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Showing results for tags 'Victrix Guard'.
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From the album: Jon's album
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Let's start the gushing over the rules we have people! This topic is to discuss all things Victrix Guard. Tactics, army composition, modelling and painting - you name it! I'll start the ball rolling... I love this Detachment already! It does several things for Ultramarines as well as the "meta" in general: Ultramarines now have serious hitting power outside heavy weapons spam. Traditionally, Marines might not have the serious threats that other factions might have so relied on attrition and objectives scoring to win the day. Now our infantry can carve a path through just about anything! Hell, even Mortarion will struggle against a Vanguard squad that gets +1 to hit and wound, rerolls 1 for a Captain and has a bunch of dual Lightning Claws! Then there's the potential for power fists and Thunder Hammers... What this does to the wider game is emphasise assault again in an army traditionally a little shooty. Now people like me who built balanced lists with close combat and battalion shooting support aren't handicapping themselves. Now they can provide a threat outside of Soup. I want to take advantage of this though so it's likely I'll be applying it to my army with some new additions. The only problem is what... more Sternguard or more Vanguard? I'm thinking the latter. Also, a full unit of Vanguard plus Captain (with whatever that sword does!) And maybe even Ancient might just make a Land Raider worthwhile again. Especially with all the points drops we all expect! *** Wish listing... a 3rd Strategum to be utilised by shooting squads (apart from Masterful Marksmanship) so Sternguard can benefit from the killing boosts their Vanguard brothers gain. Seems a little selfish at this point eh.