duz_ Posted April 9, 2019 Share Posted April 9, 2019 I believe they act as if fighting phase, so yes they get to do the pre and post attack consolidations Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5293748 Share on other sites More sharing options...
Santaclauswitz Posted April 9, 2019 Share Posted April 9, 2019 I believe they act as if fighting phase, so yes they get to do the pre and post attack consolidations So, if you find yourself with a vehicle and an infantry squad locked in close combat you could combine another infantry squad and use fix bayonets? Then if the attacking squad is wiped you could fire both vehicle and squad? Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5293763 Share on other sites More sharing options...
duz_ Posted April 9, 2019 Share Posted April 9, 2019 Yes, since Wassa pointed out there doesn't appear to be a restriction to acting normally afterwards (ie shooting) you could order the units to attack, clear the opposing unit and then fire again Kinda handy when you think about it :D Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5293775 Share on other sites More sharing options...
HallofStovokor Posted April 9, 2019 Share Posted April 9, 2019 I've never thought about combining squads that were locked in combat and giving them fix bayonets. That's not a bad idea. It could give you the extra attacks you needed to break kill enough enemies to free up a tank that was touched during consolidation. It's still a big risk to potential remove a squads worth of lasguns from shooting, but if they win the fight with fix bayonets, they can still shoot and a tank that was locked up could now shoot. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5293820 Share on other sites More sharing options...
Wassa Posted April 9, 2019 Share Posted April 9, 2019 ooh plan! I rarely use Consolidate Squads, especially as we don’t want to tie them up in combat, but as I’m trying out Catachans tomorrow I may give it a go! Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5293831 Share on other sites More sharing options...
CyberC1 Posted April 10, 2019 Share Posted April 10, 2019 30 Mordian conscripts would get my attention and work it's way up my target priority. More importantly 30 Mordian's in tight formation would look awesome! I prefer the extra reach of my steel legion rapid fire weapons. 27 and a bit inches rapid fire threat range without advancing when jumping out of transport. My distraction is 3 chimeras with: 2 infantry squads pretty bare, a plasma special weapons squad, an astropath, a primaris psyker, a company commander with a bolter, a company commander as warlord with the laurels of command and the vigilus trait, Eisenhorn and 3 acolytes with bolters. With the exception of the company commanders I chuck the infantry forward and move one chimera up in support. I consolidate the infantry squads. Psychic is: psychic barrier on the combined squad from the primaris, psychic maelstrom from the astropath, mental fortitude and either smite or dominate from Eisenhorn. Shooting would normally be the combined squad and the plasma squad being ordered by the warlord from a chimera, lots of combos possible especially when you factor in strategems like the steel legion reroll 1's can be handy sometimes but vengeance for cadia is fantastic on the combined squad. Plus you'll probably be ignoring cover because the astropath also has a 27 and a bit inch threat range with his ability. The acolytes are mainly there to stop the characters from being shot if the rest of the screen goes down, although they do tend to get ignored. I follow up the chimera that's moved with a grenade launcher command squad and another plasma special weapons squad which is ordered to mount up by the non warlord company commander. I'll also load up the other chimeras with infantry. Hopefully my opponent will be having to deal with a large squad of infantry that'll have a 3+ save to shooting and 4+ in close combat that can't battle shock and the knowledge that I'll do exactly the same the next turn. The emperor's blade assault company and the points reduction to chimeras have been very kind to my steel legion! How’d you get to a 3+ save from shooting? I thought psychic barrier gets you to 4+? Also why grenade launchers vs more plasmas to take advantage of the rapid fire trait? Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5293999 Share on other sites More sharing options...
sairence Posted April 10, 2019 Share Posted April 10, 2019 Psychic Barrier on top of being in cover gives you a 3+. Also"Take Cover" gives +1 to your armour save. So you could get to 2+ if everything was going together. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294002 Share on other sites More sharing options...
