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Had my first game after the changes to AoC. Against Admech and lot of -1 and -2 AP. Its crazy how strong this buff is for us.

Fist time my Sword Brethren survived a game. My Incursors survived many shots - normlly against Admech they were gone after one unit targets them.

I would like to hear your thoughts - especially the games you lost and why.

Edited by Medjugorje

I've only played two games with it, but it really seemed to make a difference. The last game was against a usual Tau opponent. We'd played like 3 crusade game prior and they'd all been bloody, knockdown-dragout fights with only a handful of models remaining between both of us at the end. This last game, he barely killed anything and I ripped through him. I played well by keeping my units in cover, so against AP -1 and -2, they're stilling getting a 2+ or 3+ save. And against heavier stuff, I was lucky enough to be able to make a lot 5+/6+ saves. I felt a little bad, since we've had a lot of fun, close games and this one was a little one-sided. But it was nice to feel like marines can actually survive. 

I've only played two games with it, but it really seemed to make a difference. The last game was against a usual Tau opponent. We'd played like 3 crusade game prior and they'd all been bloody, knockdown-dragout fights with only a handful of models remaining between both of us at the end. This last game, he barely killed anything and I ripped through him. I played well by keeping my units in cover, so against AP -1 and -2, they're stilling getting a 2+ or 3+ save. And against heavier stuff, I was lucky enough to be able to make a lot 5+/6+ saves. I felt a little bad, since we've had a lot of fun, close games and this one was a little one-sided. But it was nice to feel like marines can actually survive. 

 

Assuming your friend ran/runs Mont'ka a fair amount, the nerf to that would also be a factor - as that would functionally be -2 AP which is pretty backbreaking.

I've only played two games with it, but it really seemed to make a difference. The last game was against a usual Tau opponent. We'd played like 3 crusade game prior and they'd all been bloody, knockdown-dragout fights with only a handful of models remaining between both of us at the end. This last game, he barely killed anything and I ripped through him. I played well by keeping my units in cover, so against AP -1 and -2, they're stilling getting a 2+ or 3+ save. And against heavier stuff, I was lucky enough to be able to make a lot 5+/6+ saves. I felt a little bad, since we've had a lot of fun, close games and this one was a little one-sided. But it was nice to feel like marines can actually survive. 

which chapter do you played?

He runs a fun, not mean, list. Kroot, krootox, shaper, melee commander. Nothing too brutal. So he's a fun opponent.

 

The Mont'ka nerf was a big factor as well. 

 

I play Blood Angels. But use successor traits (Born Heroes and Bolter Fusilade). 

I’m currently playing BT and have switched over to the in assault doctrine when in engagement vow over 5++ and mini Transhuman.

i tried it too. Not so sure about to play it competitve but if you have an really aggressive list which has no problems to fall back then the higher AP can help especially against other Marines.

Just curious, anybody else feeling like Thinder Hammers are no longer worth it? Just got another box of Assault Intercessors, and I have enough Sergeants with Astartes Chainswords and Power Swords, thinking Power Fists are now Better than Thunder Hammers vs anything else in Power Armor.

 

I’m currently playing BT and have switched over to the in assault doctrine when in engagement vow over 5++ and mini Transhuman.

i tried it too. Not so sure about to play it competitve but if you have an really aggressive list which has no problems to fall back then the higher AP can help especially against other Marines.

 

The extra AP does help (especially for thunderhammers) plus sometimes a unit can benefit from two doctrines.

Just curious, anybody else feeling like Thinder Hammers are no longer worth it? Just got another box of Assault Intercessors, and I have enough Sergeants with Astartes Chainswords and Power Swords, thinking Power Fists are now Better than Thunder Hammers vs anything else in Power Armor.

 

Depends what else you have in the list. For an army that leans heavily on Terminators you want things like Thunder Hammers that give you more punch. If the Terminators are one part of a mixed army then Lightning Claws and/or Power Fists are going to be solid when you have other units that can turn up the damage.

 

In a Primaris army, TH seems like a waste now because there are so many other sources of damage.

 

For an example of Terminator-heavy, someone won a GT this weekend with a Deathwing list composed of 20 Deathwing Knights and 20 Lightning Claw/Combi Bolter Relic Terminators. The Knights took care of the punch, with Relic Termies for backup, and the Relic Termies were able to survive thanks to Armor of Contempt.

Edited by phandaal

 

 

I’m currently playing BT and have switched over to the in assault doctrine when in engagement vow over 5++ and mini Transhuman.

i tried it too. Not so sure about to play it competitve but if you have an really aggressive list which has no problems to fall back then the higher AP can help especially against other Marines.

 

The extra AP does help (especially for thunderhammers) plus sometimes a unit can benefit from two doctrines.

 

the only problem I have is that BT are not fast enough for melee only. But if you cannot fallback then its very critical to have a rule which can be so bad for your shooting units. You need a lot of counter units. 

no fallback is very harsh and some armies like Sisters of Battle cant be defended if you want to play aggressive. With eradicators for example. With advance and charge + automatic charges and miracle dice. Before AoC your Eradicators could hit them really hard too but now they can survive in melee against normal units.

I played one game with AoC using Dark Angels into Eldar, and even with AoC I was still hitting my invuln saves quite a bit.

 

On the other side of the coin I also played 'nids into Deathwatch and AoC really blunted my shooting. Even with the bonus AP from Chronos I still had a hard time getting even basic Marines down to a 3+ save, most of the damage I managed to make stick was from Mortal Wound generation.

My ten man Iron Hands Tactical Terminator Squad with psysteel armour on them took 3 rounds of fire from around 1000pts of fairly shooty necrons (the other thousand were out of range or flayed ones). Had some Tactical squads in cover tank a ton of shots too and my dice were pretty cold. Overall I'd say AoC definitely makes marines feel tougher.

I played my Alpha Legion into Ultramarines last night. We both felt the drop in lethality; I had Havocs and Berzerkers weathering Intercessor & OGC fire fairly well, and even made a critical save on a 6 for an HQ against an Eradicator melta shot. It made my autocannons nearly useless -- they killed one Primaris all game -- and my lascannons were a little pillowfisted against a Redemptor.

 

Overall, the durability increase was definitely noticeable.

Raven Guard really like the AoC! My captain with 2+ Relic Armour survived a full round of shooting from an Onslaught Redemptor Dreadnought (w. hit rerolls) Turn 1 unscathed. Rolling hot with those 2+ armour saves! My 3+ backfield units enjoyed it too :D

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