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Nuncio Voxes everywhere possible, and Artificer Armour on all Sergeants. 2+ save will help against most Sergeant level challenges.

Everyone's in the AoD section has a power axe and artificer on sergeants. It's just an unwritten rule :( because of scars new weapon they are now incredible in sarge challenges, we have a slight edge with easier wounding but it's not much.

 

As for compulsory assault squads, I'd almost say go big. Power weapons, a primus medicae and some invulns spread around. Drop them down first turn and between 5+ cover, invulns and FNP a fair amount should survive.

 

Anchor the rest of the force around them. With +1 to wound and initiative even basic guys are quite effective.

At this point, I don't even care about the rules. I just want the models. So far we have a bunch of shoulder pads, Mk IV chests and heads, Land Raider doors, a handful of icons and brass etchings and nothing else.

At least 18 months away sadly, most likely close to two years :(

See from what I've been told, artificer armour is less common than you might think - pretty sure it'll become even less common due to scars and death guard, both of which should win in a sergeant level challenge more often than not.

 

At Least we have the option for combat shields on our sergeants due to our sergeants most likely being assault squads

 

I think we are best off keeping our sergeants reasonably cheap, it'd be interesting to see how a chainsword and shield would play out.

 

My mathhammer is bad, but I believe we have about an equal chance to kill a whitescar armed with a glaive using a mere chainsword before he gets to strike as he has to kill us (assuming we take a shield and are the ones charging)

 

Aa armour will be fairly redundant a lot of the time as I said over in the heresy rumour thread, either we take an axe and hope we don't get killed before we strike, of we hope to get lucky and kill them before they can strike.

 

AP2 at init is available to:

EC - their spears are AP2 if they charge, which means if they charge, they strike first and ignore our armour.

IF - their solarium gauntlets... obviously not widely available, only likely to see them on characters or templar sergeants. On the other hand, they get to reroll 1s which is a problem.

DG - quite galling that the scythes are no longer unwieldy when an axe is, considering how impractical a scythe actually is as a weapon... but either way, if we want AP2.. They will be going first.

WS - these are rerolling 1s if they charged (fair assumption that if they are charging us they also moved that turn) and will go at init with AP2. Obviously if they charged us, we don't stand much of a chance when they have 3 attacks, hitting on 4s, rerolling 1s, wounding on 3s, ignoring saves.

Edited by Blindhamster

I stand by the nuncio-vox comment, even if the AArmour is a debatable point. 6" scatter-free deep strike sounds pretty useful. Also worth considering grabbing the Damocles for 24" of the same.

Completely agree on vox and damocles. I think they're a requirement to make our rite of war work.

In most 30k match AA s after though as most tactical are there as tax, and offen keep light on gear. At lest in my area assuming for some this first legion army and playing with 30k vs 30k mind set, list building is different a lot different. Took me few times getting my :cuss push in to realize you can build 30k list the same way you do 40k list.

 

Most unquie row call for 3 troops or extra squad that acts as troops all of which eat up points fast. Even more so with us because assult sq are very pricey price drop tumors would be great and can't come soon enough. So with that in mind kitting out each sgt just surive a possible challenge is going eat points fast. Depending on your 30k meta sgt with chain sword will do just fine when up against normal sgt. Vets are often over look because legion get unit units which are better or fluffer again depending on the player. So vet sgt aren't much of a issue, legion specific assult units will beat assult sgt tooled up or not, this is hopefully where our unquie unit comes in play and gives us some CC power house of our own. Assult sq in general 30k were always seen as weaker options (1) points there pricy and after adding in tactical sq tax there no point. 2 under whelming power even with combat sheild again adding in points, furry of legion would destroy them in short order. But with all that negative thoughts on them I glade I am finally going to use with out ROw which yes is tax but buffs them and with price drop they will shine some more. Unlike in 40k where a sgt can be deadly built in 30k it's either mirror match and comes down to who the dice like more or straight face :cussing. But this all relative to my opinion.

 

Destroyers are one of my favorite units in 30k armed wit Fatman dropping min nukes and just because tossing some willy pete on the glowing victims. Give them JP and go full retard with them and clocking in over 400, and with row it makes up for some of there downside, to bad there not getting point drop. Anything with T value will be a target, plus loss T just means we wounding with +2 counting row. So even the humble chain sword is looking good against what would be a normal high T target. This works better in 40k with bugs and orks. Most 30k is 1w stuff. Not a fan of morait this unit will draw a lot of fire and tossing in a 30k doc holiday is just going to add more fire power direct at sq, and seeing the cost of the unit is not worth it. Going to wait and see what our book brings us, but either 1 unit of 10 or 2 of 5/6 is what I currently thinking about.

 

Terminators are useful in 30k even more so with FAQ. To bad they suck in 40k I guess in 10k years the training and slection must have lower its standers. Who knows maybe they went full PC and started making it fair for everyone to get a suit. But back on topic, having to upgrade to DS assuming we don't get it for free, isn't to bad seeing how were getting all the perks of Row. So these guys could drop and unleash the heavy guns or plasma blaster all with pinning. With out seeing what perks we maybe get for them just using the row will make other legion envy us.

 

Vet tax squads holding off on them until I see what gap needs to be filled after seeing what we get in the book.

 

The mantory fast attack option, with flyer or DS. Gives us few choices land speeders and jet bikes different version of drop pod and lighting fighters storm Eagle. I am sure I missed one. If points are tight single land speeder for tax works.

Squad of land speeders DS in like meltacide does now for us, getting 5+ might help but no grantee they will knock out a spartan or super heavy, shouldn't be over looked.

Jetbikes same though process

Me I like the lighting, can be kitted to fix a role the rest of list is missing tank hunting looks to be stand out. Point wise can be adjusted but losing out on some bang.

