Indefragable Posted July 18, 2017 Share Posted July 18, 2017 (edited) Fair shout. I'm warming to the idea of Encarmine fury, maybe we just keep it non-vehicles/ building though. So basically anything Organic gets to FEEL THE FURY!Dreadnoughts have a bubblegum center and Necrons have minds that can be stabbed. I say everything feels the wrath! More on Encarmine Fury: Hidden Content Why I find it so beautiful is that it puts on competitive ground with any unit in the game. All T5 bike army? No problem. Thunderwolves got you down? No problem. Getting overwhelmed by Carnifexes? Wounding on no worse than 5's baby. Imperial Knights? Great Unclean One buffed to the max? Roll that five, it ain't alive! Suddenly needed D.C. reclaim some of their glory. They don't need as many swings since they are hitting that much harder by default. Etc.... ...and even if you prefer your BA to be dakka-centric, you can still shoot the enemy as he pushes towards you, letting him wither al the way before still having an edge in melee. Edited July 18, 2017 by Indefragable Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823342 Share on other sites More sharing options...
Charlo Posted July 18, 2017 Author Share Posted July 18, 2017 Yeah true, I does maximise that feel of Heroes taking down anything they put their mind to, I'm just a touch dubious of the limits. Obviously an extreme case but when base Marines are wounding TITANS on a 5+....... Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823345 Share on other sites More sharing options...
Silverson Posted July 18, 2017 Share Posted July 18, 2017 Fair shout. I'm warming to the idea of Encarmine fury, maybe we just keep it non-vehicles/ building though. So basically anything Organic gets to FEEL THE FURY! +1 to wound seems very strong, would +1 attack be a better trade off? Make us stronger against infantry (rightly so) without our tactical squads mowing down knights. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823351 Share on other sites More sharing options...
Blindhamster Posted July 18, 2017 Share Posted July 18, 2017 A flat "always on" +1 attack would be great. Would make everything we have that little bit more dangerous in combat. However, it won't happen. We will probably get +1 strength for one model once per game knowing GW:P Silverson 1 Back to top Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823367 Share on other sites More sharing options...
roodie Posted July 18, 2017 Share Posted July 18, 2017 Fair shout. I'm warming to the idea of Encarmine fury, maybe we just keep it non-vehicles/ building though. So basically anything Organic gets to FEEL THE FURY! +1 to wound seems very strong, would +1 attack be a better trade off? Make us stronger against infantry (rightly so) without our tactical squads mowing down knights. The problem with the +1 attack is that it only applies to close combat. Too narrow in scope I think, compared to the first two previewed chapter tactics. Part of an assault is actually using assault weapons - flamers and the like. Silverson 1 Back to top Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823368 Share on other sites More sharing options...
Indefragable Posted July 18, 2017 Share Posted July 18, 2017 (edited) Fair shout. I'm warming to the idea of Encarmine fury, maybe we just keep it non-vehicles/ building though. So basically anything Organic gets to FEEL THE FURY!+1 to wound seems very strong, would +1 attack be a better trade off? Make us stronger against infantry (rightly so) without our tactical squads mowing down knights.Sure, Tactical Marines would be punching Knights on 5's...but that knight has armor, and invuln, and a helluva lot of wounds. It's kind of like lasguns: sure they can hurt anything on 6's...but that does not mean they will. Besides, don't forget that said knight has :cuss -huge guns that will wipe that Tac squad off the board before they can even think about hurting it (let some in melee). It's really not as OP as it might first appear. Compare to Orkz, Nids, and even Black Templar who all have the speed and/or body count to survive Shooting 8th Ed style (hint: its brutal) in order to actually land a blow. We kind of have some speed, but we definitely don't have the numbers. Nor are our fancy units as inherently powerful as the SW, GK, or DA's. So how do we make a name for ourselves? Punching harder than anyone else, no matter what, no matter the target. Edited July 18, 2017 by Indefragable Silverson 1 Back to top Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823370 Share on other sites More sharing options...
Arkangilos Posted July 18, 2017 Share Posted July 18, 2017 I'm still a big fan of the run and charge roodie 1 Back to top Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823377 Share on other sites More sharing options...
roodie Posted July 18, 2017 Share Posted July 18, 2017 I'm still a big fan of the run and charge My favourite also so far. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823381 Share on other sites More sharing options...
Blindhamster Posted July 18, 2017 Share Posted July 18, 2017 I think looking at what black Templars get may help inform us a bit. As they're a traditionally close combat orientated chapter. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823388 Share on other sites More sharing options...
LutherMax Posted July 18, 2017 Share Posted July 18, 2017 I wonder if something around +1 Attack was pre-planned for the Codex, and that's why DC were knocked down a peg in the Index... [/conspiracy] Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823418 Share on other sites More sharing options...
roodie Posted July 18, 2017 Share Posted July 18, 2017 Not very likely, since the index entry will be invalid as soon as the codex arrives :-) Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823421 Share on other sites More sharing options...
roodie Posted July 18, 2017 Share Posted July 18, 2017 (edited) Well, the White Scars preview is up... Chapter tactics: +2" to advance, and can charge after falling back Korsarro Khan's ability: + STR for charging units Stratagem: they can advance, shoot and then charge Warlord trait: the warlord deals mortal wounds when charging. Cannot wait for the BA codex. Edited July 18, 2017 by roodie Dolchiate Remembrancer 1 Back to top Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823500 Share on other sites More sharing options...
Arkangilos Posted July 18, 2017 Share Posted July 18, 2017 I have the sinking feeling we are going to be the balancing codex and be when they decide to lower the power level of the codexes lol Quixus, Sun Reaver, Dolchiate Remembrancer and 3 others 6 Back to top Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823514 Share on other sites More sharing options...
