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I am taking a new look at Centurions. The Devastator version is probably way to expensive to be worth the points, however the Assault version looks to be interesting. At 65 ppm, you get basically an Aggressor+ with both its weapon options, Str 5, 4w, 2+.

 

A Librarian and Apothecary combos with them incredibly. Veil of Time, Null Zone and Psychic Fortress all affect even the non-core Centurions. Add in the Apothecary 6++, healing and resurrection and I think you have a nice little task force.

 

I am thinking a single 5-man Squad, 4x Hurricane Bolters, 1x Assault Launcher, 2-3 paired meltaguns. That’s 345 pts, plus 120 for Chief Librarian, and 95 pts for Chief Apothecary. Totaling 560 pts, I am not sure if it adds enough as a Task force. For that squad you get up to 48x Hurricane Bolter Shots, 4d6x flamers, 6x meltagun shots, and 21x str10, AP-4, 3d attacks that hit on 3s.

 

Some possible ways to make them even better, give the Sergeant a Master-Crafted Weapon. Now I know a lot of people like to upgrade the Hurricane Bolters, but I am liking the idea of 4d Siege Drills. Different Chapters can do a lot for them as well, Space Wolves Psychic Powers can help hide them on the way up the board. White Scars and Ravenguard can help move up the board, Space Wolves and White Scars outflank, Ultramarines can keep those Hurricane bolters firing, White Scars can turn those D3 Siege Drills into D4, the Sergeant D5(Master-Crafted). Successor Traits such as Born Heroes can mean those nasty Siege Drill can hit on 2s.

 

Any thoughts? Am I spending too many resources to make them work?

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I am sure the Centurions can't receive any buffs from the Chaplain anymore. They are all tied to CORE or CHARACTER keywords that the Centurions miss. Psychic Fortress psychic power on the other hand... Edited by Jaipii

As Deathwatch you can fit them in a Corvus now. Dropping 4 of them or 3 an apothecary and a two man command squad could be interesting. Also could just teleport them in as DW if you still want that 5 man.

 

Salamanders could also hide them behind another unit on their way up the board as well as making their flamers or meltas even deadlier.

I would think white scars can still give them some game.

 

Advance and charge

Strat to fire the bolters when advancing

Tome libby with psychic fortress and +2 advance/charge power

Apothecary. +advance/charge relic

 

Fast. Hits like a truck.

They could be fun with deathwatch. The Corvus has a 2 cp strat that makes it in targetable from range of it’s not closest. Move the Corvus with assault cents near the center but behind infiltrators or incursors and drop out turn two blasting fools and charging something meaty. To kill in melee. Maybe even with that sweet Dmg4 master crafted drill that was talked about. They can also be the recipient of some apothecary love and psychic FNP love for that mid board staying power. Edited by TheUnlikelyGamer84

The trick to Centurions is making sure they get places. Raven guard have multiple ways with strike from the shadows + ravens blade or Infiltrators if you need them on the table, in which case you can stack the apothecary to make them a huge pain to deal with. They also get supreme value against larger threats like greater daemons, silent king, or whatever else.

 

White scars and wolves can also do similar tricks with their outflank strats.

 

On the whole though, they're best when kept cheap. No hurricanes and very few (if any) meltas. Also, while good, psychic fortress is a little wasted as their 2+ save gets converted into a 5+ by -3; you need to be hit by -4 or -5 to get value from it properly. Helps keep the cost down tho, since you won't have to spring for a librarian there.

The trick to Centurions is making sure they get places. Raven guard have multiple ways with strike from the shadows + ravens blade or Infiltrators if you need them on the table, in which case you can stack the apothecary to make them a huge pain to deal with. They also get supreme value against larger threats like greater daemons, silent king, or whatever else.

 

White scars and wolves can also do similar tricks with their outflank strats.

 

On the whole though, they're best when kept cheap. No hurricanes and very few (if any) meltas. Also, while good, psychic fortress is a little wasted as their 2+ save gets converted into a 5+ by -3; you need to be hit by -4 or -5 to get value from it properly. Helps keep the cost down tho, since you won't have to spring for a librarian there.

Wolves and their successors can get more mileage out then you would expect with storm caller giving them a 1+ sv in the open and -1 to hit with cloaked by the storm strat when positioned to come in outflank near a Libby. I prefer the assault variant with Hurricane bolters and flamers. On turn 2 that’s a ton of S4 -1 and -2 Ap shots. May even be good at holding the middle of the board if you can sneak them up toward the center. Centurions also ignore cover when shooting with the omniscope.

Edited by TheUnlikelyGamer84

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