Xiphon Good AA and AT not bad choice either point wise just shy of land raider

Storm eagle unless you got cargo you want to fly around this flyer loses out to his big brother the fire raptor. Unless you want/need all your army Arrive DS turn 1 there isn't much to put in her. Maybe in 40k matches she will be better but you getting more fire power for less from other fast attack options.

 

Heavy support with ROw knocking us down on vehicles we need plan a head.

With AC going ever where things can get fun for normal tanks. However I'm bias and like my fire raptor(s). But with that being said there something specail about dropping in 10 AC carrying heavy support marines in drop pod. Tho 9 and giving sgt a augury to make a true no fly zone is more temping option plus shutting down any DS units. Forge lord for giving them all wrecker rule just for a extra :cuss you.

 

Over all it's kinda like skyhammer formation we didn't get and where all but hurt over. Now in 40k we got skyhammer on meth. Dropping every thing and pinning with some nasty combos. Now on to finding those combos.

The priamry reason behind 2+ Saves on Sarges is to tank non-ap2 shooting.

 

Ive had it where the artificer armor on my sarge has tanked well over 20 shots and in one case, with fnp from an Apoth/primus, tanked 60 something hits from a Fury of the Legion all on his own.

 

Well worth 10 points if you ask me.

See from what I've been told, artificer armour is less common than you might think - pretty sure it'll become even less common due to scars and death guard, both of which should win in a sergeant level challenge more often than not.

 

At Least we have the option for combat shields on our sergeants due to our sergeants most likely being assault squads

 

I think we are best off keeping our sergeants reasonably cheap, it'd be interesting to see how a chainsword and shield would play out.

 

My mathhammer is bad, but I believe we have about an equal chance to kill a whitescar armed with a glaive using a mere chainsword before he gets to strike as he has to kill us (assuming we take a shield and are the ones charging)

 

Aa armour will be fairly redundant a lot of the time as I said over in the heresy rumour thread, either we take an axe and hope we don't get killed before we strike, of we hope to get lucky and kill them before they can strike.

 

AP2 at init is available to:

 

IF - their solarium gauntlets... obviously not widely available, only likely to see them on characters or templar sergeants. On the other hand, they get to reroll 1s which is a problem.

 

 

unless it's changed in the new edition of the red book the solarite power gauntlet does not strike at init, it has unwieldy (it's a master crafted power fist with AP1 and without specialist weapon, so +1 attack for having a bolt pistol).

The priamry reason behind 2+ Saves on Sarges is to tank non-ap2 shooting.

 

Ive had it where the artificer armor on my sarge has tanked well over 20 shots and in one case, with fnp from an Apoth/primus, tanked 60 something hits from a Fury of the Legion all on his own.

 

Well worth 10 points if you ask me.

Totally forgot to mention this! But yeah, it's hella useful. Even if you save against two ap3 shots you've made to points back to a degree.

AA debatable all day but comes down personal choice. Can't say someone is wrong or taking or wrong for leaving it. Using it tank ap3 shots is subject approach as most ap3 has high enough S to ID what it hits. taking a apoc to giv FNP works. I am not 100% against issuing it just not something I cut points for. Stopping that many W in one round is pretty high on odds table, the dice must have loved you.

 

While skyhammer does grante charging when they arrive it's one trick pony and can be counter easy once someone knows what there facing. Prehpas I was bit over zealous when I said skyhammer on meth. But i think we got better set of rules than what skyhammer has to offer.

I feel we're allowed to be a little excited about this, so a bit of over zealousness isn't a crime.

I'm uber tempted to build some mk4 assault Marines and get trying this out. I've got enough tanks and dreads than cam be played as 30k BA too (hooray for red and black successor scheme) but I need the doods. Mk4 jump packs expensive though...

 

I feel we're allowed to be a little excited about this, so a bit of over zealousness isn't a crime.

I'm uber tempted to build some mk4 assault Marines and get trying this out. I've got enough tanks and dreads than cam be played as 30k BA too (hooray for red and black successor scheme) but I need the doods. Mk4 jump packs expensive though...

 

This might be expensive too but:

 

http://www.forgeworld.co.uk/en-CA/Legion-MKIV-Assault-Squad-Set

http://www.forgeworld.co.uk/resources/catalog/product/600x620/99590101314_LegionMkIVAssaultSquadSet.jpg

 

And I think this bundle saves you some money too.

At least you guys like the Jump Pack with Mk.4, I prefer the one with the Mk. 5. Yes, the Mk. 5 jump pack is different than the one on the Mk.2 marines. So I have been scouring interweb and horading Mk.5 Jump Packs, I think I have maybe 24.

Im thinking artificer armor is still useful on assault squad sergeants even if it's just to tank a few wounds from overwatch, I'm not sure I'll be bothering with a power weapon though. Int 5 on the charge which we should get with jump packs and wounding on 3s might allow us to get lucky with a failed armor save now and then. Seems a waste of our initiative boost by taking a power axe and power fists are pointless now unless going against T5+. One of my opponents plays death guard and will be slaughtering me in challenges at int 3, it's a real shame we can't use our sword on our sergeants but I guess that could be a little OP.

 

How is everyone else planning to equip their assault squads? A few combat shields, 2 swords and a couple of hand flamers for flavour is what I'm planning.

Its the same deal with Assault Squad Melta Bombs: Squad wide or Sarge Only.

 

So potentially devastating if you can charge 10 into AV, Devastatingly Hilarious when you get 20 onto a Titan despite their negative To-Hit Modifiers like on the Warlord.

 

Though, 10 Tank Hunter Metla Bomb Vets in a Dreadclaw will do the job better, its still something you can do but is very expensive.

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