ianj253 Posted September 7, 2013 Share Posted September 7, 2013 So, now that the new codex is out what are you guys thinking of allying in? What chapter tactics will you take? I'm thinking 10 sternguard in a pod with 2 combi grav's Possibly 3 centurions, but I'm skeptical about these guys still. Link to comment Share on other sites More sharing options...
I am Legion Posted September 7, 2013 Share Posted September 7, 2013 Not too much has changed on the overall units. Similar rules as before with a handful of changes. Few new units. I think all the special characters remained the same cost more or less. New individual chapter tactics will really make for some major effects as to the overall method of using the same old boring marines. Raven guard seem to really pop out and of course the salamanders. Link to comment Share on other sites More sharing options...
ianj253 Posted September 7, 2013 Author Share Posted September 7, 2013 Tigurius got a lot cheaper. Its too bad he can't be equipped with a jump pack or I'd take him. He gets to re roll which powers he wants and lets you re roll your reserve rolls, which is the only reason I've been taking an ADL. Link to comment Share on other sites More sharing options...
BloodTzar Posted September 7, 2013 Share Posted September 7, 2013 Did u see the relics ... Oh Lord they are off the roof ... At least that shield and sword, price tag may be a bit steap but still very strong. Link to comment Share on other sites More sharing options...
ianj253 Posted September 7, 2013 Author Share Posted September 7, 2013 Yeah their good, but IMO too expensive to be taking in an allied contingent. Link to comment Share on other sites More sharing options...
BloodTzar Posted September 7, 2013 Share Posted September 7, 2013 Just imagine some super killy captain on bike with that shield (arti armor, chf or relic blade) and biker troops ( fast and killy, price reasonable). Might work great with our JP's troops with the chapter specific tactics beeing the cherry on the top. Link to comment Share on other sites More sharing options...
gory_v Posted September 7, 2013 Share Posted September 7, 2013 Just looked through all the new toys at our disposal for allies which will pretty much be our only route to fancy new grav weps, centurions, and tanks. The question is which ones best complement our shortcomings for the best price? If you field ravens then I think the barrage edit to thunder cannons make em super pimp for softening up the enemy before you get close. Otherwise I think the stalker/hunter options provide a legit anti-air at a slight discount for ADLs w/ quads and a unit to man it. Give or take 80-90 pts. Then again, I've heard the grav cannons are dope but those require centurions. I guess what I'm saying is that I'm probably going to take something from the heavy support unless I go for some of the smaller grab weps. IF you plan on taking allies, which I've done off and on depending on how many points I'm playing at, which of the new SM choices do you think go best with what you're creating? Already explained mine, thunder cannon for sure is under costed for what you get from it. Sorry for the double, just got done with field work in the mountains and service is sketch. Link to comment Share on other sites More sharing options...
gory_v Posted September 7, 2013 Share Posted September 7, 2013 ....and now I see the other thread. Please revert to that one. I had this written super early this AM until I had no service all day. Link to comment Share on other sites More sharing options...
gory_v Posted September 7, 2013 Share Posted September 7, 2013 Thunder fire cannons have that barrage hotness now. Link to comment Share on other sites More sharing options...
ianj253 Posted September 7, 2013 Author Share Posted September 7, 2013 Tech marines in the SM book can bolster any terrain too, not just ruins like the BA ones. Link to comment Share on other sites More sharing options...
gory_v Posted September 7, 2013 Share Posted September 7, 2013 Now if only I can find some metal ones on eBay... Link to comment Share on other sites More sharing options...
Morticon Posted September 7, 2013 Share Posted September 7, 2013 Wish theyd make up their damned mind about the terrain bolstering. It goes back and forth like crazy <_< Link to comment Share on other sites More sharing options...
Res Ipsa Loquitur Posted September 7, 2013 Share Posted September 7, 2013 I'm just going to take a Captain and the obligatory Tactical Squad to make it legal. I just want a Captain worth taking. Link to comment Share on other sites More sharing options...
sculver Posted September 8, 2013 Share Posted September 8, 2013 Can you still take a Master of the Forge on a bike with a Conversion Beamer and is the Thunderfire Cannon different? Those two units are what I liked taking from old Codex Space Marines as allies. Link to comment Share on other sites More sharing options...
