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Somebody say Breachers?

Here the valiant Breachers of the Iron VII deal the Death Guard a solid blow!

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And again against the Iron Warriors:

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One Breacher filled with enough Zeal to make Sigismund proud, though the Tech Marines want words with him for sharpening the edge of his shield:

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Currently up to 35 with 5 to build.

Are the Invectarus Suzerains counted as breachers? :-P

Artillery does indeed hurt infantry in this game, but it just means you need to make good use of Heavy Support to thin out the enemy's vehicles that could hurt your troops...

Are the Invectarus Suzerains counted as breachers? :-P

Artillery does indeed hurt infantry in this game, but it just means you need to make good use of Heavy Support to thin out the enemy's vehicles that could hurt your troops...

Hmm I'd say not really. They're an uber assault unit really.

 

Breachers are Breachers. ;)

 

I'm not above discourse on Breacher themes of course.

 

Speaking of which; in an army with 2 big Breacher squads, does anyone have experience foot slogging Suzerains with a Praetor and a void harness?

OH MY OH MY, what a conveniently timed thread. Just as I finished up (bar re-doing the shields) my very first Breacher squad!

Represent, Eighteenth Legion!

 

 

http://i.imgur.com/NJHQ0Q0.jpg

 

Have at ye, Twelfth legion cur!

 

http://i.imgur.com/07ODbV6.jpg

It would make Iron Hands Breachers preeeeety strong at -2S from shooting...

Quiet, you, let me have this.

 

I might make more lists with some Immortals in. Yeah they're overcosted as hell, but they won't be dying anytime quick at the points levels I'm stuck at.

Starter for 10 Now here's some maths and list building:

Siege breaker, boarding shield, hammer, aa, 3× phosphex, attached to 20 breachers, 4 X graviton, aa, vexilla, thunder hammer.

Forgelord with rad, shield, thunder hammer, familiar, combi gun, attached to 20 X breachers, 4x chargers, breaching charge, aa, vexilla, thunder hammer = 1170

I'd maybe let them get to reroll failed saves against shooting attacks. I don't know why a single breacher shield would give a 4+ Invulnerable Save against an Orbital Bombardment. The -1 Strength thing isn't a massive thing.

  

It would make Iron Hands Breachers preeeeety strong at -2S from shooting...

Well -2S but only for templates, which are a coward's weapon anyway.

 

The 4+ invulnerable save won't help against other shooting. Just reduce effectiveness of cheese weapons. Sure, an orbital bombardment won't care about a guy with shield, but game balance could do with less armies of template doom...

 

Any other, out of the box suggestions? Rerolls sounds good but won't help against those silly Typhons etc.

What purpose does putting a Boarding Shield with Boarding Shield serves? I know we're the Breacher Team, but we're not needlessly stupid. We leave that for the Imperial Fists.

 

No real need for 3 Phosphex. You're unlikely to ever really need more than 2. The Graviton's inability to move and fire is a PITA. Could theoretically use a Cataphractii guy to give them SnP RAW, but good luck getting anyone to actually let you play that. You'd do better with a Vigilator with Combat Shield if you need a shield, or a "relic shield" in the form of a Refractor.

 

Talking of game balance about template blasts of doom - mech up. That's the answer. If you insist on running MEQ's into MEQ chewing weapons, then it kind of is to be expected to have your guys chewed up.

 

I don't personally think they need to be changed. They need a bit of finessing is all.

 

They are a unit you put in your enemies grill and make them hard to shift. Melee has been an answer to Iron Hands spamming 20 Man Tactical Blobs who used their FNP against S8 or lower to good effect post Betrayal.

 

I still fail to see what 3" thick slab of adamantium is going to do against a Cannon Shot from a Typhon, Orbital Laser, Meltacannon, or Phosphex. A slab is something to interpose between something. Such as how they're used today. You don't use Riot Shields to counter M1 Abrams. You use it to block against Small Arms fire within a narrow area.

 

Breachers have Hardened Armour, which makes them more resilient against Blasts, due to the nature of the Armour. A Breacher Shield gives you a small invulnerable save - it's that representation of hiding behind the shield which is represented by the Invulnerable, or the odd person being able to plant their shield into the ground to prevent being blown away like the nuclear explosion at the end of Pacific Rim. A flat 4+ Save is ridiculous.

 

I honestly don't have a problem with how they are applied already in game (with the exclusion of the Blind Grenade nonsense). I find them to be perfectly capable. Maybe a reduction in points (20-35pts), or the option to take Rhino's. Outside of that? That said, I'd personally drop the stupid stupid stupid points bloat applied to all legion forces ignored by every other army in 30K.

There's the alpha legion, infiltrate, siege breaker allows grav to reroll ones for the vehicle damage via tank hunter, I think that's blooming marvellous. Especially as you'd pretty much be in range.

Team breacher it's fluffy that's why. And you always take odd numbers, it looks nicer aesthetically.

I think you're onto something about small arms and Shields Hesh... Currently the Shield offers nothing against bolters, when really that's what they'd be used to defend against.

 

Maybe rapid fire weapons are -1S against them or something? That covers plasma and bolters and maybe a few other random things and won't affect mad instant death thresholds.

 

Or, actually, you could impose a -1 to hit for all weapons outside of 12 inches or something as you are more likely to hit a shield than an actual marine. Maybe only if they are ranked up though, sure they're then vulnerable to Typhons but what infantry isn't?

Perhaps just keep it as simple as a +1 bonus to Armour Save rolls taken against ranged weapons if the unit has not ran in the previous phase.

 

It means that AP3 or better doesn't lose it's lethality, but against AP4 or worse, they become moderately more tough provided they don't choose to move quick. It would help make the Imperial Fist Rite of War quite resilient (but still kind of suckish).

So far the tweaks in our league have been good- 200 points base, move-through-cover, and re-rolls for failed invuln saves. For Iron Hands we also ammended the rules for immortals- dropped the price on the squad, cheaper melta bombs, scoring, 1 power weapon for every 5models, and ability to re-roll all failed saves of 1 if they pass a leadership check at the start of a game turn. Combined with the breacher changes it's turned them into a reliable generalist. Very hard to shift and a tough midfield unit most units want to avoid getting bogged down fighting.

I fail to see how a 4+ invulnerable save against blasts is ridiculous yet a storm shield having a 3+ save is okay!

 

But I'm all for toning down. 5+ against blasts would still work wonders.

 

Stock FNP is easy too.

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