Father Mapple Posted July 18, 2017 Share Posted July 18, 2017 So out of the 8 chapters in the codex Space Marines ( including black templars and crimson fists ) we have 2 exceptions to falling back, nerf to enemies ability to shoot, and for character, relics, it strategies, redeployment options, advance and charge, and rerolls to charges. That's a lot of the flavor of 8th edition that is being manipulated. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823545 Share on other sites More sharing options...
Charlo Posted July 18, 2017 Author Share Posted July 18, 2017 (edited) Salamanders are up too, via some sneaky URL changes... Every unit can re-roll one To Hit and To Wound Dice every time it Shoots or Fights. Sounds a little weak, until you realise things like Heavy weapons on the move in Tactical Squads and characters all just got a really nice little buff. Plasma too. I have the sinking feeling we are going to be the balancing codex and be when they decide to lower the power level of the codexes lol While it wouldn't be the first time, I don't think we can call that just yet. Really WS tactics still require them to get into combat and more importantly, for the opponent not to just fall back from them - so it's actually a bit niche in that regard. Edited July 18, 2017 by Charlo Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823549 Share on other sites More sharing options...
Charlo Posted July 18, 2017 Author Share Posted July 18, 2017 (edited) IMPERIAL FISTS: Ignore Cover on all attacs Re-roll to wound against Buildings BLACK TEMPLARS: Re-roll failed chargesIRON HANDS: FNP on a roll of a 6 Edited July 18, 2017 by Charlo Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823578 Share on other sites More sharing options...
9x19 Parabellum Posted July 18, 2017 Share Posted July 18, 2017 (edited) Wow, Imperial Fists & Iron Hands = poop. Edited July 18, 2017 by Rocmistro Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823610 Share on other sites More sharing options...
Arkhanist Posted July 18, 2017 Share Posted July 18, 2017 Iron hands get 6+ feel no pain. Having seen how meh that is for death company with the quantity of multi damage weapons now, they've kinda got the short end of the stick there. Though might be more useful if it applies to all vehicles (which would be fluffy, at least!) Looking at the wide range of abilities though, comparing say, white scars and ravenguard to fists and iron hands, I've got a horrible, horrible sinking feeling about what BA are going to get, eventually. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823615 Share on other sites More sharing options...
Xenith Posted July 18, 2017 Share Posted July 18, 2017 Army wide 6+fnp is a bit better than having it on a single unit. It's essentially and extra wound on anything with 6 or more wounds. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823639 Share on other sites More sharing options...
bc99 Posted July 18, 2017 Share Posted July 18, 2017 So out of the 8 chapters in the codex Space Marines ( including black templars and crimson fists ) we have 2 exceptions to falling back, nerf to enemies ability to shoot, and for character, relics, it strategies, redeployment options, advance and charge, and rerolls to charges. That's a lot of the flavor of 8th edition that is being manipulated. Yeah, I was thinking the same thing. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823706 Share on other sites More sharing options...
Blindhamster Posted July 18, 2017 Share Posted July 18, 2017 Iron hands get 6+ feel no pain. Having seen how meh that is for death company with the quantity of multi damage weapons now, they've kinda got the short end of the stick there. Though might be more useful if it applies to all vehicles (which would be fluffy, at least!) Looking at the wide range of abilities though, comparing say, white scars and ravenguard to fists and iron hands, I've got a horrible, horrible sinking feeling about what BA are going to get, eventually. how is it bad? seeing as its for every wound taken, it's actually pretty great on anything with multiple wounds for example, so characters, dreadnoughts and primaris stuff in iron hands get off pretty well! Main thing I'm thinking here, is that a lot of the 'bases' are already covered with all these armies, so unsure what BA would/could get. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823747 Share on other sites More sharing options...
Dont-Be-Haten Posted July 18, 2017 Share Posted July 18, 2017 With the WS stratagem, I doubt we get Advance then Assault, like I had hoped. Maybe it will be the Encarmine Fury esque rule. Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823878 Share on other sites More sharing options...
vahouth Posted July 18, 2017 Share Posted July 18, 2017 (edited) Here are the collected Chapter Tactics, to further help the speculation process. So far I think Ravenguard have the strongest one of the lot, followed by Ultras and Imperial Fists. Edited July 18, 2017 by vahouth Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823882 Share on other sites More sharing options...
halzet Posted July 18, 2017 Share Posted July 18, 2017 Blood Angels are difficult, as whilst they are Codex compliant, their genetic traits pull them very much towards the assault force they were during the Horus Heresy and Great Crusade. To avoid treading on other Chapters' toes, could always go for something that makes it harder to escape close combat from a Blood Angels unit. Maybe if all enemy units in close combat with a Blood Angels unit have fallen back from combat with that unit during the opponents movement phase, that Blood Angels unit may declare a charge against a single enemy unit at the end of the opponents movement phase. Though, might work more as a strategem...and maybe more Flesh Tearer-ish? Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823886 Share on other sites More sharing options...
The Unseen Posted July 18, 2017 Share Posted July 18, 2017 I'd rather they just give us something that lets us actually kill stuff in combat. Things can't run away when their dead. Ex. See Khornate Berzerkers, Ork Boyz, etc. Those units don't normally have to deal with the unit they charged running away, because if they made it into combat, that enemy unit is dead. Nothing we have comes anywhere close to that level of effectiveness for so cheap. Also, that's DE Wyches special rule already, and theirs is kinda bad, since they made it a roll-off, and wyches still die to a stiff breeze. Indefragable 1 Back to top Link to comment https://bolterandchainsword.com/topic/336745-ba-chapter-tactics-speculation/page/4/#findComment-4823898 Share on other sites More sharing options...
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