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New SM allies


ianj253

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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.
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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.

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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).

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Wish theyd make up their damned mind about the terrain bolstering. It goes back and forth like crazy dry.png

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).

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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.
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you know, just look at TIgurius and look at simple chappy, compare price tags and laugh laugh.png

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. smile.png

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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.  

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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.
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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.

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