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What are you looking forward to most in the RG supplement?


Claws and Effect

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Well, that's my wish for a little boost to jump infantry kind of fulfilled.  An extra -1 AP in assaults helps Assault marines and Vanguard Vets.

 

Unfortunately I can't access it until turn 3 minimum and my firebase loses effectiveness as a result.  More hoops to jump through to get my preferred units to work as usual I suppose.  Hopefully there's a strategem or warlord trait that might help with this.

 

The rules and new models at the moment are really pushing gunline & heavy weapon marines to maximise effectiveness, which makes me sad :sad.:.

 

I'm hoping that a few other vehicles get the Assault Vehicle rule the new Floaty Razorback, name ends in -or got too.  Because seriously, is a floating thing with rear opening (I assume) Rhino size doors is easier to jump out of than a Rhino?

The covering fire rule is absolutely grounded in reality, my surprise is that its tied to a single bolter and squads full of them dont get it. I would have been less surprised on a unit that has SAWs like heavy bolters more so. It's a welcome surprise though.

 

As for per detachment doctrine, Your heavy one would never want to switch but the one with your assault element would if you took an outrider for example. My pre vanguard raptor force was mostly heavy weapons; sniper scouts, devs, dreads, air craft with few msu bolter scouts for getting objectives. If I used that list I would never change it from Devastator for example. My RG one has mostly vanguard vets so I would want to shift asap.

It is per detachment? Haven't found that one, but it would make things interesting. Up to the point of making the mono-role detachments more viable than the usual BTL road, and people might start mixing and matching chapters excessively.

 

In that case, my "Rule of 3" detachment of Eliminators might even be playable - 3x3 Eliminators, Phobos captain, done. If squad size remained fixed at 3, I'd definitely field it exactly this way, and if Doctrines are per detachment, then they'd always have improved AP. Emperor have mercy with any enemy characters, for I will not.

In that case, my "Rule of 3" detachment of Eliminators might even be playable - 3x3 Eliminators, Phobos captain, done. If squad size remained fixed at 3, I'd definitely field it exactly this way, and if Doctrines are per detachment, then they'd always have improved AP. Emperor have mercy with any enemy characters, for I will not.

I was already thinking that a mixed Space Marine detachment is likely to include this (CT:RG) peppered into an IH detachment.

Yeah, IH for vehicles and short-ranged stuff should work well, as their resilience buff always works, and overwatch comes into play there too. RG to stay back and enjoy cover/-1 to hit for the objective campers and devs.

 

I'd have fielded that combo with my Raptors and AdMech primaris (IH), but the bases have a different style. Okay-ish for tournaments, but breaking the immersion too much for anything less competitive. Well, maybe the new rules help including the AdMech primaris into my regular AdMech army or knights - they're designed to look good together, but so far I haven't found much in-game synergy.

Surprise entry of the Tyrannic War Vets; from index to supplement. They also mention Sicarius and Gman being in the supplement too; does this mean its doubled? Or are they not in the normal codex? Will other index units come back? It's a chapter unique unit, will other chapters get unique units? Even if they're just extra rules on top of a normal kit like the War Vets; they're jsut alternate sternguard.

 

The WS article will probably be more revealing since they don't have as many uniques as UM.

 

What I would do for Dark Furies or Mor Deythan...

I'm hard pressed to see much of a difference between Mor Deythan and Infiltrators. :) Especially if our supplement has stratagems or doctrines that bump our Chapter Tactics sneakiness level. 

 

I know its not our thing but I hope the Codex makes Chaplains and Librarians a competitive choice. I love the Lieutenants and Captains as much as anyone, but as a Primaris Successor Chapter, I would really like to go heavy on Librarians and would like to have a battlefield role for Chaplains that complemented an overall battle strategy.

I'm hoping the Litanies Chaplains are apparently getting will make it so I can field Chaplain Cordae and have him do something useful instead of just being a purely fluffy choice.

If the Ultramarines supplement is anything to go by, we have a lot to look forward to. I'm really hoping to see Shrike in Primaris glory, and perhaps an assault jump pack primaris unit. As far as supplements go, i think it would be great to get something that reflects aspects of our unconventional warfare specialty - dare i say, a Agents of Vect style stratagem that can block other strats? Maybe something that lets us mess with enemy reserves or deployment?

I just hope that our special rules will be viable enough to compensate for what UM and their ilk are getting right now. They're the posterboys, one-upping the others has a bit of history.

 

And I'm getting increasingly sceptical of how viable my AdMech force will be once the codex drops. They were already decimated by the more specialized Astartes factions (TS, looking at you), now that everything gets increased AP for the ridiculous amounts of bolter rounds it will be even less playable. A shame, I was just about to stock up on the transports and battle tanks...looks like, if the IH supplement turns out playable, I'll have to expand my AdMech primaris.

