

I think every somewhat competitive player instantly thought of 10 x Deathwing Terminators or 6 x Aggressors for Blade Driven Deep when the Vanguard rules came out. Which was probably not on the minds of the GW Devs in their tower.


I mean, like literally the day of release, I had a list with 6x Aggressors and even had Uriel too. Power gamer inclinations.

GW can't have missed this, right? Maybe they just didn't realize it's strength? Also, is it so pervasive that it even needs to be toned down? Very curious how they're gonna handle it.

What's funny is so many people discounted it early on for the more obvious Ironstorm lists.

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

They might go with some kind of ham-fisted fix like adding a special exception for Centurions and/or Terminators, or maybe limit it to units of 5 or fewer models.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 40 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 H.B.M.C. wrote:


If they maybe tested these rules, then perhaps this sort of thing wouldn't happen. Or if they'd put an ounce more thought into the detachment system, and made them actually impact force composition rather than just strats and keywords, then you wouldn't get "Stealth" armies full of fething Aggressors and Centurions.


 em_en_oh_pee wrote:

GW can't have missed this, right? Maybe they just didn't realize it's strength? Also, is it so pervasive that it even needs to be toned down? Very curious how they're gonna handle it.


Their only issue appears to be that their playtesting lacks the type of player that will seek out degenerate strategies to win at all costs.

They still see it as a game that you play to tell a story. A perfect example is when they saw what happened with doctrines when they introduced 'em. They expected folks would play like they envisioned - moving through them as you tell the story of a battle. Sure, they've paid a lot of attention to the tournament scene, but it almost seems begrudgingly so. I think they're coming around, but they really need to pick up some power gamers in their testing. Maybe even exclusively power gamers. Bring in folks that would look at a set of rules they're told are supposed to represent stealth and have them come up with a list like this without turning their nose up at it.

It all really comes down to the folks who are designing this game aren't actually playing it like, well, this.

This message was edited 3 times. Last update was at 2023/11/27 00:17:57


 
   
Made in us
Moustache-twirling Princeps





PDX

Lemondish wrote:
 H.B.M.C. wrote:


If they maybe tested these rules, then perhaps this sort of thing wouldn't happen. Or if they'd put an ounce more thought into the detachment system, and made them actually impact force composition rather than just strats and keywords, then you wouldn't get "Stealth" armies full of fething Aggressors and Centurions.


 em_en_oh_pee wrote:

GW can't have missed this, right? Maybe they just didn't realize it's strength? Also, is it so pervasive that it even needs to be toned down? Very curious how they're gonna handle it.


Their only issue appears to be that their playtesting lacks the type of player that will seek out degenerate strategies to win at all costs.

They still see it as a game that you play to tell a story. A perfect example is when they saw what happened with doctrines when they introduced 'em. They expected folks would play like they envisioned - moving through them as you tell the story of a battle. Sure, they've paid a lot of attention to the tournament scene, but it almost seems begrudgingly so. I think they're coming around, but they really need to pick up some power gamers in their testing. Maybe even exclusively power gamers. Bring in folks that would look at a set of rules they're told are supposed to represent stealth and have them come up with a list like this without turning their nose up at it.

It all really comes down to the folks who are designing this game aren't actually playing it like, well, this.


They need to get some Magic players to help test. I attribute my eye for power gamer options 100% to spending ~15 years playing Magic competitively. It trains the eye for nasty combos and max efficiency.

   
Made in no
Liche Priest Hierophant





Bergen

As far as I can tell that detachment work as intended. True that ultra smurf granting deep strike to the centurion unit is a bit of a loophole. But you could just take shrike and have two units start up in your grill instead. (No Calgar then.)

This message was edited 1 time. Last update was at 2023/11/27 18:24:01


   
 
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