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Let’s use this thread to talk about rules/abilities in the index that really standout compared to the 9th codex.

 

right now RAS w/JP seems brutal. MWs ona 4+ after the charge. 1 roll for every model in the enemy unit. That seems OP. I think they’ll be an auto take for most people now.

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Honestly every unit I looked at (aka units I have or am interested in getting) all looked really solid.

 

HIs getting +1 to save rolls against D1

ravens getting -1 D1 is nice.

razorbacks buffing their infantry

 

just a lot of really good looking stuff.

 

a negative stand out though I’d say would be VGV, but it’s only an index and they’ve been a strong choice for a long time now.

Inceptors with bolters gaining D2. They lost some shots but got sustained hits 2 and twinlinked plus pistol. Thats not bad! 

And plasma inceptors lost some shots but can be D3. Though plasma is a weird spot now compared to before. 

Chaplains are good for melee units. +1 to wound is strong! 

Brutalis dreads can make a lot of mortals when they charge with tank shock. 

Think gladiator lancers seems quite strong now. Valiants can be good also i think.

Gravis captains are beasts! Halves dmg and great offense! 

 

For me the negative is the captains. Why are FB and primaris not combined? They only have different wargear options and units to join? Seems weirdly restrictive. 

Also why can a primaris captain only join bladeguard when they have a shield and lieutenants dont need a shield to join? 

Edited by Sir Clausel
26 minutes ago, Sir Clausel said:

Inceptors with bolters gaining D2. They lost some shots but got sustained hits 2 and twinlinked plus pistol. Thats not bad! 

And plasma inceptors lost some shots but can be D3. Though plasma is a weird spot now compared to before. 

Chaplains are good for melee units. +1 to wound is strong! 

Brutalis dreads can make a lot of mortals when they charge with tank shock. 

Think gladiator lancers seems quite strong now. Valiants can be good also i think.

Gravis captains are beasts! Halves dmg and great offense! 

 

For me the negative is the captains. Why are FB and primaris not combined? They only have different wargear options and units to join? Seems weirdly restrictive. 

Also why can a primaris captain only join bladeguard when they have a shield and lieutenants dont need a shield to join? 

Great catch! I missed that the bolters got pistol!

that’s amazing!

There's a lot of goodness in this index but one unit stands out from the rest for me and that's Incursors, if I'm understanding it correctly their buff is per unit so you can tag as many enemies as you have Incursors and you can have your heavy hitters get a +1 to hit on their chosen target. It's a great buff.

Assault Intercessors, sgt with a Thunder Hammer, with an attached Librarian.  Push this against the sideline objectives.

Add 10-ma Sternguard Squad with Librarian and Bolter Discipline!

 

Phobos Librarian attached to Infiltrators can't be shot until minimum turn 3!

 

Incursors are an auto-include!

 

Apothecary Attached to Hellblasters

 

Judicier can join units, attach him to Bladeguard!

 

Outrider can take 6 Outriders and an ATV. add Chaplain on Bike for Devastating Wounds

 

Chapter locked wargear is no longer Chapter Locked! Tactical Squads and Devastator Squads can take Heavy Flamers!

 

Eliminators!!!!

 

 

35 minutes ago, redmapa said:

There's a lot of goodness in this index but one unit stands out from the rest for me and that's Incursors, if I'm understanding it correctly their buff is per unit so you can tag as many enemies as you have Incursors and you can have your heavy hitters get a +1 to hit on their chosen target. It's a great buff.

No, it's limited to one targeted unit:

Quote

Multi-spectrum Array: In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the phase, each time a friendly Adeptus Astartes unit makes an attack that targets that enemy unit, add 1 to the Hit roll.

Emphasis mine.

Predators rock.

 

Land Speeder Tornadoes causing Mortal Wounds for movement for free is strong.

 

Grav Cannons are dirty.

 

Many characters worthwhile, which is cool.

 

Whirlwinds also rock.

 

Vindicators blow up rocks.

 

Assault Marines are actually better in melee than Vanguard with Eviscerators and Sergeant weapons. Or at least close to it with free Mortal Wounds causing.

 

Contemptors resurrect!

Thinking more about the RAS.

 

select the fallback, shoot, charge doctrine.

 

5 man RAS, 2 flamers, sgt melee spec’d

 

Shoot your enemy, charge dealing mortal wounds, fight, next turn if there’s anyone left, fall back, shoot and charge for MWs all over again if necessary. Honestly this seems like it will make them be able to hit well above their weight class if they survive the initial fighting.

