Tiger9gamer Posted December 20, 2013 Share Posted December 20, 2013 So I've been thinking of a way to field Centurions to act as a deathstar. both of them involve land raiders, but both have different tactics. the 1st one is with Khan, giving the Grav-centurion Land raider Scout. that way they can make it to a good fireing position! after they disembark, I plan on using a PFG librarian from the Dark Angels to join them and cast prescience the next turn while giving them and the land raider a 4++. I can even outflank If i want to! The other idea is to use them as Ultramarine Centurions with Tigurius, making them TL from the start and hopefully getting more powers. this is slightly slower, not having the choice to outflank and such, but may have more hitting power. Yes, both of these builds will be in support for a bike list. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/ Share on other sites More sharing options...
Gideon999 Posted December 20, 2013 Share Posted December 20, 2013 I tried 3 with Tigurius and an allied inquisitor recently. I rolled super bad on the powers for tiggy (got prescience, scryers gaze [total waste when tiggy basically gets this for free], and the one that forces your enemy to reroll successful saves) but the inquisitor was very useful. Basic inquisitor with the Liber Heresius (which gives scout, among other useful rules like counter attack and split fire) with 3 servo skulls and a hellrifle is cheap! Even with sub-optimal powers they ate about 10 bikers and about a dozen death company before getting overwhelmed. With better rolling on the power chart it could have been more. An important thing to remember though is the hellrifle! Sure its ok on its own, and Slow and Purposeful from the cents allows you to fire it on the move, but what it is really there for is to increase the range of the squad for wound allocation. Since your grav cannons have a 24" max range, even if they inflict wounds that would kill 15 guys, if only 5 of them are inside that 24" band, you still only kill 5 and the other 10 wounds are discarded. With the rifle you can inflict wounds out to 36" with the grav cannons allowing you a lot more flexibility with them. Also - its better than just sticking a missile launcher on a cent, since you can hide the inquisitor behind them and tank wounds on the cents without losing the missile launcher (and hence your extra range). Also - servo skulls are just awesome.... Save some points too if you are going inquisitor, leave tiggy at home and take the Dangle. You give up the other divination powers but get a guaranteed 4++, prescience, and save about 65pts. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3550865 Share on other sites More sharing options...
Azash Posted December 20, 2013 Share Posted December 20, 2013 I think running them with Tiggy is the best option. The downside of centurions is the lack of an invulnerable and the amount of fire a unit that can wipe a unit a turn will draw. Tiggy gives you the opportunity to give the unit a 4+ invuln from the prescience grouping. With his ability to roll three times with rerollables you stand pretty good odds of getting this option. The land raider will get them on target and keep them safe giving them initiative not to mention the fire power of the land raider. Also if you get the holy trinity of powers with Tiggy for your cents (reroll to hits, ignore cover, and the 4++ save) then you have rerolls to cast those powers the unit becomes a beast. This allows you to use Tiggy's warlord trait and the ultramarine chapter tactics to bennefit the rest of the army. Your cents become fireman you stick them wherever they will do the most good knowing the can operate at maximum efficiency without aid from the rest of your army. Also a land raider can move 6" and deploy the cents 6". If you start 12" from the center line (24" from your opponent) this means your centurions are center of the table on Round 1. From the center of the table with a 36" kill bubble there is only one short edge they can not consistently target every round. So IMO scout is not really necessary. You will get more bang for your buck out of the multiple divination powers from tiggy than you would with your other option. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3551022 Share on other sites More sharing options...
Tiger9gamer Posted December 21, 2013 Author Share Posted December 21, 2013 Thanks! I think I'll try both out, but the ultra-Centurion tigger bomb is devastating against bikes. Also, since i'm white scars, I can give centurions scout just by attaching khan to the unit! Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3551414 Share on other sites More sharing options...
Gideon999 Posted December 23, 2013 Share Posted December 23, 2013 Its a good combo to be sure, just don't forget to take at least one weapon with more than 24" range (missile launcher on one centurion, or something like that). Trust me on that one, I would have lose a lot more of my guys sooner or would have done a lot less damage if I had not had the hellrifle in my squad. Good luck and let us know how it went! Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3552447 Share on other sites More sharing options...
