Charlo Posted December 4, 2017 Share Posted December 4, 2017 Regular Assault squads might see some fun use in MSU with 2 Plasma and a Combi-Plas? That's not insignificant shooting power and you could combine them together with auras and what not. Can be in a transport or deep strike into Rapid Fire Range! Link to comment Share on other sites More sharing options...
Quixus Posted December 4, 2017 Share Posted December 4, 2017 Regular Assault squads might see some fun use in MSU with 2 Plasma and a Combi-Plas? That's not insignificant shooting power and you could combine them together with auras and what not. Can be in a transport or deep strike into Rapid Fire Range! Since they aren't in the troops slot I doubt their marginally lower cost would make them more attractive than company veterans. Link to comment Share on other sites More sharing options...
JamesI Posted December 4, 2017 Share Posted December 4, 2017 Regular Assault squads might see some fun use in MSU with 2 Plasma and a Combi-Plas? That's not insignificant shooting power and you could combine them together with auras and what not. Can be in a transport or deep strike into Rapid Fire Range! can't take combi weapons on assault sergeants Link to comment Share on other sites More sharing options...
Aothaine Posted December 4, 2017 Share Posted December 4, 2017 Regular Assault squads might see some fun use in MSU with 2 Plasma and a Combi-Plas? That's not insignificant shooting power and you could combine them together with auras and what not. Can be in a transport or deep strike into Rapid Fire Range! can't take combi weapons on assault sergeants Ohhh dang... can you take a plasma gun? Link to comment Share on other sites More sharing options...
brother_b Posted December 4, 2017 Share Posted December 4, 2017 Regular Assault squads might see some fun use in MSU with 2 Plasma and a Combi-Plas? That's not insignificant shooting power and you could combine them together with auras and what not. Can be in a transport or deep strike into Rapid Fire Range! can't take combi weapons on assault sergeants Ohhh dang... can you take a plasma gun? I think you can only take pistols. One of my Sgts. has a plasma pistol. Link to comment Share on other sites More sharing options...
Brother Crimson Posted December 4, 2017 Share Posted December 4, 2017 (edited) Keep in mind inceptor shot heir price down quite a bit.221 177pts for 6d3 plasma shots113 for 5 shots for assault squadAssault might be better to fill brigade slots but inceptor have some advantages like t5.I still prefer the Bolter inceptor for their price but I think CA made them playable Edit: inceptors are enev cheaper than I tought! Edited December 4, 2017 by Brother Crimson Link to comment Share on other sites More sharing options...
Pendent Posted December 4, 2017 Share Posted December 4, 2017 Plasma Inceptors are a bit shy of 180 pts for a squad of 3, for the record. They also have better range. I'd say they're very much a no-brainer over plasma assault marines. BLACK BLŒ FLY 1 Back to top Link to comment Share on other sites More sharing options...
Charlo Posted December 4, 2017 Share Posted December 4, 2017 100%! Didn't realise they were so cheap. Link to comment Share on other sites More sharing options...
Pendent Posted December 4, 2017 Share Posted December 4, 2017 There's a reason I've been talking both varieties of Inceptors up every chance I get. They exist in this perfect sweet spot of firepower, durability, synergy and cost. Link to comment Share on other sites More sharing options...
Panzer Posted December 4, 2017 Share Posted December 4, 2017 Inceptors are all around awesome (remind me VERY much of plasma crisis suits tbh). Their only weakpoint is the model for me. It's the only Primaris unit I can't seem to fully like. ^^ brother_b and Silas7 2 Back to top Link to comment Share on other sites More sharing options...
Pendent Posted December 4, 2017 Share Posted December 4, 2017 Inceptors are all around awesome (remind me VERY much of plasma crisis suits tbh). Their only weakpoint is the model for me. It's the only Primaris unit I can't seem to fully like. ^^ I didn't like mine until I actually started painting them up, now I adore them. They don't look as chunky as they do in picture, just solid. They really give the sense of being something that could survive reentry. Link to comment Share on other sites More sharing options...
brother_b Posted December 4, 2017 Share Posted December 4, 2017 Inceptors are all around awesome (remind me VERY much of plasma crisis suits tbh). Their only weakpoint is the model for me. It's the only Primaris unit I can't seem to fully like. ^^ Yup. I hate the model. I have meltas on my assault squads. On second thought, it's not really the model per se, it's more the loopy, uncontrolled look of them while they are "in flight". Link to comment Share on other sites More sharing options...
