Jump to content

Recommended Posts

So having some time to cool down and desalinate I’m still not happy that we lost individual die rerolls but comparing us to other melee chapters I think our chapter tactic is middle of the road at worst. I’m not sure I’d swap with the other chapters tactic for tactic. Maybe The blood angels tactic is better pure melee but ours is better/more useful for the game as a whole. White Scars might be better overall but I can’t begrudge them what they get because it’s so fluffy.

 

Maybe we are undervaluing rerolls to advance too. Super useful to get up the board and for general mobility which has been a weakness for us for a long time.

 

Black Templars: 1) reroll Advance and Charge rolls and 2) 5+ feel no pain against mortal wounds.

 

Blood Angels: 1) +1 to wound when charging, charged or heroically intervening and 2) +1" to Advance and Charge rolls.

 

Space Wolves: 1) +1 to hit in melee if the unit charged, was charged or heroically intervened and 2) units with this tactic can heroically intervene as if they were characters.

 

White Scars: 1) can Charge after Advance or Fall Back and 2) can fire Assault with no penalty after an Advance move.

Edited by Punchomatic
It’s not terrible by any means but I wonder what compelled them to change it. Our old tactic was in no way OP and the changes don’t really improve it so I don’t get what they’re trying to go for. Although I suppose it does mesh well with our advance and charge stratagem. Altogether, with the smaller boards charging won’t be as much an issue anyways.
I’m not overly familiar with other chapters but it looks like there was a general softening of many tactics. I don’t like the loss of individual rerolls but I like the gain of rerolling advances. But really is our chapter tactic worse than others chapter tactics? No. Our issues lie elsewhere. This sucks and the loss of it makes it suck more but comparatively we are doing well on this one small issue.
As I have said in numerous other places...this is not a nerf. It is a massive buff. Sure we lose 9% success rate of charging, but we gain so much from being able to reroll that advance roll. That is pure mobility. It makes The Emperor's Will and Devout Push nearly certain, rather than a gimmick. I cannot understand anyone taking this as anything but a pure upgrade. Edited by Marshal Laeroth

I agree its a nice change. It makes terminator deepstrikes a little less certain, but we have a +1 to charge trait we can put on a captain if we really want it. Seems alright to me. Here's hoping that moving forward we get just as much support as the other boys folded into our book now. BT get mentioned a lot during streams and so on. We seem to be in the public consciousness. It'd be premature to get our hopes up, but we have the potential to benefit greatly from this.

So having some time to cool down and desalinate I’m still not happy that we lost individual die rerolls but comparing us to other melee chapters I think our chapter tactic is middle of the road at worst. I’m not sure I’d swap with the other chapters tactic for tactic. Maybe The blood angels tactic is better pure melee but ours is better/more useful for the game as a whole. White Scars might be better overall but I can’t begrudge them what they get because it’s so fluffy.

 

Maybe we are undervaluing rerolls to advance too. Super useful to get up the board and for general mobility which has been a weakness for us for a long time.

 

Black Templars: 1) reroll Advance and Charge rolls and 2) 5+ feel no pain against mortal wounds.

 

Blood Angels: 1) +1 to wound when charging, charged or heroically intervening and 2) +1" to Advance and Charge rolls.

 

Space Wolves: 1) +1 to hit in melee if the unit charged, was charged or heroically intervened and 2) units with this tactic can heroically intervene as if they were characters.

 

White Scars: 1) can Charge after Advance or Fall Back and 2) can fire Assault with no penalty after an Advance move.

I’d just run them as White Scars tbh. Much more in line with what you’d like to be doing: move up the board, shoot, charge. Space Marines as a whole have a lot of good options for assault weapons. 

As I have said in numerous other places...this is not a nerf. It is a massive buff. Sure we lose 16% success rate of charging, but we gain so much from being able to reroll that advance roll. That is pure mobility. It makes The Emperor's Will and Devout Push nearly certain, rather than a gimmick. I cannot understand anyone taking this as anything but a pure upgrade.

hmm.... for a advance move you can take a reroll per stratagem if you need it. Its more CP intensive but a bit better in this situations but I think often the reroll for advancing is very important in the last games I had always confused if 3 units rolled a 4;5 or 6 and the last one rolled a 1.