Tiger9gamer Posted December 23, 2013 Author Share Posted December 23, 2013 I have also been thinking of Severin Loth an an inquisitor. Since he can choose his powers, Severin could pick gate of infinity and Telekine dome for an invuln save at least, and the inquisitor could bring the servo-skulls for reduced scatter and Divination for fun. that way they could bounce from one servo-skull to another for their movement, and the plasma syphon could keep them safe from one of the more common AP2 weapon. would do tiggy but it's unreliable to get everything I want from two tables. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3552492 Share on other sites More sharing options...
Azash Posted December 23, 2013 Share Posted December 23, 2013 Are you running the Inquisitor as your HQ or in an allied slot? Remember as an ally they still can't ride around in another contingents transports which makes your guy fairly vulnerable and a cheap and easy way to target and minimize the cents. On a side note...I get that for some allies allowing say a Tau in your Land Raider is right up there with spitting on the emperor but I think battle brothers should be able to share transports I mean who in the Imperium is not going to let an inquisitor ride in there Rhino or Chimera if he wants to??? Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3552598 Share on other sites More sharing options...
Tiger9gamer Posted December 26, 2013 Author Share Posted December 26, 2013 I know. the inquisitor would be attached to the unit as it gaits around. also, heretical idea: Infiltrate with Cypher into a great firing position, and use a divination inqusitor to give re-rolls. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3554125 Share on other sites More sharing options...
Azash Posted December 26, 2013 Share Posted December 26, 2013 I don't think the cypher thing is possible due to rules sequence on deployment. Cypher has infiltrate and he only joins the unit when he is deployed within 2" of the cent models. Cypher can not join them are deployment his options are during deployment or reserving out with them. The cents from deployment have two options standard deployment at which time they can then be joined by cypher or reserve deployment at which time cypher can join them in reserve. Infiltrators are placed after everything has deployed in this case the cents would have to be deployed or in reserve already when cypher infiltrates. Don't have a rule books close and can't remember but does infiltrate grant outflank like scout? Outflanking cents might be cool. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3554270 Share on other sites More sharing options...
Tiger9gamer Posted December 26, 2013 Author Share Posted December 26, 2013 yes, it has outflank, but there are a million threads on this subject on DakkaDakka and a million answers. I don't think anyone had a problem with Shrike being able to infiltrate with things, so I think it would be okay. An argument is here: http://www.dakkadakka.com/dakkaforum/posts/list/569907.page#6374326 I don't think anyone would have a problem with it =D Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3554474 Share on other sites More sharing options...
Azash Posted December 26, 2013 Share Posted December 26, 2013 Shrike does not have infiltrate he has the special rule "see but remain unseen" which specifically allows him to join jump back troops "before deployment" and on top of that gives him infiltrate. I quoted the exact wording from the rule see but remain unseen that makes this possible for Shrike. Shrike is the only character that confers infiltrate on a squad like this because of the unique wording of that rule. So the sequence with Shrike is as thus. Shrike joins the squad of jump infantry before deployment. The squad gets infiltrate because shrike has joined the squad The squad along with Shrike can now be deployed as infiltrators. Trying this with Cypher and Cents you get this sequence. You come to the Centurion deployment since Cypher has not joined the unit (and can not until deployment) the unit has 3 options (deploy, reserve, remove from game). So you deploy or reserve them You come to infiltrate and you deploy Cypher. The centurions have already had to be deployed so you can't redeploy them next to Cypher. If your playing a tournament a fellow who knows the rules well can get your Cents removed from the game if you try this because you failed to deploy them during the deployment phase and rules as written he can do it easily as the Shrike argument does not support your Cypher argument. I don't want to derail your thread but I would be ready for this cause honestly in a tournament I would do it cause I would see what your doing as attempting to cheat so I would have no issue getting those cents tossed from the game before round 1 even starts. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3554737 Share on other sites More sharing options...
Tiger9gamer Posted December 27, 2013 Author Share Posted December 27, 2013 I'm not trying to cheat, just use what I could to play the game =/ I'll ask around, but I don't play any big tournaments. I only really play casual. I could have sworn that you could infiltrate things as long as they are attached during deployment. I asked on Dakka, so I hope to get a reply soon. Anyways, I could always fall back on the Scouting land raider and Biker librarian. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3554805 Share on other sites More sharing options...
jeremy1391 Posted December 27, 2013 Share Posted December 27, 2013 Wacon allowed to conference of infiltrate, I think railhead does as well and DABOYS GT allowed the same from what I recall. All depends on the TO. Link to comment https://bolterandchainsword.com/topic/284757-given-the-choice-between-two-builds-centurion-support/#findComment-3554858 Share on other sites More sharing options...
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