Archon_77 Posted September 25, 2019 Author Share Posted September 25, 2019 Or in this case a Las Fusil for some extra AT... he doesn't use it if he's guiding aim, but its an OPTION if he needs it Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396184 Share on other sites More sharing options...
MajorNese Posted September 25, 2019 Share Posted September 25, 2019 That's up to you. Paying 12p for the possible option of one shot las seems excessive, but that's your decision. And IBC could be an option, but in that case the sarge would have to die first - with a single casualty, Guided Aim, becomes worse than unguided and twice the shots. If the sarge were not to die first, you'd have a unit that can't do either job properly. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396197 Share on other sites More sharing options...
ValourousHeart Posted September 25, 2019 Share Posted September 25, 2019 So it sounds like you either want to either match the the sarg with the unit or have the sarg take the IBC. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396228 Share on other sites More sharing options...
MajorNese Posted September 25, 2019 Share Posted September 25, 2019 My squads are entirely bolt sniper. From turn 2 on, Guided Aim becomes entirely redundant when targeting characters. And when that happens, I want that additional shot for the rest of the game - hitting and wounding the usual T4 stuff on 2+ is good enough. If I ever do las-fusil dudes, the sarge maybe gets the IBC, I'll see that when it happens. But for regular snipers, nope, not worth giving up that much more powerful shot. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396235 Share on other sites More sharing options...
duz_ Posted September 25, 2019 Share Posted September 25, 2019 My current list is 2 squads 1 of each all the same weapon... I haven't tested it yet but this edition has taught me volume of fire is king If that doesn't work I'll use my Mor Deythan as sgts with the special carbine B) Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396255 Share on other sites More sharing options...
Claws and Effect Posted September 25, 2019 Share Posted September 25, 2019 For the sniper bolt rifles, it might be beneficial to spend a CP to give the Sgt Korvidari bolts and take the carbine. Still gives him solid shooting, especially during the Tactical Doctrine, and gives you charge protection by letting the squad move. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396257 Share on other sites More sharing options...
Bluflash Posted September 25, 2019 Share Posted September 25, 2019 While I hope the FAQ will clear things up with the WL Trait, even at D3 taking Korvidari Bolts on a Phobos Cap is a stellar option as well. I'm on team 3x Bolt Sniper Rifle if you're playing RG or RG successor though. Other armies may find value in using the carbine for counter-charge, but with our deployment toolkit our snipers should stay pretty well isolated, and taking the las-fusils feels like wasting Surgical Strikes on one of the best units for it. Taking one unit of fusils can create a "sniper-free" pocket for the enemy to maneuver in. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396264 Share on other sites More sharing options...
SkimaskMohawk Posted September 25, 2019 Share Posted September 25, 2019 My current list is 2 squads 1 of each all the same weapon... I haven't tested it yet but this edition has taught me volume of fire is king If that doesn't work I'll use my Mor Deythan as sgts with the special carbine B) Honestly I was wondering if mor deythan could be counts as'd effectively. Probably not, as they're a lot smaller in terms of los Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396301 Share on other sites More sharing options...
duz_ Posted September 25, 2019 Share Posted September 25, 2019 Slightly smaller but the impact is both ways I doubt most people would complain its fairly fluffy for the RG Just need to put them on 40mm bases Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396313 Share on other sites More sharing options...
seriade Posted September 25, 2019 Share Posted September 25, 2019 My current list is 2 squads 1 of each all the same weapon... I haven't tested it yet but this edition has taught me volume of fire is king If that doesn't work I'll use my Mor Deythan as sgts with the special carbine Honestly I was wondering if mor deythan could be counts as'd effectively. Probably not, as they're a lot smaller in terms of los Use them as sternguard honstly. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396351 Share on other sites More sharing options...
9x19 Parabellum Posted September 25, 2019 Share Posted September 25, 2019 So I didn't spend much time theory-hammering until I got the codex for myself (I like to have the fine print right in front of me and go through it methodically). And, that didn't happen until today because I ordered the Collector's Edition and it got delayed because of whether or some such nonsense. Soo....I'm looking through Surgical Strikes as I didn't really understand someone's post from above. Am I to understand this right? Surgical Strikes doesn't ONLY affect Rapid fire and assault weapons (despite being triggered by Tactical Doctrine). It applies to every weapon that is on a model "with this ability" (ie, all members of the chapter with appropriate keyword, not servitors or soupers). Is that correct? Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396390 Share on other sites More sharing options...
Nusquam Posted September 25, 2019 Share Posted September 25, 2019 So I didn't spend much time theory-hammering until I got the codex for myself (I like to have the fine print right in front of me and go through it methodically). And, that didn't happen until today because I ordered the Collector's Edition and it got delayed because of whether or some such nonsense. Soo....I'm looking through Surgical Strikes as I didn't really understand someone's post from above. Am I to understand this right? Surgical Strikes doesn't ONLY affect Rapid fire and assault weapons (despite being triggered by Tactical Doctrine). It applies to every weapon that is on a model "with this ability" (ie, all members of the chapter with appropriate keyword, not servitors or soupers). Is that correct? Correct Im also team triple bolt, but I play Raptors with Fusillade and Artisans so three shots usually hit and wound. Ill save points if I use Guided Aim to fish for Mortals on characters with good invuls. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396394 Share on other sites More sharing options...
duz_ Posted September 25, 2019 Share Posted September 25, 2019 Correct it merely activates in the facial Doctrine irrespective of weapon type Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396404 Share on other sites More sharing options...
Bluflash Posted September 25, 2019 Share Posted September 25, 2019 Yup, all models, all weapons, in all phases as long as they can legally target the character. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396415 Share on other sites More sharing options...