Panzer Posted December 4, 2017 Share Posted December 4, 2017 I actually think their flight looks very controlled. They just don't give a very agile vibe. More like flying Terminators than Jump Pack Marines. Pendent 1 Back to top Link to comment Share on other sites More sharing options...
Panzer Posted December 4, 2017 Share Posted December 4, 2017 Interestingly enough I think I'd like the look of Intercessors more if they were a melee unit. :D Link to comment Share on other sites More sharing options...
Irbis Posted December 4, 2017 Share Posted December 4, 2017 chaplain has options, because there are multiple chaplain kits. there is only one "sanguinary priest" kit. Technically, two now: Link to comment Share on other sites More sharing options...
Crimson Ghost IX Posted December 4, 2017 Share Posted December 4, 2017 I knew the good guys were in trouble when Bone took off the Christmas Jumper and invoked Khorne ... I have a feeling that doing both DC and Sanguinary Guard with Dante also hurt. Link to comment Share on other sites More sharing options...
Frater Cornelius Posted December 4, 2017 Share Posted December 4, 2017 I knew the good guys were in trouble when Bone took off the Christmas Jumper and invoked Khorne ... I have a feeling that doing both DC and Sanguinary Guard with Dante also hurt. Shows the difference. Khorne Berserkers are a consistent unit for longer games. JP-heavy BA will want to try and end it in the first few turns, lest they lose steam. Crimson Ghost IX 1 Back to top Link to comment Share on other sites More sharing options...
Crimson Ghost IX Posted December 4, 2017 Share Posted December 4, 2017 I knew the good guys were in trouble when Bone took off the Christmas Jumper and invoked Khorne ... I have a feeling that doing both DC and Sanguinary Guard with Dante also hurt. Shows the difference. Khorne Berserkers are a consistent unit for longer games. JP-heavy BA will want to try and end it in the first few turns, lest they lose steam. A valid concern. One can get too flashy and lack stamina indeed. The slow blade penetrates the shield... DCDN & Rhinochasis based something for me to start I think. Backed up with a few key flash units Khorne can only dream of... =) Link to comment Share on other sites More sharing options...
Panzer Posted December 4, 2017 Share Posted December 4, 2017 I don't see how Berzerker are any more consistent than our JP melee units tho? We only lose steam when we get stuck in a unit or get shot to bits. Two things Berzerker would suffer just as much from. While Berzerker are less likely to get stuck we have a much easier time to chose our fights so I'd say it's a draw there. And our units are actually more durable (6+ FnP, Stormshields or 2+ armor anyone? A tasty 5+ FnP standard on top of that armor maybe?) so we aren't eas easily shot to bits than Berzerkers. Sure it all costs points but that's how balance works. Late game when all the units are scattered across the board Berzerker would struggle getting anywhere without a transport while our JP units would have much less of a problem to keep charging the enemy. Especially with the Wings of Fire Stratagem. Crimson Ghost IX 1 Back to top Link to comment Share on other sites More sharing options...
Crimson Ghost IX Posted December 4, 2017 Share Posted December 4, 2017 (edited) I don't see how Berzerker are any more consistent than our JP melee units tho? We only lose steam when we get stuck in a unit or get shot to bits. Two things Berzerker would suffer just as much from. While Berzerker are less likely to get stuck we have a much easier time to chose our fights so I'd say it's a draw there. And our units are actually more durable (6+ FnP, Stormshields or 2+ armor anyone? A tasty 5+ FnP standard on top of that armor maybe?) so we aren't eas easily shot to bits than Berzerkers. Sure it all costs points but that's how balance works. Late game when all the units are scattered across the board Berzerker would struggle getting anywhere without a transport while our JP units would have much less of a problem to keep charging the enemy. Especially with the Wings of Fire Stratagem. Absolutely true =) It comes down to the way they hide in their metal bawkses (Rhino) and force the charge. My primary opponent is a khorne flake. Metal bawkses are good stuff *nod. I have beaten Bezerkers with the index list so I am not saying they are clearly superior or anything. They will eat your lunch if you let them charge you. It's a dance for sure. Edited December 4, 2017 by Crimson Ghost IX Link to comment Share on other sites More sharing options...
