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In my mind he was supporting 2 squad of zerkers with a Dark Apostle. I guess I need to replace the DA with an Exalted Champ?

Or both?

10-20 Berzerkers with a dark apostle and exalted champion so you can reroll hits and wounds on all those great attacks.

Huron's aura would still work in the shooting phase where the apostle's doesn't.  Would let those berzerkers re-roll ones with the bolt pistols they won't have, and more importantly with the overcharging plasma pistols that they might have.

 

Of course, red coursair 'zerks are less likely to bother with plasma pistols, since you can't shoot those pistols when you're using the renegade trait to advance and charge, but sometimes you won't need the extra d6", and I've been hearing rumors that overcharged plasma is good this edition.

So is it just me, or does a slaaneshi chaos lord on a steed with two chain swords (for a total of 9 attacks) with the 'flames of spite' warlord trait (6+'s to wound deal mortal wounds in the fight phase) seem like a really cheap mortal wound battery? Use the "veterans of the long war" strategem for a 5+ and hilarity might ensue.

 

Alternatively, give it to a jugger-lord would also be pretty hilarious...

How about a pair of lightning claws so he can rerolls any failed to wound rolls and have some punch against things when not using the strategem. Some quick estimation has him putting 4 wounds on guilliman in one round of combat if you use the strategem...

And the murder sword is great, bit only against one enemy character. Otherwise it's nothing special.

While I like Lightning Claws a lot (my Lord has already built a reputation with them) they're probably better suited to chopping through infantry, though they do have a fair bit of utility so I think are a good all rounder build if you want choppy. They look cool too, let's not forget that :tongue.: However swords look cool as well and I think the Murder Sword's stats are pretty good but the character killing ability is really good. Select your opponent's beat stick character and you put a spanner in his works; either directly or indirectly :)

I'm really looking forward to using the synergy of Renegades with Warp Talons. That's another unit I've been a sucker for since they came out. But this army, and perhaps World Eaters probably benefit this most since they may even be joining a T1 assault. Ovrewatch from some units is no joke, and I imagine that preemptively this is going to be almost mandatory when Tau get their codex.

I haven't seen any vehicle upgrades in the Space Marine Codex unfortunately. Tho I haven't exactly paid attention to them either but I think I would've noticed in the loyalist threads if they returned. ^^

 

There aren't any in there that I have found, though you can still add Storm Bolters and Hunter-Killer Missiles to stuff, but no Extra Armour or anything like that. I guess the closest is the Repulsor where you have the option to trade out its Auto Launchers (re-usable Smoke Launchers) for weapons, which is kind of like vehicle upgrades, ish.

So sounds like the dringe caster will not be making a return which is a shame given that rhinos are more durable now they'd be excellent for providing a no overwatch bubble.

 

Rhinos already provide effective overwatch protection just by charging and absorbing it themselves.  I'd like to see dirgecasters back - along with general non-weapon, non-artifact wargear for both characters and vehicles (the inability to give the Exalted Champion an invulnerable save is a pretty critical gap given its secondary role of hero-hunting) - but I'd kind of rather the dirgecaster did something else.  Another stacking leadership debuff would have been cool, imo.

 

Honestly, GW's recent trend of "no gear or options without bespoke models" really does hurt us a lot, since it leaves us without invulnerable saves for characters that don't come with them by default due to our lack of storm shields, as well as a lack of effective dueling weaponry outside of artifacts, since apparently we're not allowed to have master crafted weapons, nor are there generic daemon weapons.

The Plague Flail that the Plague Marines now get to use seems really cool. But how does it work? I roll for the attacks. I roll to hit, roll to wound. And if that wound isn't saved a model suffers 2 damage. If it only has one wound then the second wounds carries over. But does my opponent get to roll a save again for that wound? Or does he only get one chance and if he fails he loses e.g. two Space Marines?

 

With some previews to the Grey Knight codex we can see that they retain many of the classic strategems from the SM Codex, with the wording appropriately changed. Example: Only In Death Does Duty End let's a SM character fight or shoot once again before it is slain. For the GK it is "A Grey Knight character [...]". 

 

That's good news to me since it means we can expect the Death Guard and Thousand Sons to get access to the strong generic stratagems like the one giving a unit +1 to wound etc.

 

 

So sounds like the dringe caster will not be making a return which is a shame given that rhinos are more durable now they'd be excellent for providing a no overwatch bubble.

Rhinos already provide effective overwatch protection just by charging and absorbing it themselves. I'd like to see dirgecasters back - along with general non-weapon, non-artifact wargear for both characters and vehicles (the inability to give the Exalted Champion an invulnerable save is a pretty critical gap given its secondary role of hero-hunting) - but I'd kind of rather the dirgecaster did something else. Another stacking leadership debuff would have been cool, imo.

 

Honestly, GW's recent trend of "no gear or options without bespoke models" really does hurt us a lot, since it leaves us without invulnerable saves for characters that don't come with them by default due to our lack of storm shields, as well as a lack of effective dueling weaponry outside of artifacts, since apparently we're not allowed to have master crafted weapons, nor are there generic daemon weapons.

Good point about rhinos. Yeah the disappearence of a lot of gear is quite sad to see, even stuff that wasn't great like gifts of mutation I miss having the option to take. Add onto that apparently models cant take bolters, a close combat weapon and a pistol anymore for no reason. Particularly irkesome for models like all the DV chosen which specifically modeled with all three. I suppose GW thought adding in stratagems they needed more room in the codex so perhaps they just decided to nix a lot of wargear.

I'm really looking forward to using the synergy of Renegades with Warp Talons. That's another unit I've been a sucker for since they came out. But this army, and perhaps World Eaters probably benefit this most since they may even be joining a T1 assault. Ovrewatch from some units is no joke, and I imagine that preemptively this is going to be almost mandatory when Tau get their codex.

The problem is WTs only get the immunity from overwatch in the turn they deepstrike, which doesn't really benefit from advancing and charging.

Was there any formerly available gear missing from the space marines index list that is back in their 8th ed codex?

 

Don't think so. They actually lost a lot of things in the codex that they had in the Index, like most of their dreadnought weapon options.

 

I'm really looking forward to using the synergy of Renegades with Warp Talons. That's another unit I've been a sucker for since they came out. But this army, and perhaps World Eaters probably benefit this most since they may even be joining a T1 assault. Ovrewatch from some units is no joke, and I imagine that preemptively this is going to be almost mandatory when Tau get their codex.

The problem is WTs only get the immunity from overwatch in the turn they deepstrike, which doesn't really benefit from advancing and charging.

Sadly this. I can't see any synergy with the Renegade trait.

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