Jump to content

Neuralshock

+ FRATER DOMUS +
  • Posts

    236
  • Joined

  • Last visited

About Neuralshock

Profile Information

  • Location
    Norwalk, CT
  • Faction
    Dark Angels, Blood Angels

Previous Fields

  • Armies played
    Dark Angels, Blood Angels
  1. It's my one fatal flaw in using meph is that I'll send him headlong into glorious single combat, only to forget I charged my Sanguinary Guard into a unit that would wipe them out when my opponent has CP for counter attack @___@" I've done this more times that I care to admit and essentially throw away 145 points of beatstick for no return.
  2. I like the guys, Ive been running them in concert with my 3x whirlwinds since the beginning of the year. Here's why though, they don't operate well enough that they draw all of the enemy's agro, but they'll do something every turn. And even if my opponent turns around and punts them off the board, I'm more than okay to see those 180 points go if they're not focused on my actually killy stuff
  3. This looks too good/obvious to be a true "leak" as they very intentionally took a high res photo and pixelated it. I'm calling that GW published their own leak
  4. Considering the only melee weapons on SG are d3 weapons, I'd imagine that would be the case that damage rolls of 1 are 2. RAW it could mean that just using regular fist attacks are flat 2 damage?
  5. I think axes have a better time against good invulns where the added ap from a sword is wasted. The sword has a broader variety of targets that they want to slice.
  6. Swords and axes are the same price now so why not take both! Sprinkling a few plasma pistols into the mix will go a long way especially if you drop them with the warlord.
  7. I think pound for pound the vanguard vets are the better but in comparison to the death company. You have a Sargent for one, more survivable with ss, for less points. You don't get some of the DC support, but I think these guys are more likely to stick around longer
  8. In the context of the eliminators as an AT option, I think running two squads with a carbine sarge will bring multiple factors to the table. You have a scout deploying 6 wound unit that gets a 1+ save in cover on a 40mm base, (I think??). You can have them work in isolation or couple them up with supporting auras and psychic powers. if you're worried about multi-damage shooting, you can utilize the sergeant's ability to nullify moving and shooting heavy weapons to hide them out of LOS first turn. With the carbine rules you also have a true light infantry/skirmisher unit to prevent/minimize charges. Should they be your sole AT option? big no. In concert with other ranged AT (I'm a personal believer in 8-10 lascannons as the golden ratio) Then can provide either the primer or the finishing touch on whatever your're trying to remove off the board. As for sniper rifles, weight of fire with rerolls is the key to ensure your opponent is misted into a thick red paste. That being said, I have no practical experience with any of the models
  9. I'd say sub t8 you're doing an average more damage than 3-4 lascannons. Reasons being you give both units +1 to hit and wound to the fusils so you'll have a reliable way to put at least 9 damage onto something, as well as ensuring you'll be in range to strike.
  10. I'm a glutton for 1st vs last painted! Welcome back to the rock! What's your hobby set up look like? Favorite tool? I'd definitely pick up caliban green spray if you can find it, saves soooo much time it's not even funny.
  11. I agree, It would be short sighted to heavily expand chapter tactics and combat doctrines for JUST C:SM and have the non-codex marines out like chopped liver. My guess is SM will have their time in the sun for 2-3 months followed by and "Angels" focused update and campaign.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.