Bisa Posted August 31 Share Posted August 31 Hey all. I’ll be returning to 40K shortly for a local crusade with friends and want to save some money by keeping with marines (rather than my usual flip flopping about. So what cool, interesting or quirky shenanigans do we have going on? Bonus points for grab armour, I just like their chonk. INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/383876-what-tricks-do-we-have/ Share on other sites More sharing options...
INKS Posted August 31 Share Posted August 31 Do you play codex marines or some other flavour? Link to comment https://bolterandchainsword.com/topic/383876-what-tricks-do-we-have/#findComment-6061520 Share on other sites More sharing options...
DemonGSides Posted August 31 Share Posted August 31 Aggressor + Biologis is a good combo. Throw Fire Discipline on him as well if you're playing GTF detatchment. Link to comment https://bolterandchainsword.com/topic/383876-what-tricks-do-we-have/#findComment-6061539 Share on other sites More sharing options...
Tacitus Posted September 1 Share Posted September 1 Aggressor + Biologis is a good combo. Throw Fire Discipline on him as well if you're playing GTF detatchment. Calgar+Biologis (Fire Discipline)+ (Bolter- Warning: Flamers don't roll to hit so can't explode 5's to hit) Aggressors - Move 5+D6" per turn (Advance, shoot and charge) Fire Disc gets you exploding 5's: From the 6 Aggressors alone: ~40 shots, 40 hits, 12ish are crit meaning 12ish auto-wound, and generate 12ish more hits (already included in the 40: 40 shots miss on 1 and 2's, crit on 5s and 6's which generate one bonus hit for each crit hit that average out to the same rate as your misses) Tack on a Strat (Adaptive Strategy for Dev Doctrine, plus Storm of Fire for IGNORES COVER and -1 AP) paid for by Calgar's Freebie CP plus closest unit (with that kind of movement rate you're mostly in control there) those are -2 D1 wounding hits. You're going to hamburger T4. And you can still charge in with 18 Twin Linked Normal Fists, 6 Twin Linked Super Fists, and 10 MC Powerswords. And I didn't include the nice shooting from Calgar, or the "I'm just tagging along" offense from the Biologis. In theory this can be applied to your OOM target (Which allows reroll hits (so more 1's and 2's can become hits or even crits which means 2 hits) but at some point it becomes wasted overkill. Variations of this (Usually giving up the Calgar Advance and Shoot Charge + CP Gen though generic Captains do similar) can be done with Space Wolves Terminators (At least until their codex comes out and they lose their Terminator "Lieutenant". Dark Angels can also do it with reincarnating PLASMA: 3 Ravenwing Command Squad, 6 Ravenwing Black Knights 9 Plasma Talons, 2 shots each, Rapid Fire for 1 more, 3 shots each overcharge because the medic can bring one back per turn. Bikes probably don't have to advance so you can still charge for a bunch of Anti Vehicle/Infantry 4+ -2 D1 attacks. UM and DA can do a couple annoying tricks with their primarchs: Surround them with 10 Infiltrators led by a Libby in Phobos - the whole block can't be shot from outside 12, prevents deepstrike inside 12. Or Surround them with a Techmarine and a bunch of Dreads You've got a large number of monster equivalent beatsticks, the Primarch is protected by Lone Operative because the INFANTRY Techmarine is protected by LONE OPERATIVE, so all they can shoot at are the Dreads that get healed up by the Techmarine. Hopefully. 10 Hellblasters and 1 Apothecary: Cut loose with overcharge: 2/3 of Hellblasters that blow up get to shoot again. The Apothecary brings them back. 5 Hellbalsters an Apothecary and a Techmarine inside a Shield Dome Impulsor - Impulsor actually does the shooting, using the Hellblasters overcharged plasma - if it gets low on wounds, you unload everyone, shoot with the Hellblasters (explode and shoot again) then reincarnate with the Apothecary, while the Techmarine heals the Impulsor, then everyone hops back in and it starts over. Warning: Do not put Desolators in an Impulsor - Impulsors only allow you to pick one weapon per embarked model, and Desloators get their volume of fire from two weapons. The Calgar Aggressor Bomb above can also (but doesn't need to) get punted into Deep Strike by Uriel Ventris The Infiltrator + Phobos Libby can also be very irritating on large/spaced boards with objective markers that are far away from deployment zones. Infiltrate on the furthest away objective and can't be shot from outside 12, can't deepstrike inside 12 of the objective so they have to run/hop/etc or outflank which also requires multiple turns. INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/383876-what-tricks-do-we-have/#findComment-6061556 Share on other sites More sharing options...
