Jump to content

Recommended Posts

Scout bikers are looking very interesting with the new rules, 6 shots per model at range 12 and all of them coming with combat knives. They should fit in nicely with the fnp banner. With the large amount of str3/4 shooting being so popular these days that T5 makes them quite durable for the points. 

I'm going to put a solid fire base down on the table. This will consist of dev squads in cover, hell blasters, and troop choices (either small Tac squad with las/missle, or scouts), and dreadnoughts. I love dreadnoughts.

 

I will then have the mobile strike force part of the army. This will of course be DC, Sang, assault squads.

 

Leadership will consist of mobile captains and librarians, as well as whatever named character is necessary (Lemartes, for example).

 

I think having a captain with JP sitting within range of devs/hellblasters for the initial turn will be key. This will allow some sweet shooting and will have a big chunk of the force off the table in reserve in case we lose first turn. With the jump pack stratagem I can instantly redeploy the captain when the drop portion of my army arrives.

 

I'm also considering a drop pod with devs as another support element for when my assault element arrives. I'm deciding how to fill the pod. Maybe sternguard with storm bolters or their regular bolters++.

 

I've got enough games now to know the limitations of my army: it's so few models on the board, CP starved. I'll only have a chance for probably one strong move using the BA stratagems. It's got to be decisive. 

 

Anyway, just initial thoughts. I think the try for a first turn alpha strike will be doable with BA. I just don't think it's the best way. Fire and movement, coupled with well-timed brutal assaults will carry the day.

 

I've already begun working on my DC jump pack captain. I'm excited.

I got 10 Hellblasters because honestly, they're cool as heck (also because only 3 Inceptors cost almost as much £££...)

 

With the new codex in mind, what can I do with them that's interesting?

 

Which type of Plasma is best?

Rapid fire is almost always best.

 

Assault can be good for dealing with heavy infantry but gets less effective vs tougher stuff obviously.

 

The heavy ones look awesome and do provide a rare high strength weapon for pure primaris, but the loss in mobility coupled with only ever one shot will make you miss the rapid fire version.

 

I got 10 Hellblasters because honestly, they're cool as heck (also because only 3 Inceptors cost almost as much £££...)

 

With the new codex in mind, what can I do with them that's interesting?

 

Which type of Plasma is best?

Rapid fire is almost always best.

 

Assault can be good for dealing with heavy infantry but gets less effective vs tougher stuff obviously.

 

The heavy ones look awesome and do provide a rare high strength weapon for pure primaris, but the loss in mobility coupled with only ever one shot will make you miss the rapid fire version.

 

Agreed, I'd go always for the Rapid Fire one.

The Heavy version could be used as a stand-in Lascannon team but only badly. So yeah it really is Rapid Fire all the way imo.

 

 

I got 10 Hellblasters because honestly, they're cool as heck (also because only 3 Inceptors cost almost as much £££...)

 

With the new codex in mind, what can I do with them that's interesting?

 

Which type of Plasma is best?

Rapid fire is almost always best.

 

Assault can be good for dealing with heavy infantry but gets less effective vs tougher stuff obviously.

 

The heavy ones look awesome and do provide a rare high strength weapon for pure primaris, but the loss in mobility coupled with only ever one shot will make you miss the rapid fire version.

 

Agreed, I'd go always for the Rapid Fire one.

The Heavy version could be used as a stand-in Lascannon team but only badly. So yeah it really is Rapid Fire all the way imo.

 

Yeah seems what I thought. 

 

Heavy ones are okay until you see only 1 damage/ 2 with overcharge (that doesn't even resolve the shot still on a 1...!)

 

Okay Rapid Fire it is (maybe with magnetized power packs for heavy if I feel the need).

When looking at the stratagem ”strike of the archangels” it seems to me like it is possible to start the game in a transport and then play the stratagem when the terminators disembark. A full terminator unit rerolling hit rolls for both shooting and close combat is decent. 10 of them disembarking from an assault ram would to lots of damage, but is expensive.

Scout bikes are one of the hidden gems of this edition. It’s insane what thy bring for 75pts. I think a power axe Sgt takes them to even crazier levels. Within 12”:

-12x S4 shots

-6x S5 shots

-4x melee attack’s wounding on 3’s (cuz you’re pretty much harassing MEQ/GEQ)

-2x melee attack’s wounding on 2’s with AP-2

 

...moving 14”+ per Turn...

 

...for 75pts.

 

In terms of Command Points, a couple of the above mixed in with meltacide ASM (still effective!) gives you some solid MSU to move around the margins.

 

For Heavy Support, either Devs or Predators for that delicious dakka or go auxiliary-Tacticals by running 65pf Dev squads naked. You lose OBSEC but their role is to hide on backfield Obj and die as slow as possible. SM are still great at that with 2+ save in cover. Heck, even a single heavy weapon on them is great due to the Sgt’s Signum.