GuardDaddy Posted April 10, 2019 Author Share Posted April 10, 2019 Combining units before issuing orders is very effective technique. Tallarn can use ambush stratagem on 3 units - a throw away distraction is two infantry units and a platoon commander. Combine squad before orders, then one order works on the single combined unit. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294029 Share on other sites More sharing options...
Santaclauswitz Posted April 10, 2019 Share Posted April 10, 2019 Hi CyberC1. Sairence got it right with the take cover strategum. I forgot to put that in, my apologies. Plasma vs grenade launcher on the command squad.... lots of reasons. Firstly the battalion isn't short of rapid fire weapons that benefit from the doctrine. In my list I'm currently taking 3 plasma special weapons squads, 4 infantry squads worth of Lasguns and some bolters. Assault weapons make the squad a little more mobile and independent of orders, I don't mind the -1. From turn 2 onwards I try to keep as far away as possible from targets, whilst remaining in maximum efficiency range. Being 24" from the enemy is more safe than 18". 4 grenade launchers costs 1 point more than 1 plasma on vets. Grenade launchers are innocuous compared with plasma so they tend to not be targeted. It's the kind of squad that'll clear off the last couple of models off of an objective turn 5 to claim it but won't have done a lot up to that point. Finally I've lots of grenade launchers sitting around doing nothing and it seems the best way to use them! Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294359 Share on other sites More sharing options...
CyberC1 Posted April 10, 2019 Share Posted April 10, 2019 Hi CyberC1. Sairence got it right with the take cover strategum. I forgot to put that in, my apologies. Plasma vs grenade launcher on the command squad.... lots of reasons. Firstly the battalion isn't short of rapid fire weapons that benefit from the doctrine. In my list I'm currently taking 3 plasma special weapons squads, 4 infantry squads worth of Lasguns and some bolters. Assault weapons make the squad a little more mobile and independent of orders, I don't mind the -1. From turn 2 onwards I try to keep as far away as possible from targets, whilst remaining in maximum efficiency range. Being 24" from the enemy is more safe than 18". 4 grenade launchers costs 1 point more than 1 plasma on vets. Grenade launchers are innocuous compared with plasma so they tend to not be targeted. It's the kind of squad that'll clear off the last couple of models off of an objective turn 5 to claim it but won't have done a lot up to that point. Finally I've lots of grenade launchers sitting around doing nothing and it seems the best way to use them! Ah that definitely makes sense. Interesting usage... I've a number of grenade & plasma specialists so will have to play around with them. Was considering fielding 2 command squads with plasmas, consolidating the squad and then using "Take-Aim" strategem to deliver 16 3+ re-roll 1 shots from overcharged plasmas into folks, think that would be a nasty surprise coming out of a transport. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294371 Share on other sites More sharing options...
Santaclauswitz Posted April 10, 2019 Share Posted April 10, 2019 You can only combine the basic infantry squad, not infantry units so no combing command squads. I think of the reroll 1 to hit stratagem as an AND. So firing plasma after advancing AND reroll 1 to hit or first rank fire AND reroll 1 to hit. That's why I like the combination of the trait to allow you to issue orders from a transport and the laurels. Then it's possible to get frfsrf AND reroll 1 to hit AND reroll 1 to wound. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294375 Share on other sites More sharing options...
CyberC1 Posted April 10, 2019 Share Posted April 10, 2019 You can only combine the basic infantry squad, not infantry units so no combing command squads. I think of the reroll 1 to hit stratagem as an AND. So firing plasma after advancing AND reroll 1 to hit or first rank fire AND reroll 1 to hit. That's why I like the combination of the trait to allow you to issue orders from a transport and the laurels. Then it's possible to get frfsrf AND reroll 1 to hit AND reroll 1 to wound. ah huh - see the restriction now. poop. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294378 Share on other sites More sharing options...