The Unseen Posted December 4, 2017 Share Posted December 4, 2017 (edited) BeZerkers with chainaxes in a rhino are, point for point, still better than anything we can muster even with the new dex. Having a unit that can put out 6 (8 on the charge if they are WE) Str6 -1AP per model for 17 pts a pop is ridiculously effecient and scary. But we do have some very nice new tricks, and fighting something like Khorne, or Orks, or even Nids, we're going to need serious fire support to back up our tricks, and not throw ourselves willingly into their chainaxes/choppas/claws, like the BA player did. He had what, 3 actual threats? Sanguinary Guard, DC, and libby dread? With 4 additional characters, and then 15 tacs with short range weapons only, and 3 razorbacks, again with short ranged weapons. Nothing to pop vehicles or monsters at range, low model count, quarter of the army in support HQS+Dante. Drop Dante, the tacs+razors for melee scouts, and 2 quad Las preds, and already the list looks way better. Edit: and rather than split his forces and hit back right flank sang guard turn 1 and run libby dread and DC up the middle right, shouldve held back a turn, and then used mobility to collapse on a flank. drop the guard on the left flank to join up with the libby and DC charge turn 2. Suddenly those helbrutes and the juggerlord are a non factor for 2+ turns except their lascannons. Edited December 4, 2017 by The Unseen Crimson Ghost IX, Morticon, Chaplain Gunzhard and 1 other 4 Back to top Link to comment Share on other sites More sharing options...
Pendent Posted December 5, 2017 Share Posted December 5, 2017 Any game where you find yourself eating a bunch of charges from beserkers is one you've probably already lost. I think he might have been able to make a win if he'd kept some of his assault units in reserve and used them to hit the beserkers after baiting them out but it would have been an uphill battle. It doesn't matter how good your army is in assault, you still need a backfield to pop transports and the like so that your assault units can stab the soft insides. Using assault for destroying hard targets is even less dependable now that it was back during 7th. Link to comment Share on other sites More sharing options...
Booley Posted December 5, 2017 Share Posted December 5, 2017 Any game where you find yourself eating a bunch of charges from beserkers is one you've probably already lost. I think he might have been able to make a win if he'd kept some of his assault units in reserve and used them to hit the beserkers after baiting them out but it would have been an uphill battle. It doesn't matter how good your army is in assault, you still need a backfield to pop transports and the like so that your assault units can stab the soft insides. Using assault for destroying hard targets is even less dependable now that it was back during 7th. Ehh, I'm not sure about that, at least if done right. A 10-15 man death company squad can completely surround a rhino and stands a pretty good chance of destroying it, especially if you damage it first. Positioned right whatever's in the rhino won't be able to disembark and will all die. But you're probably only going to be able to do that to one target a game, so you definitely still want some shooting. Link to comment Share on other sites More sharing options...
Chaplain Gunzhard Posted December 5, 2017 Share Posted December 5, 2017 I saw this mentioned earlier, but as far as I understand that's not really how it works anymore. There are no exit points on transports in this edition. They just need to deploy within 3"(?) of the vehicle body. Unless you're bringing a huge crowd of DC I don't think this works. Now a gigantic mob of Nids could blanket the entire area and pull this off however. Morticon 1 Back to top Link to comment Share on other sites More sharing options...
Pendent Posted December 5, 2017 Share Posted December 5, 2017 It might be possible to surround a transport with DC with a good roll for that 3d6 charge distance but it will never be reliable, and really who brings just one rhino full of nasties? Link to comment Share on other sites More sharing options...
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