 

Now the more interesting thing for our supplement will be how much of the rules/relics/WT will be available for the successors. And how much the different playstyle of Raptors and Carcharodons are reflected in the rules. Primaris Issodon, while I don't think he will come, would be awesome. Even so - when switching to tactical doctrine, Issodon hits the ceiling of AP-5 and Ignores Cover. Either the target has an invul, or it will have no save at all...

What I'm really looking about the RG supplement the most is when it's going to be released. Are all the supplements going to be released soon after the Codex? Or we will have to wait for the next wave of  primaris ? I hope it's first possibility

I am really wondering if we're going to see a Primaris Shrike. IH get a primaris character so it's not impossible, but I just don't see how shrike fits in to the current lineup. I think the Suppressors are where he'd fit the best because the Inceptors are too bulky. The Suppressor model without the stabilizers and some lightning claws could work for him.

I am really wondering if we're going to see a Primaris Shrike. IH get a primaris character so it's not impossible, but I just don't see how shrike fits in to the current lineup. I think the Suppressors are where he'd fit the best because the Inceptors are too bulky. The Suppressor model without the stabilizers and some lightning claws could work for him.

 

There's a huge flaw in your thinking. Why should a Primaris Shrike have the same equipment any of the existing units are wearing? GW can do literally whatever they want. They could make him unique by giving him Phobos armour and a fancy unique Jump Pack while literally no other Primaris unit in the game, today or in the future, is like that.

It would also appear we will get an RG Doctrine. Bets on what it will be? Some guesses:

 

Assault Doctrine:

  • By Wing and Talon: +2" to assault
  • For Whom the Bell Tolls: +1S on the charge/charged/intervention

Tactical Doctrine:

  • Attack, withdraw, attack again: Fall Back and Charge OR Shoot
  • Decapitation Strike: +1 to Wound

I would bet on a more baroque version of the Suppressor jump pack.

 

Decapitation Strike sounds more in line with the fluff but I would prefer something that syncs with or ups the sneak-level.

 

 

 

Although given most descriptors of Strike from the Shadows, I really hope they focus on Corax's psychic ability to walk in said Shadows and gives a unit a Deep Strike or 18" move if within 6 inches of a RG Librarian.

 

I like that Agent of Vects variation but more likely to see something like that in Alpha Legion.

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It would also appear we will get an RG Doctrine. Bets on what it will be? Some guesses:

 

Assault Doctrine:

  • By Wing and Talon: +2" to assault
  • For Whom the Bell Tolls: +1S on the charge/charged/intervention
Tactical Doctrine:
  • Attack, withdraw, attack again: Fall Back and Charge OR Shoot
  • Decapitation Strike: +1 to Wound

I would fething love this.

 

I'm really hoping GW doesn't completely retcon the Raven Guard's history as a stealthy assault Chapter out of existence.

 

I mean, 66% of the special characters we've ever had were equipped with jump packs.

If you are considering using the, what custom CT are you guys considering?

I am leaning to Stealthy combined with either the +3" trait or the Salamander reroll ons to represemt my Revilers. (I have more shooty inclined faorce)

Codex reviews, no chapter specific units in the main book. So we're waiting on the supplement for Shrike.

 

For my Raptors I'm leaning towards Marksmen and Bolter Fusillade. Indomitable seems good to represent their grim ddemeanor. I have a lot of sniper scouts and devastates but also two sets of Shadowspear and Fusillade would be great on them.

 

I'm considering painting my Dark Furies as Knights of the Raven. Probably Duelists and indomitable.

 

My Caracharodons will be Fearsome Aspect and Whirlwind of Rage.

 

My Black Guard are going to be mechanized so Scions of the Forge and something else.

For my Raptors I'm leaning towards Marksmen and Bolter Fusillade. Indomitable seems good to represent their grim ddemeanor. I have a lot of sniper scouts and devastates but also two sets of Shadowspear and Fusillade would be great on them.

Marksmen seems more geared towards deep striking flamers than actual long-ranged weaponry - not enough bonus. Even the Techpriest Manipulus boosts everything at 24"+ range for another 6" instead of 3", because the impact would have been marginal.

 

Stealth is a given for Raptors. You want to do an ambush, you better dig in first. Helps our units at range a lot, and makes snipers as annoyingly resilient as they should be at range. Bolter Fusillade fits as second, but we'll see if there's something more geared towards precision...

I play against IF, no joke, 90% of the time so I'm not picking that. Really dont want to effectively get one trait. Plus it's more of a direct port of their 5e rules; They didnt have stealth bonuses then.

 

Marksmen is more of a fluff piece. It really should be +6 on non assault weapons.

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