SRSFACE Posted September 8, 2013 Share Posted September 8, 2013 I think it'd be funny if someone ran some Raven Guard alongside the Blood Angels and made a "Jump Pack or leave" list. Link to comment Share on other sites More sharing options...
ElectricPaladin Posted September 8, 2013 Share Posted September 8, 2013 I think it'd be funny if someone ran some Raven Guard alongside the Blood Angels and made a "Jump Pack or leave" list. The only problem with this is the whole "no more null deployment" thing. Blood Angels need allies that do what they don't already excel at (be on the table turn one, weathering enemy fire, and holding objectives). Link to comment Share on other sites More sharing options...
Morticon Posted September 8, 2013 Share Posted September 8, 2013 I think it'd be funny if someone ran some Raven Guard alongside the Blood Angels and made a "Jump Pack or leave" list. mnnnn.......*ponders* Link to comment Share on other sites More sharing options...
Chaplain Admetus Posted September 8, 2013 Share Posted September 8, 2013 Wish theyd make up their damned mind about the terrain bolstering. It goes back and forth like crazy Think it's to guarantee that you have something to do with the ability. I've played games where one side had no ruin in their DZ, and took the other side so that their techy with t-fire wouldn't have anything to bolster. Tigurius makes me cry. The re-roll reserves ability we know to be worth X points based on how much the equivalent bit as an ADL upgrade costs. This means that, removing that from the equation, they get Tigurius' excellent mastery level, extra wound, termy armour, and all of the psychic finagling for the same cost as our ML1 in terminator armour. That's insane, and means that either he's offensively undercosted or our librarians are offensively overcosted (possibly both). Link to comment Share on other sites More sharing options...
gory_v Posted September 8, 2013 Share Posted September 8, 2013 Tigurius is tempting so I can legitimately control every reserve roll but I'm kind of leaning towards Iron Hands for the general longevity given by their chapter tactics. No special characters but 6+ FNP and It Will Not Die on all vehicles fits the bill along with bonuses for techmarines. Seems to fit the bill for adding a thunder cannon to my list somewhere. Link to comment Share on other sites More sharing options...
Kem Posted September 8, 2013 Share Posted September 8, 2013 you know, just look at TIgurius and look at simple chappy, compare price tags and laugh 1st one is a MUST for every allied SM contingent. plain and simple. and we will not be seeing 2nd guy for next 3-4 years. Link to comment Share on other sites More sharing options...
Morticon Posted September 8, 2013 Share Posted September 8, 2013 Tigerius is great, but forces you to play UM tactics. His reroll only works for them. So, if you're happy with UM tactics, cool. If not, and you want to ally, only the ally stuff gets the reroll. That being said (and dejavu of note here O_o) he's great even without the reroll. Only thing that will help us BA is his high mastery level. Link to comment Share on other sites More sharing options...
ianj253 Posted September 9, 2013 Author Share Posted September 9, 2013 @ Chaplain Tig doesn't have termie armor Link to comment Share on other sites More sharing options...
gory_v Posted September 9, 2013 Share Posted September 9, 2013 Whoops, just saw what you mentioned about Tigs re-rolls and same detachment....looks like my Dark Angels just became counts as Iron Hands. I could go with Raven Guard too but all of my ally marines are scouts and tac marines w/ bolters with a few heavy weps. I picked up a stern kit yesterday but am planning on using it for my own BA stern. If I want to use the new grav gun hotness I'll have to toss it in an allied tac squad or something...maybe in my 3rd pod that I field so the stern and frag can come down turn 1. Link to comment Share on other sites More sharing options...
ianj253 Posted September 9, 2013 Author Share Posted September 9, 2013 @ Gory 285 for 10 C:SM sternguard in a pod with 2 grav weapons. Not a bad ally IMO. Link to comment Share on other sites More sharing options...
gory_v Posted September 9, 2013 Share Posted September 9, 2013 Gah, you're right, but I was planning to pod 8 w/ tycho and corbulo is my list followed up by deep striking termies on the pods beacon...I could always move em to the reg assault pod I had coming down on t2 and have the stern come down the same turn I'd have the terms ideally coming from reserves. May scrap my idea for marine allies altogether if I can't make up my mind in time. Just stoked to play with some new rules and toys like everyone else. Link to comment Share on other sites More sharing options...
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