ZeroWolf Posted September 1 Share Posted September 1 Calgar+Biologis (Fire Discipline)+ (Bolter- Warning: Flamers don't roll to hit so can't explode 5's to hit) Aggressors - Move 5+D6" per turn (Advance, shoot and charge) Fire Disc gets you exploding 5's: From the 6 Aggressors alone: ~40 shots, 40 hits, 12ish are crit meaning 12ish auto-wound, and generate 12ish more hits (already included in the 40: 40 shots miss on 1 and 2's, crit on 5s and 6's which generate one bonus hit for each crit hit that average out to the same rate as your misses) Tack on a Strat (Adaptive Strategy for Dev Doctrine, plus Storm of Fire for IGNORES COVER and -1 AP) paid for by Calgar's Freebie CP plus closest unit (with that kind of movement rate you're mostly in control there) those are -2 D1 wounding hits. You're going to hamburger T4. And you can still charge in with 18 Twin Linked Normal Fists, 6 Twin Linked Super Fists, and 10 MC Powerswords. And I didn't include the nice shooting from Calgar, or the "I'm just tagging along" offense from the Biologis. In theory this can be applied to your OOM target (Which allows reroll hits (so more 1's and 2's can become hits or even crits which means 2 hits) but at some point it becomes wasted overkill. Variations of this (Usually giving up the Calgar Advance and Shoot Charge + CP Gen though generic Captains do similar) can be done with Space Wolves Terminators (At least until their codex comes out and they lose their Terminator "Lieutenant". Dark Angels can also do it with reincarnating PLASMA: 3 Ravenwing Command Squad, 6 Ravenwing Black Knights 9 Plasma Talons, 2 shots each, Rapid Fire for 1 more, 3 shots each overcharge because the medic can bring one back per turn. Bikes probably don't have to advance so you can still charge for a bunch of Anti Vehicle/Infantry 4+ -2 D1 attacks. UM and DA can do a couple annoying tricks with their primarchs: Surround them with 10 Infiltrators led by a Libby in Phobos - the whole block can't be shot from outside 12, prevents deepstrike inside 12. Or Surround them with a Techmarine and a bunch of Dreads You've got a large number of monster equivalent beatsticks, the Primarch is protected by Lone Operative because the INFANTRY Techmarine is protected by LONE OPERATIVE, so all they can shoot at are the Dreads that get healed up by the Techmarine. Hopefully. 10 Hellblasters and 1 Apothecary: Cut loose with overcharge: 2/3 of Hellblasters that blow up get to shoot again. The Apothecary brings them back. 5 Hellbalsters an Apothecary and a Techmarine inside a Shield Dome Impulsor - Impulsor actually does the shooting, using the Hellblasters overcharged plasma - if it gets low on wounds, you unload everyone, shoot with the Hellblasters (explode and shoot again) then reincarnate with the Apothecary, while the Techmarine heals the Impulsor, then everyone hops back in and it starts over. Warning: Do not put Desolators in an Impulsor - Impulsors only allow you to pick one weapon per embarked model, and Desloators get their volume of fire from two weapons. The Calgar Aggressor Bomb above can also (but doesn't need to) get punted into Deep Strike by Uriel Ventris The Infiltrator + Phobos Libby can also be very irritating on large/spaced boards with objective markers that are far away from deployment zones. Infiltrate on the furthest away objective and can't be shot from outside 12, can't deepstrike inside 12 of the objective so they have to run/hop/etc or outflank which also requires multiple turns. Where are the MC powersword attacks coming from? Been a while since I looked at Calgar's datasheet admittedly but I don't think any of them had a powersword. Also unless it's marked with extra attacks, you're stuck choosing which close combat weapon to strike with every turn. Ranged weapons are the only ones where you can literally Fire everything off at once. Link to comment https://bolterandchainsword.com/topic/383876-what-tricks-do-we-have/#findComment-6061574 Share on other sites More sharing options...
Tacitus Posted September 1 Share Posted September 1 Where are the MC powersword attacks coming from? Been a while since I looked at Calgar's datasheet admittedly but I don't think any of them had a powersword. Also unless it's marked with extra attacks, you're stuck choosing which close combat weapon to strike with every turn. Ranged weapons are the only ones where you can literally Fire everything off at once. Calgar comes with two Victrix Guards who technically have "Victrix Power Swords" not MC, but its close enough for "generally speaking". ZeroWolf 1 Back to top Link to comment https://bolterandchainsword.com/topic/383876-what-tricks-do-we-have/#findComment-6061613 Share on other sites More sharing options...
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