Dracos Posted September 25, 2019 Share Posted September 25, 2019 Still not sure why this isn’t triggered in the Devestator Doctrine? Other than it encourages using other units than Eliminators. After looking at the Iron Hands (bless you GW keep those crying eyes off the Raven Guard) Codex it cant because it’s OP. Personally I like living in the Tactical Doctrine. It makes my Aggressors even deadlier. :) With my decision today to make a major hobby decision I’ll be building at least two units with Sniper Rifles. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396421 Share on other sites More sharing options...
SkimaskMohawk Posted September 25, 2019 Share Posted September 25, 2019 Probably because they associate "tactical" with commandos and assassination and all that cool stuff instead of "devestator"; the latter draws the imagery of unrelenting fire power. Which isn't very assassiny. Sniper weapons unfortunately fall between the gaps, but I can see them trying to avoid a scenario where your 13 point model hits on 2s, wounds those knight characters on 5s and generates mortal wounds off those at -1AP on turn 1. A 10 squad of sniper scouts can already reliably kill most characters turn 2, turn 1 might have been deemed too anti-fun during playtests. Characters tend to have more emotional attachment than other units after all. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396431 Share on other sites More sharing options...
ShinyRhino Posted September 25, 2019 Share Posted September 25, 2019 Still not sure why this isn’t triggered in the Devestator Doctrine? Other than it encourages using other units than Eliminators. After looking at the Iron Hands (bless you GW keep those crying eyes off the Raven Guard) Codex it cant because it’s OP. Personally I like living in the Tactical Doctrine. It makes my Aggressors even deadlier. :) With my decision today to make a major hobby decision I’ll be building at least two units with Sniper Rifles. My guess is because the majority of armaments for Phobos units benefit from the Tactical Doctrine, and GW seems to have designed RG to be the penultimate Phobos wearing Chapter. So we advance to the Tactical Doctrine and stay there, so our Super Tactic had to match it. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396454 Share on other sites More sharing options...
duz_ Posted September 25, 2019 Share Posted September 25, 2019 Let's try and keep on the topic of Elimators Plenty other tactics topics going at the moment Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396468 Share on other sites More sharing options...
Dracos Posted September 26, 2019 Share Posted September 26, 2019 I hate myself and set myself back who knows how long today. Traded in my 15 painted Hellblasters for store value .... Decided to push my DIY as far into Phobos as possible. I think ShinyRhino and SkimaskMohawk are both right about the “No Fun” and Phobos-centric focus GW is pushing Raven Guard with. Still keeping my 2 Xiphons, 10 Aggressors and 20 Intercessors though :) So I’m using the trade value of that (and a couple Knights) to go all in on Eliminators. I’ll be running them all Sniper Rifles all the time. I’m trying to decide if I want to keep as a pure counts as Raven Guard or go Successor. Deciding if Master Artisan is worth giving up the benefits of not. Makes all the difference in what HQs I need and how I use them I think. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396492 Share on other sites More sharing options...
MajorNese Posted September 26, 2019 Share Posted September 26, 2019 I’m trying to decide if I want to keep as a pure counts as Raven Guard or go Successor. Deciding if Master Artisan is worth giving up the benefits of not. Makes all the difference in what HQs I need and how I use them I think. Same here. Though the main difference is paying an additional CP to get RG's Ex Tenebris, and not being able to use Shrike but Issodon. But I'd prefer settling for one and not switching all the time. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396586 Share on other sites More sharing options...
Dracos Posted September 26, 2019 Share Posted September 26, 2019 Do you mean the real Issodon or the counts as we can build using the Warlord Traits and Relics? I hope Forge World starts Primaris-ing some characters .... like Lias :) Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396683 Share on other sites More sharing options...
MajorNese Posted September 26, 2019 Share Posted September 26, 2019 Real Issodon. There's been a lengthy discussion about why one would ever choose Inheritors successor tactics instead of just going "This is RG with a different paint scheme", since there is no official rule about such paint schemes. Inheritors has no upside, but you can't use Shrike and have to pay CP for Ravenspire relics as a downside. Well, using FW chars is the only reason one might ever use Inheritors - Issodon has the Raptors keyword, so there is no way it can be Raven Guard at the same time, only a successor (with or without Inheritors). And when it has to be successor anyway, I could trade the Inheritors trait (cover, -1 to hit in terrain) for Stealthy (cover) and something else, like Master Artisans (which should be stellar with MSU like Eliminators). But yes, I hope they update some of the FW chars - Issodon is damn expensive now compared to the revamped chars, and his abilities (like oldmarine "pre-maris" Shrike) don't work with primaris. But since they stopped handing out rules for something without models, and FW doesn't do primaris, I don't expect that to happen any time soon. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5396689 Share on other sites More sharing options...
Malakithe Posted September 28, 2019 Share Posted September 28, 2019 So...take the Instigator or not? lol Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5397892 Share on other sites More sharing options...
Nusquam Posted September 28, 2019 Share Posted September 28, 2019 I would say only if your meta has a lot of pregame moves or shunts like BAs. Issue there is that deployed too far up things can jump over them and charge behind them. Though you can also move towards the unit if you're so inclined to reduce the distance they would gain by charging as well. Then they only kill an eliminators unit and are stuck farther out. Otherwise it might be best saving points and playing infiltrators for zoning. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5397948 Share on other sites More sharing options...
Claws and Effect Posted September 28, 2019 Share Posted September 28, 2019 So...take the Instigator or not? lol I'm taking it on one squad and giving the Sgt Korvidari bolts. It makes it so his shooting can keep up with the other guys, and you get the move after overwatch ability. I'm going to deploy that squad far forward and use them as bait. Link to comment https://bolterandchainsword.com/topic/358662-eliminators/page/2/#findComment-5397968 Share on other sites More sharing options...
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