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Found 8 results

  1. This week we are talking about one of the heavy hitters of the Space Marines, the Vindicator. Formerly this tank seemed to strike such fear into opponents that it would be targeted first and foremost to the exclusion of almost all else. In previous editions it could also be gimped by blowing off that big gun, making it little more than a rolling box. But now with the new vehicle rules that's all changed. While blast templates are gone which a lot of folks are saying is bad for this tank, lets be honest, how many times did you get lucky and get that horde of guys under the blast template? Usually it was only 3-5 and then you had to deal with cover saves, mitigating the ability to take out strong units. Also against vehicles unless you got lucky and blew it up, you only did one damage. Now it has the potential to knock chunks of damage off of enemy units. With a nice price drop with the codex it's gotten even more appealing. So how are you using them this edition? Are you finding the change in templates to be good or bad? What strategies are you using? http://www.frontlinegaming.org/wp-content/uploads/2016/08/Vindicator00.png
  2. This week we'll be discussing another classic unit, the Land Speeder. In previous editions a single loadout had taken over as the primary way to run LS. That is the HB/Typhoon ML slot. It was a good choice because LS were extremely fragile and had the range to stay away from enemy units close range fire and their longer range fire was usually more dedicated to bigger vehicles. Now it's one of the only vehicles to retain it's ability to be a squadron and whilst it loses some of its firepower in the form of taking a -1 to hit when shooting and moving it's far more durable! This means that other options are returning as viable such as the Assault cannon with its new profile of 6 shots and the old MM/HF for taking down infantry and vehicles. No longer do you have to worry about pairing a weapon because you can choose different targets. So how will you running your Speeders in 8th? Is the Typhoon still king? Are you liking their additional durability? What loadouts have you tried that worked well? http://www.frontlinegaming.org/wp-content/uploads/2016/08/LandSpeeder05-1.jpg
  3. This week we are talking about another classic unit that has seen a resurgence in power and durability, the dreadnought! Finally gone are the weird half infantry half vehicle rules of the old days! Now they sport an armor save, high toughness and the ability to have a S value above 10! Able to properly tangle with monstrous creatures and other hard hitting enemy elites they hit back just as hard if not harder than in days past with many of the weapons available to them doing multiple wounds(S. Hammer doing 5!) They come in 4 flavors and all but the Contemptor do not have diminishing stats as they take damage, making them scary right up til the last wound. The only downside they have now is they lost the ability to cram into a non-FW drop pod. So how are you running dreads this edition? Taking the extra firepower of the excellent choice of weapons they have? Or perhaps the hard hitting combat abilities of the DCCW's? What loadouts have worked well for you?
  4. This week we're going to be discussing the new kids on the block, Primaris Marines! Since they have only 3 units and while each one fills a different FOC, they have no options to speak of I'm rolling them in to one topic. (Plus we have a lot to cover!) Anyway, how will you be running these new more durable marines in 8th? Do you like the fast hard hitting harassment units of the Inceptors? The crazy amounts of plasma fire put down by the Hellblasters? Or the simple durability and solid bolter of the Intercessors? Since they all have to walk(unless you invest in a Thunderhawk!) What is you plan for getting them where they need to go? This isn't so much a problem for the Inceptors but the others will be on foot. What units will you have them support? Pleaste note: This is a TACTICS discussion, not a place to vent your opinions on whether you like them, want to buy them or think they are going to replace normal marines. Any off topic comments will be purged. Thank you.
  5. So this week we'll be discussing another iconic unit, the Terminators! Now coming in 4 different flavors and with the extra durability of a 2nd wound and the extra firepower of the combi/storm bolter, they seem to be quite formidable this edition. Another boost to them is the fact that they can now teleport without worry of mishaps and can then also charge on the same turn. I recall a gigantic thread that took place during 7th that discussed what to do about them to make them better. So has 8th brought about the return of the terminator? Do you think the changes are enough? What tactics and unit loadouts will you be using with them? Do you feel the new AP system helps them or hurts them?
  6. So a new edition and new books across the board means a whole lot we need to discuss. Especially considering the very drastic changes to the game(most of which I think are great). So in light of that we are kicking off the UotW this year with 3 initial topics to get the ball rolling! This topic will cover a unit long overlooked by most everyone except for Raven Guard, the Assault Squad. Melee has changed drastically with less attacks from many units but the ability to charge nearly whenever you want. Gone are the days of deep striking a unit only to have to wait a full turn while your enemy flees from them, or shoots them to pieces. Now combat drops are far more deadly and cinematic. Chainswords finally have a special rule that makes them great and the squads ability to take plasma pistols puts them in a prime position to do serious damage both in and out of combat. So how will you run your assault squads in 8th? Are flamers still a good choice for them? Does the decrease in attacks across the board help or hurt a unit like this? With no more scatter and choice of when to come in will deep strike be the optimal method of deployment?
  7. So a new edition and new books across the board means a whole lot we need to discuss. Especially considering the very drastic changes to the game(most of which I think are great). So in light of that we are kicking off the UotW this year with 3 initial topics to get the ball rolling! Here we will discuss perhaps the most iconic tank in the Space Marine arsenal, the might Land Raider! Vehicles received a significant overhaul in 8th edition, making them far more durable but also fairly significantly more expensive too. The Land Raider is a might beast indeed now sporting one of the few 2+ armor saves on a vehicle. It's armament is also far deadlier than before whether it be the long range power of the lascannon or the brutally powerful assault cannons. Frag assault launchers are also quite deadly now, able to cause mortal wounds to enemy units! So with the changes to vehicles has the LR earned its place back on the table top as a force to be reckoned with? How to do you plan to make use of it's significant transport capacities and being able to transport multiple units? What tactics will you use to counter some of the deadly weapons it will face?
  8. So a new edition and new books across the board means a whole lot we need to discuss. Especially considering the very drastic changes to the game(most of which I think are great). So in light of that we are kicking off the UotW this year with 3 initial topics to get the ball rolling! First up is one of the staple units of Space Marines, the tactical squad. While not a lot about this unit has changed there are some notable differences. First you now get the veteran sgt for free and there is a 1 point drop in their base cost. However this is offset by the significantly increased cost of special and heavy weapons. Which I think isn't necessarily a bad thing, Those weapons, several of which were basically useless in previous versions **Cough**Looking at you plasma**Cough** are now excellent choices especially since you are able to split fire now. Also Marines in general are more durable, able to still get a save from things that previously would kill them outright. So how will you be running your Tac Squads in 8th? Is it still worth it to go 10 men and combat squad? Or is 5 better due to the increased power of combi weapons? What kind of tactics will you use to make the most of them?
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