2 minutes ago, CCE1981 said:

He said per unit.  So if you have two units of Incursors you can get +1 to hit on two different units

Ah yeah, I see what you were saying. I read "tag as many enemies as you have Incursors" and was thinking per model. You're right, it'd be applicable per Incursor unit.

Heavy Intercessors are going to be a tough nut to shift off a backfield objective. . . especially if you're like me and intend to attach Iron Father Feirros to them and have a Dreadnought standing by too.

 

Aggressors with a Gravis Captain and AB attached, with the Bolter Discipline enhancement?  That's a lot of shots with Sustained Hits 1, Lethal Hits, twin-linked, and drop Storm of Fire on them for free while you're at it.  If they're shooting an Oath'd target. . . . that's just lot of chip damage, and then they can still charge something and smash it with all with power fists that also have Lethal Hits and twin-linked.  And the best part is that if built as a 7-man package, they fit into my nicely painted Land Raider Redeemer.

1 hour ago, Iron Father Ferrum said:

Heavy Intercessors are going to be a tough nut to shift off a backfield objective. . . especially if you're like me and intend to attach Iron Father Feirros to them and have a Dreadnought standing by too.

 

Aggressors with a Gravis Captain and AB attached, with the Bolter Discipline enhancement?  That's a lot of shots with Sustained Hits 1, Lethal Hits, twin-linked, and drop Storm of Fire on them for free while you're at it.  If they're shooting an Oath'd target. . . . that's just lot of chip damage, and then they can still charge something and smash it with all with power fists that also have Lethal Hits and twin-linked.  And the best part is that if built as a 7-man package, they fit into my nicely painted Land Raider Redeemer.

Yeah, the gravis options are looking much better this time around with the possible exception of eradicators. Haven’t looked at their card yet.

A number of things jump out to me:

 

1 - Impulsors -- At first, I thought they were not that great, then I realized that they had Firing Deck 6 and can take any Tacticus or Phobos Infantry. Some great candidates to just use the Impuslor as a bunker include Hellblasters (lots of Plasma), Sternguard (again, lots of good shooting, especially at 12" range), Infernus squad (Sisters aren't the only ones who can do "drive by flamings" anymore... the Inquisition would approve, I think), Desolators (protects them from enemy shooting as they rain down Indirect Fire on unfortunate opponents), and even 2 x three man squads of Eliminators (either with Sniper Rifles, to make an invulnerable/mobile little "sniper nest," or with Las Fusiles, to make a mobile 6-shot Lascannon bunker). On top of this, Impulsors can still carry good assault units, like Bladeguard, and get them upfield quickly/cheaply, they can be used to generate CP back when positioned near other units if they have the Comms Array, or they can also be kitted out as a surprisingly "dakka heavy" little gun boat against light infantry (with Skytalon Array, Heavy Stubber, and Fragstorm Grenade Launchers they put out between 16-26 x S4 AP0 shots at turn).

 

2 - Razorbacks with Heavy Flamer Devastators -- A bit specialized here, but you can put a squad of 5 Devastators with 4 x Heavy Flamer/1 x Hand Flamer, plus a Librarian... have the Razorback move within 12" of a target, drop of the passengers, hit the enemy unit with a bunch of assault cannon shots (which means the Devastators/Librarian now re-roll to wound against it), then unleash the Heavy Flamers/Hand Flamer/Librarian Smite and melt (literally) most infantry units into the ground.

 

3 - Bike Chaplain with the "Bolter Discipline" Enhancement, attached to max squad of Outriders/Invader with MM -- Set your army to Devastator Doctrine, get within 12" of a target unit, then activate Oath of Moment and the Chaplain's ability to give the whole unit Devastating Wounds for shooting.... that makes for 16 x S4 AP-1 shots, all with Sustained Hits on 5+s and Devastating Wounds on 4+s... you should average about 18 hits (thanks to exploding hits), then about 6 MWs with full re-rolls... add in the Multi-Melta shooting and then follow it with a charge to finish off any survivors, with the Chaplain giving +1 to Wound to the unit (24 attacks on the Outriders, plus 5 more Crozius attacks from the Chaplain) and everyone getting full re-rolls to hit/to wound.... should be able to take on some of even the toughest units in the game with the raw amount of damage it can put out.

