Jump to content

Codex: Space Marines 2.0 speculation & discussion


Guest Triszin

Recommended Posts

 

So by those rules, I could pick ultramarines as the founding chapter of the blood ravens, and then pick a not ultramarine tactic?

Yeah - think of it like a test.

 

Step 1: is it officially an Ultramarine successor? (For Blood Ravens, no)

 

Step 2: Is your Chapter tactic chosen using Inheritors of the Primarch? (If yes, you are the successor of whatever chapter tactic you chose, if no...)

 

Step 3: Otherwise, you can choose to be an Ultramarine successor

 

This is also true of the White Scars supplement (they basically have the same page).

 

Thanks for that but actual there is so much infomration around whichs confusing me.

 

So, I can choose respectively I can determine my chapter is a Ultramarine successor chapter and than I can choose 2 Chapter Tactics from the customize Chapter Tactics list and I get all relics, Strat Gems, Doctrines (specically the Scions of Guilliman) from the Ultramarine supplement?

 

Is this correct?

I get all relics, Strat Gems, Doctrines (specically the Scions of Guilliman) from the Ultramarine supplement?

 

Is this correct?

Almost.

 

You get all of those, but the Relics are split into two sections:

* Special Issue Wargear (for both Successors and the First Founding Chapter)

* Relics (which are for only the First Founding Chapter, but there is a one use stratagem to get a single one of these for Successors)

 

Additionally, Successors can't use special characters and unique units (as far as I am aware; someone please correct me if I'm wrong)

 

They have a movement of 6-11 and can fire their guns without penalty. How are they slow? They're stationary and firing twice or moving quite quickly and firing once.

They have a move of 5" if they want to shoot twice because Scions does not apply if you advance or fall back. For everyone else, if they want to maximize their ranged damage they have to stand still.

 

But if they also want to maximize their melee, they have to move.

 

They cannot maximize their damage potential in both areas all the time. They must choose. Ultras have to choose less frequently, but it's still a trade off. 50% of their ranged potential but you're creating a good chance to use the fists, or you abandon melee and maximize ranged dakka. Pretty slow.

Essentially what I said.

 

They dont have 1 special rule. They have 2. They can stand still and shoot twice or they can move and advance and shoot once without penalties.

 

They're slow if you opt to ignore one of their rules in favour of another.

 

If you use the move, advance, shoot with no penalties rule to position them (likely necessary due to short range) they are not slow. If you use the other rule, they're stationary/immobile which isn't slow either, its flat out not moving.

Why didn't GW give the "assault vehicle" to repulsors??? why?? In fact, they just nerfed them by 30 points. Well, for the executioner, maybe ok. But the standard repulsor really didn't need this point increase. I don't get it.

Model wise, that's quite clear - jumping off a pickup's platform is simply quicker than opening a door/hatch and climbing out the rear/side. Question is, why didn't they give it to the LandSpeeder Storm and those vehicles with an Assault Ramp.

 

The Repulsor (unlike the Impulsor) is a heavy support vehicle that can coincidentally transport something. If you want it faster, cheaper and assaulty-er, buy an Impulsor.

 

Sales wise, this is indeed an annoying move - if the Impulsor had been out first, people just needing a transport wouldn't have bothered with a Repulsor.

If the Repulsor Executioner had been out first, people needing firepower wouldn't have bothered with a regular Repulsor too.

So they wait until everyone has bought spades of Repulsors, then release the more specific solutions. Which is why everyone is now disappointed with the regular Repulsor, but that's the game GW decided to play. So yeah - instead of complaining online, I prefer to vote with my wallet and simply not buy that stuff.

Model wise, that's quite clear - jumping off a pickup's platform is simply quicker than opening a door/hatch and climbing out the rear/side. Question is, why didn't they give it to the LandSpeeder Storm and those vehicles with an Assault Ramp.

 

The Repulsor (unlike the Impulsor) is a heavy support vehicle that can coincidentally transport something. If you want it faster, cheaper and assaulty-er, buy an Impulsor.

 

Sales wise, this is indeed an annoying move - if the Impulsor had been out first, people just needing a transport wouldn't have bothered with a Repulsor.

If the Repulsor Executioner had been out first, people needing firepower wouldn't have bothered with a regular Repulsor too.

So they wait until everyone has bought spades of Repulsors, then release the more specific solutions. Which is why everyone is now disappointed with the regular Repulsor, but that's the game GW decided to play. So yeah - instead of complaining online, I prefer to vote with my wallet and simply not buy that stuff.

The Regular Repulsor is more valuable than ever to me!

 

How else will I transport 5 Gravis or 10 Hellblasters?