 

And we dont know the knew stratagems in the new codex yet. So maybe there are a few additional bonuses which give us an extremly advantage for chargerolls in addition so that we dont need the individual diceroll that often.

As I have said in numerous other places...this is not a nerf. It is a massive buff. Sure we lose 16% success rate of charging, but we gain so much from being able to reroll that advance roll. That is pure mobility. It makes The Emperor's Will and Devout Push nearly certain, rather than a gimmick. I cannot understand anyone taking this as anything but a pure upgrade.

Do you have numbers on our odds to make charges, specifically 9” charges, with a straight reroll?

 

As I have said in numerous other places...this is not a nerf. It is a massive buff. Sure we lose 16% success rate of charging, but we gain so much from being able to reroll that advance roll. That is pure mobility. It makes The Emperor's Will and Devout Push nearly certain, rather than a gimmick. I cannot understand anyone taking this as anything but a pure upgrade.

Do you have numbers on our odds to make charges, specifically 9” charges, with a straight reroll?
It's a 47.8% chance with rerolls, as opposed to a 27.7% chance without the rerolls. Edited by Marshal Laeroth

Just played my first game of 9th. I didn’t have a single situation where I needed to make the standard 9 inch charge (which I relied on a lot in 8th)

 

My army:

 

Phobos Captain with 4++ shroud

Chaplain on Bike (model proxy, with rules from internet)

 

Assault intercessors in Impulsor

Intercessors in Impulsor

Intercessors

 

2x Eradicators squad

 

2x Outriders squad

 

2x Ven dread with las cannons

 

2x storm talons with las/ass

 

Against Astra Militarum with 6 Leman Russ, 120 Guardsmen, various officers and some sentinels

 

Black Templars outscored and out killed the guard (but having first turn helped).

 

Marines feel super mobile, very killy, and with Templar strats, very durable.

 

I know that Primaris Chaplain on a Bike isn’t a thing yet but he was an absolute star - very keen for the proper model. And the Ven dreads being able to move and shoot at full bs is very good.

 

Storm Talons were the only unit to under perform but they did take out a Leman Russ before they died.

 

Also, because very few people play Black Templars in my area the ‘can’t leave combat’ strat surprises a lot of people.

 

Outriders great, especially buffed by (soon to be released) Chaplain.

Grats and happy to see BT winning. I heard that against such shooty lists everything depends on how much Terrain is there.

 

I will Play today with

 

- Helbrecht as WL

- Indomitus Castalan with aurelian shroud

- MoS with Jump pack and ancient breviary (5+++ and range +3")

- 2x5 Intercessors with Hammer

- 1x5 

- 1x10 Scouts

- Judiciar with Relic (steadily +1 attack)

- 2x Impulsor with shield

- 2x4 Company veterans with Shield and one Lascannon

- Drop Pod

- 1x 5 Devastors with Grav

 

I will test this list against Necrons which are played by repeated ETC Winner and I think his list will be very hard but I want to try everything out so wish me luck.

Hi everybody,

 

Here’s my first crack at a list using mostly units from Indomnitus...

 
Primaris Captain
Primaris Lieutenant
Primaris Chaplain
 
Judicar
Bladeguard Ancient
3x Bladeguard
 
5x Assault Intercessor
5x Assault Intercessor
10x Infiltrator
 
3x Outrider
3x Outrider
 
Impulsor - Shield Dome
Impulsor - Shield Dome
Impulsor - Shield Dome
 
I haven’t selected any ranged weapons for the transports yet - this is around 1500 points. Now I need some serious heavy support... I’m liking the new grav tanks and think they gel with this list (want to reach 2000 points). Thoughts and critiques are welcome.

Remember that kirioth rumour from last year? orks vs bt?

Hear me out, that rumour did not include ghaz, and now in the teaser of things to come a new ork was, well, teased.

If this follows the same pattern that AoS did, a few factions got an HQ on a vs box.

Might be a stretch, but it could happen.

It could happen.

But it is more likely going to be a repeat of the current pattern where they stay the red headed step children of Codex: Space Marines for a whole edition who eventually get an half arsed rules update or mention in a campaign book as the edition comes to a close and no new models (I still remember when Fall of Cadia was introduced as St Celestine at the head of a crusade of Sisters and Black Templar, what a bait and switch that became).

Guest
This topic is now 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.