 

4 - Storm Speeder Hailstrike + 2 x Predator Destructors -- Pick an enemy Infantry unit, place Oath of Moment on it, hit it with all the Hailstrike shooting (should chip at least a few wounds off, but more importantly give any units shooting after it an additional -1 AP against the enemy infantry squad), then light the enemy squad up with both Predators.... their 12 x S9 AP-3 Dmg3 Autocannon shots and 12 x S5 AP-3 Dmg2 shots, all with full re-rolls, out to tear up even the most elite opponents.

 

5 - Hellblasters with Primaris Lieutenant/Apothecary attached and nearby Dreadnought -- Dreadnought gives them all re-rolls of 1s to hit, the Apothecary resurrects them when they die (after they get to shoot for a second time), and the Lieutenant gives them both Lethal Hits and the ability to fall back and shoot. If you really want to amp up the ridiculousness, have them all (including the Dreadnought) ride in a Stormraven, which can zoom 20"+ and drop them off into the ideal firing position, plus add its own ridiculous shooting into the mix.

 

6 - Uriel Ventris + Marneus Calgary/Victrix Honour Guard attached to 6 x Aggressors -- Ventris uses his ability to make Calgar/Bodyguards/Aggressors Deep Strike, they come in on turn 2, light up an opponent with massed Flamestorm shooting, then charge in, with Calgar adding his massive close combat ability into the mix. From there on out, he can have the unit advance and shoot/charge or fall back and shoot/charge, wrecking havoc in the heart of your opponent's army all game long.

 

7 - Land Raider Redeemer carrying 10 man Infernus Squad, plus Vulkan He'stan -- Move up, jump out, target Vulkan's ability on an enemy unit, then hit it with the Redeemer's Flamestorm Cannons, the 10 Incinerators, and even Vulkan's Torrent weapon... all auto hit and, thanks to Vulkan, re-roll to Wound as well. If you want to be even spicer, activate Devastator Doctrine and then use the "Storm of Fire" to give the Infernus squad -1AP and Ignore Cover as well.

Edited by L30n1d4s

I'm liking that the 30 Assault Intercessors I have will now be used- putting them with LTs/Judicar/Chaplains to make them deadlier will be nice. They won't be the best units there, but probably will be underestimated by opponents.


I'm intrigued by Reivers this edition. With Leaders being much more valuable/needed, having a unit that can "snipe" them out might be useful. 

4 hours ago, Sir Clausel said:

Inceptors with bolters gaining D2. They lost some shots but got sustained hits 2 and twinlinked plus pistol. Thats not bad! 

And plasma inceptors lost some shots but can be D3. Though plasma is a weird spot now compared to before. 

Chaplains are good for melee units. +1 to wound is strong! 

Brutalis dreads can make a lot of mortals when they charge with tank shock. 

Think gladiator lancers seems quite strong now. Valiants can be good also i think.

Gravis captains are beasts! Halves dmg and great offense! 

 

For me the negative is the captains. Why are FB and primaris not combined? They only have different wargear options and units to join? Seems weirdly restrictive. 

Also why can a primaris captain only join bladeguard when they have a shield and lieutenants dont need a shield to join? 

The Armor keyword for Rhinos, Razorbacks and impulsors.

3 hours ago, Kallas said:

No, it's limited to one targeted unit:

Emphasis mine.

The second unit of Incursors is a different "this unit" was his point.  So two units of Incursors can tag two different enemy units.   But realistically one of them tagging Oath - hit on a 2+, rerolled. 

1 hour ago, L30n1d4s said:

A number of things jump out to me:

 

1 - Impulsors -- At first, I thought they were not that great, then I realized that they had Firing Deck 6 and can take any Tacticus or Phobos Infantry. Some great candidates to just use the Impuslor as a bunker include Hellblasters (lots of Plasma), Sternguard (again, lots of good shooting, especially at 12" range), Infernus squad (Sisters aren't the only ones who can do "drive by flamings" anymore... the Inquisition would approve, I think), Desolators (protects them from enemy shooting as they rain down Indirect Fire on unfortunate opponents), and even 2 x three man squads of Eliminators (either with Sniper Rifles, to make an invulnerable/mobile little "sniper nest," or with Las Fusiles, to make a mobile 6-shot Lascannon bunker). On top of this, Impulsors can still carry good assault units, like Bladeguard, and get them upfield quickly/cheaply, they can be used to generate CP back when positioned near other units if they have the Comms Array, or they can also be kitted out as a surprisingly "dakka heavy" little gun boat against light infantry (with Skytalon Array, Heavy Stubber, and Fragstorm Grenade Launchers they put out between 16-26 x S4 AP0 shots at turn).