 

Model wise, that's quite clear - jumping off a pickup's platform is simply quicker than opening a door/hatch and climbing out the rear/side. Question is, why didn't they give it to the LandSpeeder Storm and those vehicles with an Assault Ramp.

 

The Repulsor (unlike the Impulsor) is a heavy support vehicle that can coincidentally transport something. If you want it faster, cheaper and assaulty-er, buy an Impulsor.

 

Sales wise, this is indeed an annoying move - if the Impulsor had been out first, people just needing a transport wouldn't have bothered with a Repulsor.

If the Repulsor Executioner had been out first, people needing firepower wouldn't have bothered with a regular Repulsor too.

So they wait until everyone has bought spades of Repulsors, then release the more specific solutions. Which is why everyone is now disappointed with the regular Repulsor, but that's the game GW decided to play. So yeah - instead of complaining online, I prefer to vote with my wallet and simply not buy that stuff.

The Regular Repulsor is more valuable than ever to me!

 

How else will I transport 5 Gravis or 10 Hellblasters?

 

 

Gravis will go into my Repulsor, yeah ... but Hellblasters will go in my shiny new Impulsor so I can drop them into rapid fire range, ideally somewhere in cover, turn 1 and shoot away. :D

For my (possibly) Templar Intercessors with assault bolters, I will buy Impulsors. Think it will fit well, for a fast strike mechanized army.

But only Templars if I get Chars and Sprues.

Aint touching anything with gravis or phobos armour.

I think Hellblasters in Impulsors followed by a Repulsor with 10 Veteran Intercessors is the way to do it.

 

Lots of shooting, lots of CC.

I think I'm really going to like the chance at making a smash Sgt once my supplement is released. In which case, I might prefer to select 2 small Intercessor units as Vets rather than 1 big unit.

 

Yeah, two 5 man squads will be good. Give the Sgts a Thunder Hammer each and they have as many attacks as 5 Terminators!

I think those guys in an Impulsor will be quite a hidden threat.
I was trying to work out how to combo this with the chaplain's new litanies, but I don't think it works when either the chaplain or the squad are embarked at the start of the turn. Shame.

I was trying to work out how to combo this with the chaplain's new litanies, but I don't think it works when either the chaplain or the squad are embarked at the start of the turn. Shame.

 

Depends on the Chaplain's Litany really. If he's doing a Litany that actually targets a unit, they both need to be on the board; if it's an aura, then only the Chaplain needs to be on the board.

It's a little big of an exaggeration for 2 Intercessor Sergeants to give out more attacks than a Terminator squad, but only a little! 8 vs 11 attacks basically, though the gap widens as the Shock Assault ability takes effect. (10 vs 16)

 

However, I strongly think that a 2 Intercessor squads with Thunder Hammer Sergeants will be a main stay in Impulsors. It's amazingly good especially when you start throwing in Relics like the Ultramarines have access to, which increase the numbers of attacks.

It's a little big of an exaggeration for 2 Intercessor Sergeants to give out more attacks than a Terminator squad, but only a little! 8 vs 11 attacks basically, though the gap widens as the Shock Assault ability takes effect. (10 vs 16)

 

However, I strongly think that a 2 Intercessor squads with Thunder Hammer Sergeants will be a main stay in Impulsors. It's amazingly good especially when you start throwing in Relics like the Ultramarines have access to, which increase the numbers of attacks.

Did I miss something or since when are Intercessors Sergeants A4 base? Afaik they are still A3.

 

 

It's a little big of an exaggeration for 2 Intercessor Sergeants to give out more attacks than a Terminator squad, but only a little! 8 vs 11 attacks basically, though the gap widens as the Shock Assault ability takes effect. (10 vs 16)

 

However, I strongly think that a 2 Intercessor squads with Thunder Hammer Sergeants will be a main stay in Impulsors. It's amazingly good especially when you start throwing in Relics like the Ultramarines have access to, which increase the numbers of attacks.

Did I miss something or since when are Intercessors Sergeants A4 base? Afaik they are still A3.

And veteran intercessor sergeants are A4 base, 5 on the charge

Which, paired with a thunderhammer or a powerfist, can be very lethal vs most things.

GW taketh away and GW giveth.

 

Smash Captains aren't that great any longer.

 

But smash sarges are the new hotness.

 

Bestow upon them a master crafted hammer and they're a force.

Wow it's not been talked about much but Hammer of Wrath is a great Strategum for Marines! 1 CP and a jump pack unit rolls a D6 per model in the unit, scoring a Mortal Wound on a single unit for every 5+ rolled.

Archived

This topic is now archived and is closed to further replies.

  • 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.