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Hi Frater!

 

I was actually talking about the oldmarine Attack Bikes. The ones with the sidecar, not the ATV buggies. They seem to be 30pts/model in 9th without the multi-melta. So around 45-55pts/model in total?

My bad. That's 55ppm, all things included. My criticism still stands though :D

What do we think about the Plasma Inceptors? 300pts for 6 dudes. Deep strike without CP, can hide in cover and land near a reroll bubble.

 

Same question about infiltrating Hellblasters. Is it finally their time to shine?

 

 

What do we think about the Plasma Inceptors? 300pts for 6 dudes. Deep strike without CP, can hide in cover and land near a reroll bubble.

I am liking the look of Plasmaceptors. They pack quite a lot of punch for their points but apparently also have the Blast rule now. That means that against units with 6+ models, they get as much shooting as their bolter version which gives them some serious flexibility if you don't need to overcharge.

 

 

It's already been said but yeah, Plasmaceptors are at pretty great risk of death from overcharging now, since they are simply slain regardless of wounds, which is especially painful on a model that's 1/3 or more of the squad's shooting, has t5 and costs a solid penny, even now. If you have a jumppack Captain to run with them it gets better, but Shrike doesn't mitigate the risk as much while adding more successful shots (you can choose not to re-roll your 2s I guess.) That said, with the points cost being so similar, I don't think there's much point taking Boltceptors over non-overcharging Plasmaceptors now. And don't forget you won't always get 6+ models to shoot at, especially out of the t4 multi-wound models you wanna overcharge against.

 

Re: Hellblasters, I am much higher on these guys because the cost and output per model is less, so the proportional impact of an overheat is lower. I think we have lots of ways to move them around the board including during deployment, board sizes make their range less of an issue, and they can run enough bodies to hold objectives. I'm running mine with a Phobos Captain to block deepstrike nearby, working on painting 5 right now.

For me, it's finally a settled issue 11 games in -- 2 x eradicator squads (one of which I cast recitation of focus on every round), 2 x RCD with twin lascannons (one with double TLC, one with TLC + a claw), and both armed with the Cyclone Krak-launcher.  It's been reliable at killing an impulsor with shield dome a turn (with FNP's added on) for example, the eradicators are nasty at eliminating primaris or tougher infantry in batches, and if there's backline target hiding from my RCD's with their range, that guy gets the smash captain treatment.

Okay, so the datasheets for the Firestrike Turret and Invader ATV have leaked. There is no mention of deep strike for the turret and only 3" movement. That makes the twin las talon a bit hard to use. The AC is the same as on the Invictor, which means it is only soft anti tank.

 

Now, the ATV looks juicy. It is a unit of 1-3, 14" move and t5 8w goodness. For 85ppm you get a twin auto bolt rifle and TWO MM shots. If it were the regular MM with just 1 shot, I'd be skeptical. With 2 shots per model though, it can be quite decent. Plus, it counts as bike, not a vehicle.

Edited by Frater Cornelius

It has a different melta rule as well. Half range is +2 damage.

 

Honestly, they're banging (shock horror). Fast attack slot competition is super high - well costed inceptors, undercosted outriders, soft anti tank suppressors and now these.

 

1f outriders go to 3-6, I can see me running a couple of these out of my third FA slot

Heavy Support slot is pretty crowded for RG also imo. Eliminators, Eradicators and these new Gladiators all look like they are great support units.

 

While I want a couple Gladiators because they look cool, when push comes to shove I'll be fielding Infantry almost every chance over vehicles, bikes possibly being a gap if they effectively fulfill a role in the overall gameplan.

 

At the moment, it's looking like a unit of Inceptors and two units of Eradicators for antitank. Let the Sgt take a Thunder Hammer and I'll be looking to two field the other two fast attack slots with Outriders. 

Okay, so the datasheets for the Firestrike Turret and Invader ATV have leaked. There is no mention of deep strike for the turret and only 3" movement. That makes the twin las talon a bit hard to use. The AC is the same as on the Invictor, which means it is only soft anti tank.

 

Now, the ATV looks juicy. It is a unit of 1-3, 14" move and t5 8w goodness. For 85ppm you get a twin auto bolt rifle and TWO MM shots. If it were the regular MM with just 1 shot, I'd be skeptical. With 2 shots per model though, it can be quite decent. Plus, it counts as bike, not a vehicle.

 

I think the datasheets are missing special rules because they're the simple versions that come packaged in the box. I expect the turrets to have deep strike and maybe some drawback for moving. That said, the fact that you can run three in a single HS slot is very appealing. Like people have said, the category is jam-packed and one major issue with Eliminators is they just don't do enough at 3 per squad per slot. With 3 turrets, even if they didn't have DS, you could zone out your DZ from deepstrike for 270pts and have six 48" autocannons with BS2, T5 and 2+ saves. Seems solid to me.

 

The ATV I can't even discuss from a rules perspective because the model is so unbelievably hideous it'll never have a place in any army I own.

 

For me right now it's Eradicators, Hellblasters and maybe a Las Fusil Eliminator team if I end up playing a double Patrol or something and have room for a 4th HS slot; still planning on running Grav Centurions.

A unit of 3 can be protected really well with the Skilled Rider stratagem. 4++ is nothing to scoff at when we are dealing with 8W per model. I still have one FA slot, so I can fit in 3 of those. But then there's still the Stormspeeder. I hope that thing leaks soon, because I kinda want to know how a list might look.

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