 

2 - Razorbacks with Heavy Flamer Devastators -- A bit specialized here, but you can put a squad of 5 Devastators with 4 x Heavy Flamer/1 x Hand Flamer, plus a Librarian... have the Razorback move within 12" of a target, drop of the passengers, hit the enemy unit with a bunch of assault cannon shots (which means the Devastators/Librarian now re-roll to wound against it), then unleash the Heavy Flamers/Hand Flamer/Librarian Smite and melt (literally) most infantry units into the ground.

 

3 - Bike Chaplain with the "Bolter Discipline" Enhancement, attached to max squad of Outriders/Invader with MM -- Set your army to Devastator Doctrine, get within 12" of a target unit, then activate Oath of Moment and the Chaplain's ability to give the whole unit Devastating Wounds for shooting.... that makes for 16 x S4 AP-1 shots, all with Sustained Hits on 5+s and Devastating Wounds on 4+s... you should average about 18 hits (thanks to exploding hits), then about 6 MWs with full re-rolls... add in the Multi-Melta shooting and then follow it with a charge to finish off any survivors, with the Chaplain giving +1 to Wound to the unit (24 attacks on the Outriders, plus 5 more Crozius attacks from the Chaplain) and everyone getting full re-rolls to hit/to wound.... should be able to take on some of even the toughest units in the game with the raw amount of damage it can put out.

 

4 - Storm Speeder Hailstrike + 2 x Predator Destructors -- Pick an enemy Infantry unit, place Oath of Moment on it, hit it with all the Hailstrike shooting (should chip at least a few wounds off, but more importantly give any units shooting after it an additional -1 AP against the enemy infantry squad), then light the enemy squad up with both Predators.... their 12 x S9 AP-3 Dmg3 Autocannon shots and 12 x S5 AP-3 Dmg2 shots, all with full re-rolls, out to tear up even the most elite opponents.

 

5 - Hellblasters with Primaris Lieutenant/Apothecary attached and nearby Dreadnought -- Dreadnought gives them all re-rolls of 1s to hit, the Apothecary resurrects them when they die (after they get to shoot for a second time), and the Lieutenant gives them both Lethal Hits and the ability to fall back and shoot. If you really want to amp up the ridiculousness, have them all (including the Dreadnought) ride in a Stormraven, which can zoom 20"+ and drop them off into the ideal firing position, plus add its own ridiculous shooting into the mix.

 

6 - Uriel Ventris + Marneus Calgary/Victrix Honour Guard attached to 6 x Aggressors -- Ventris uses his ability to make Calgar/Bodyguards/Aggressors Deep Strike, they come in on turn 2, light up an opponent with massed Flamestorm shooting, then charge in, with Calgar adding his massive close combat ability into the mix. From there on out, he can have the unit advance and shoot/charge or fall back and shoot/charge, wrecking havoc in the heart of your opponent's army all game long.

 

7 - Land Raider Redeemer carrying 10 man Infernus Squad, plus Vulkan He'stan -- Move up, jump out, target Vulkan's ability on an enemy unit, then hit it with the Redeemer's Flamestorm Cannons, the 10 Incinerators, and even Vulkan's Torrent weapon... all auto hit and, thanks to Vulkan, re-roll to Wound as well. If you want to be even spicer, activate Devastator Doctrine and then use the "Storm of Fire" to give the Infernus squad -1AP and Ignore Cover as well.

Firing Deck only allows shooting one weapon per X, 

Some of the things that stood out to me:

 

Libbies with a 4++ for the unit Azrael style.

 

Terminator Squads led by a Terminator Chaplain for 2+, 4++. 4+++

 

Snipers look like they could be a viable part of a theme. 

 

The Repulsor Defensive Array.

 

Storm Ravens can now transport Primaris Dreads - like the Brutalis.

 

The incredibly easy collection of Anti-Fly 2+ weapons.

 

The above being the second way Vanguard Vets with Jump Packs get smacked around making them the big losers. 

 

Grav is Anti-Vehicle 2+ - when making the Vehicles Tougher so high volume mid strength weapons like Grav can't dominate Infantry AND Vehicles was sort of the point here. 

 

Eliminators got a little worse (Las Fusils didn't improve as much as lascannon, and they didn't get the camo cloak upgrade sniper scouts did) - while sniper scouts got better.

Just now, L30n1d4s said:

Exactly... so Firing Deck 6 means all 6 embarked models get to shoot one kf their weapons.

But the attraction to Desolators is their volume of fire - because they have two guns.   on the Firing Deck you have to pick one of the two.

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