 

Elites we don’t have to worry about since HALF the units in our army are in there.

 

Troops are straight forward:

-Scouts for cheap board control

-Tacticals for MSU double melta/plasma/flame and if you want LoS-blocking (screen that DC bomb!) Rhinos or Assbacks

-Primaris if you’re into that sort of thing

 

HQ’s flavor to taste, though I think it’s almost guaranteed we’ll all be running an Assassin Capt (TH+ Combi-melta) with Angel’s Wing or such. Wings of Fire + Angel’s Wing is just downright dirty.

 

Voila! A Brigade in the making. Spend your points where go think they’re most valuable.

 

Fresh cracked pepper, anyone?

Edited by Indefragable

^ Well put buddy! ^

 

DC Buff Character + Angel's Wing + Thunder Hammer

OR Dante

OR Sanguinor

OR whatever you please that FLYs

 

Wings of Fire + 3D6 Charge Strat + whatever other Gravy I'm forgetting...

 

Does that mean we can zoop someone across the field to totally murder whatever we want with a very good chance of doing so...?

 

Yes a fair few CP but later on in the game could be downright devastating not to mention bloody amazing.

I still vehemently argue Dante is worth taking despite receiving less than impressive treatment in our new codex.  Does Dante deserve better?  Absolutely.  However, I argue he's an extremely viable option for our army.  His reroll hits aura can go practically anywhere just by using Upon Wings of Fire for a measly 1 CP.  To my knowledge no other army has this kind of support flexibility.  He can buff devs, razorbacks, and predators early game then fly almost anywhere on the table to buff other elements of the army.  Likewise he can support necessary alpha strikes then fly away from danger to buff our fire support elements.  He can be anywhere he needs to be, precisely when he needs to be, to buff units that you absolutely need to perform well.  He gives you options and forces your opponent to guess where he's going to go next.  Plus he's no slouch in close combat either.  Is he overcosted for what he provides?  Maybe.  But I guarantee he'll make up a decent chunk of those points just simply standing by our long range fire support elements for a turn.

 

Here's a simple pseudo-list just off the top of my head (edited):

 

1 Dante

1 Priest(JP)

1 Libby (JP)

 

10 Vanvets (x2 storm shield, thunder hammer, x3 powersword)

 

5 Tac (lascannon)

5 Tac (lascannon)

5 Tac (lascannon)

 

1 Razor (twin-lascannon, hunter-killer)

1 Razor (twin-lascannon, hunter-killer)

1 Razor (twin-lascannon, hunter-killer)

 

5 Assault (JPs, x2 melta or plasma) 

5 Assault (JPs, x2 melta or plasma) 

5 Assault (JPs, x2 melta or plasma)

 

Heck, you could even swap out the priest or libby for Lemartes and the vanvets for a 15 man death company squad for a first turn alpha strike option or whatever makes them move+advance before first turn option.  The assault squads can deep strike supported by Dante turn 1 or deep strike turn 2 after Dante is done supporting the long range firebase.  They can even remain on the board for late game use.  The point is Dante gives us strong options and can support our dakka and choppa with ease.

Edited by Zynk Kaladin

While Dante can do that fantastically and uniquely, he requires the use of a stratagem to do so.

The counter argument here is that the same can be said for pretty much anything in our Codex (DC strat, LE, strat, and so on).

Any love for the new units (re: hunter, Stalker, guntalon, inceptor).

 

Been contemplating fitting some in with my "mechnoughts". The hunter looks sick but have anyone used it?

 

Whilst I'm glad we have some AA and some cheaper Flyers, I have no idea what I think about them for the moment or how I'd use them...

Any love for the new units (re: hunter, Stalker, guntalon, inceptor).

 

Been contemplating fitting some in with my "mechnoughts". The hunter looks sick but have anyone used it?

I'm on the look out for a discount Hawk/Talon if I find one, but I've got other stuff to paint before they'd become something I'd buy at even webstore prices.

 

The Hunter/Stalker I'm torn on as the Hunter looks better, but the stalker seems more effective, so I wouldn't be happy building either.

 

 

Any love for the new units (re: hunter, Stalker, guntalon, inceptor).

 

Been contemplating fitting some in with my "mechnoughts". The hunter looks sick but have anyone used it?

Whilst I'm glad we have some AA and some cheaper Flyers, I have no idea what I think about them for the moment or how I'd use them...

Stormhawk looks great in red.

 

Any opinions on Sternguard? I liked them in vanilla marines at least. Great dakka.

I'm thinking I'll take a squad of 10 in a drop pod for my first list. I really like that strategem that gives them +1 to wound.

 

 

Not to shill too much for our lovable chapter master, but consider taking the old man for those hit rerolls! :biggrin.:

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.