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So my wife and I have been playing some 10th edition here and there after completely skipping 9th edition (I bought it, made lists, just never got around to playing it) and we've been having so much fun we've started considering going out to a local tournament or two.

 

In the process of putting together some list I came across a fun little combo that I hadn't heard anyone mention, and absolutely wrecked my wifes tyranids, a unit of incursors runs up the board to a spot where they can get some shots in on one of the wifes big beasties then use their multi spectrum array to give a balistus dread +1 to hit. Doesn't sound like much, but with the re-roll from balistus strike I never actually missed her screamer killer until it was beat down enough I didn't get the re-roll anymore. Next two games, with some better then average (for me anyways) damage rolls I wiped it in one round of shooting.

 

I was wondering what other little combos are out there that I may have missed like that

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Impulsors and erradicators or sternguard (multimelta marines, these new names are not dyslexic friendly) are a fun combo. I didn't get them at first, initially I was pissed off the impulsor couldn't transport 12.

 

Firing deck 6 is such a small detail. 6 multimelta marines could really make someone pay for missing that detail like I did. 5 sternguard plus a lieutenant could be another great gunboat too.

1 hour ago, Brother Raul said:

Impulsors and erradicators or sternguard (multimelta marines, these new names are not dyslexic friendly) are a fun combo. I didn't get them at first, initially I was pissed off the impulsor couldn't transport 12.

 

Firing deck 6 is such a small detail. 6 multimelta marines could really make someone pay for missing that detail like I did. 5 sternguard plus a lieutenant could be another great gunboat too.

I threw mephiston and 5 sternguard in an impulsor and it's definitely cheeky fun. I think the hellblasters might be better; you can't put 6 eradicators in because they are gravis troops. 

If you really want to be cheeky with an Impulsor then 2x3 squads of Las Fusil Eliminators suddenly turns it into a pretty potent gunboat. 6 S9 shots is good dakka.

 

Not sure if it can pull Move-Shoot-Move shenanigans with a Bolt Carbine Sergeant. That could be a way to lose friends. :whistling:

Edited by Karhedron

According to Auspec Tactics, you do the move-shoot-move with the Eliminators to embark on the Impulsor and provided the Impulsor hasn't been activated to shoot that turn, it can then fire with it's own and it's cargo's weapons thanks to how they are counted with Fire Deck. This will likely get errata'd out at some point though.

11 hours ago, Karhedron said:

If you really want to be cheeky with an Impulsor then 2x3 squads of Las Fusil Eliminators suddenly turns it into a pretty potent gunboat. 6 S9 shots is good dakka.

 

Not sure if it can pull Move-Shoot-Move shenanigans with a Bolt Carbine Sergeant. That could be a way to lose friends. :whistling:

And now I have to buy another impulsor and two boxes of eliminators...

 

Edit: GD autocorrect...

Edited by Adorondak
18 hours ago, DemonGSides said:

I threw mephiston and 5 sternguard in an impulsor and it's definitely cheeky fun. I think the hellblasters might be better; you can't put 6 eradicators in because they are gravis troops. 

Good idea regarding the hellblasters. Think the cargo will always be meta dependant but Hellblasters always get shot at and this could be a way to keep them safe (if not from themselves) to really make up a points gap.

 

*just as a footnote I'd hate to be inside a repulsor when a overcharge goes wrong.

21 hours ago, Karhedron said:

 

5 hours ago, Brother Raul said:

Good idea regarding the hellblasters. Think the cargo will always be meta dependant but Hellblasters always get shot at and this could be a way to keep them safe (if not from themselves) to really make up a points gap.

 

*just as a footnote I'd hate to be inside a repulsor when a overcharge goes wrong.

The best part of the overcharge is that the impulsor takes the hit when they overcharge so it becomes even more useful

Edited by DemonGSides
On 1/11/2024 at 8:42 AM, Brother Raul said:

Impulsors and erradicators or sternguard (multimelta marines, these new names are not dyslexic friendly) are a fun combo. I didn't get them at first, initially I was pissed off the impulsor couldn't transport 12.

 

Firing deck 6 is such a small detail. 6 multimelta marines could really make someone pay for missing that detail like I did. 5 sternguard plus a lieutenant could be another great gunboat too.

Eradicators can’t ride in an impulsor as they’re gravis. 
 

they also count as 2 models in either a repulsor or land raider. 

Things that have worked better than I expected for me, mostly having played 1000-1500 point games against Chaos and Necrons, and always using SoS.

 

- Big unit of foot Assault Intercessors. Less mobile than the jump flavour, but they have more options for character support, and in some of my games they have gone from filler unit to MVP. The 4++ from a Librarian is a good option, but they absolutely tear it up if you take a Sanguinary Priest for the 5+++/+1AP and then play Red Rampage.

 

- OG box dreads giving WotA to Hellblasters. These guys put in work. Pretty good synergy in that you don't have to just hang back, Hellblasters being Assault means you can still advance them to move up with the rest of the army, and the dread can move to supporting assault units.

 

- Assault Terminators with Librarian for sustained hits. Damn. Just damn. I was disappointed at the way hammers appeared to have been nerfed, but it's first class anti-MEQ.

 

I'm currently working up the motivation to get my Bladeguard painted so I can try stuffing six of them, a captain, and a lieutenant in a Land Raider, which will certainly be a fun combo, just not exactly "little" ;)

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