MinoanFresco Posted April 11, 2019 Share Posted April 11, 2019 Get Cameleoline, Iron Discipline for officers and Close Order Drill to start. Those are all kinda automatic picks imo- then it's your choice of 2 from the list; Storm Troopers squads, Grenadiers, Special Weapon Squads, Heavy Weapon Squads, (these aren't all the choices, just the ones I'd recommend) Veterans, Drop Troops or Mechanized. What you get is high morale troops who can deep strike and hit with the same initiative as a Space Marine. Don't go Warrior Weapons, pls, the extra attack just ain't worth it. Plus you can't combine it with Drop Troops (my personal fav). Technically, you could combine WW with Light Infantry and/or Hardened Fighters, but seriously, who takes those anyway? I've heard some people go Cameleoline and Carapace Armor? but I don't think it's worth it. That's 90 points base for a guardsmen squad. Uh, no thanks. If you're going to go for something clever/clever, go Special Weapon Squads and Light Infantry with demo charges. Now your infiltrating tons of squads which can all chuck 3 pie plates each, supposing the enemy doesn't root them all out first. Still, all it takes is one good hit to mash a squad of Terminators... Thoughts? ~MinoanFresco Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294595 Share on other sites More sharing options...
sairence Posted April 11, 2019 Share Posted April 11, 2019 Intiative and pie plates? I think you're an edition behind buddy. :p Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294642 Share on other sites More sharing options...
Phubar Posted April 11, 2019 Share Posted April 11, 2019 For Fix bayonets order i think you dont get pre and post movements. You fight in cc as if it were the fight phase but pile in and consolidate are different substeps. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294655 Share on other sites More sharing options...
SteveAntilles Posted April 11, 2019 Share Posted April 11, 2019 Get Cameleoline, Iron Discipline for officers and Close Order Drill to start. Those are all kinda automatic picks imo- then it's your choice of 2 from the list; Storm Troopers squads, Grenadiers, Special Weapon Squads, Heavy Weapon Squads, (these aren't all the choices, just the ones I'd recommend) Veterans, Drop Troops or Mechanized. What you get is high morale troops who can deep strike and hit with the same initiative as a Space Marine. Don't go Warrior Weapons, pls, the extra attack just ain't worth it. Plus you can't combine it with Drop Troops (my personal fav). Technically, you could combine WW with Light Infantry and/or Hardened Fighters, but seriously, who takes those anyway? I've heard some people go Cameleoline and Carapace Armor? but I don't think it's worth it. That's 90 points base for a guardsmen squad. Uh, no thanks. If you're going to go for something clever/clever, go Special Weapon Squads and Light Infantry with demo charges. Now your infiltrating tons of squads which can all chuck 3 pie plates each, supposing the enemy doesn't root them all out first. Still, all it takes is one good hit to mash a squad of Terminators... Thoughts? ~MinoanFresco I think you're looking at a very old Codex. Doctrines have not been around for about 5 editions or so... Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5294897 Share on other sites More sharing options...
GuardDaddy Posted April 12, 2019 Author Share Posted April 12, 2019 I should have clarified in original post! 8th edition combo's only please But MinoanFresco will enjoy this image from 'back in the day'! when guard were really guard! Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5295284 Share on other sites More sharing options...
MinoanFresco Posted April 13, 2019 Share Posted April 13, 2019 I should have clarified in original post! 8th edition combo's only please But MinoanFresco will enjoy this image from 'back in the day'! when guard were really guard! YESH. Now that's old-school! Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5295861 Share on other sites More sharing options...
duz_ Posted April 13, 2019 Share Posted April 13, 2019 Let's get back on topic shall we :tu: Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5295865 Share on other sites More sharing options...
MinoanFresco Posted April 17, 2019 Share Posted April 17, 2019 Use Grenadiers when you're getting charged from very close range. Obviously very handy in tandem with Mordians. Link to comment https://bolterandchainsword.com/topic/354908-killer-combo/page/2/#findComment-5298160 Share on other sites More sharing options...
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