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Here are some of the combos that struck me as interesting out the gate (look forward to seeing if they are allowed at any tournaments and, if so, trying some of these out):

 

 

DARK ANGELS
-Champion of the Chapter with “Ravenwing Bike” Specialism, “Ravenwing Hunter” Ability, and Plasma Talon (Shooting) and Thunder Hammer and MCed Chainsword (Melee).


Leading a squad of Outriders, everyone gets Advance and Shoot/Charge, the Champion gets full rerolls to wound in melee, and the Outriders give the whole unit +1S/+1 Dmg on the charge. That means the Champion gets either 5 x S9 AP-2 Dmg3 attacks (with Dev Wounds and full re-rolls to Wound) or 7 x S5 AP-1 Dmg3 attacks (with Sustained Hits and full re-rolls to Wound) on the charge, plus the 12 x S5 AP-1 Dmg2 attacks from the Outriders. Should be more than enough to take out any chaff or small Objective holding units and can even punch up, with some Stratagem support (like getting “Lance” in Gladius) into tougher Monsters/Vehicles, especially with all those potentially Dev Wound Dmg3 attacks.

 

 

DEATHWATCH 
-Librarius Adept with “Mk X Gravis Armour” Specialism, “Rites of Battle” Ability, and Smite (Shooting) and Twin Lightning Claws (Melee).


Leading an Indomitor Kill Team with 2 x DW heavy Bolters, 5 x DW Heavy Bolt Rifles, 2 x Melta Rifles, and 1 x Multi-Melta, he gives everyone Sustained Hits (the Bolt Weapons already have Lethal Hits built-in) and the ability to use the Kraken Rounds strat for free each turn. Combined with the Kill-Team’s built in rule giving +2S when shooting the nearest unit or after charging, you can pump those 14 x Heavy Bolt Rifle shots up to 36” range at S7 AP-3 Dmg2 (Lethal/Sustained), the 6 x DW Heavy Bolter shots up to 42” range at S7 AP-3 Dmg3 (Lethal/Sustained), and the 4 x Melta shots up 24” range at S11 AP-5 Dmg D6 (Melta, Sustained)

 

 

SPACE WOLVES
-Champion of the Chapter with “Thunderwolf Mount” Specialism, “Narthecium” Ability, and Forge Bolter (Shooting) and Servo-arm and Thunder Hammer (Melee).


Leading TWC (obviously), this guy adds a whole additional level of melee damage (Thunder Hammer with re-rolls to Wound), plus can revive a dead TWC model each Battle Round, making the unit even more durable throughout the game.

Edited by L30n1d4s

Astartes

Librarian (Sustained Hits 1) with Jump Gravis armour and Narthecium leading Plasma Inceptors. A couple of extra Hits per turn and revives 1 fallen model per turn. Great for reviving any victims of Hazardous. 

3 hours ago, L30n1d4s said:

Here are some of the combos that struck me as interesting out the gate (look forward to seeing if they are allowed at any tournaments and, if so, trying some of these out):

 

 

DARK ANGELS
-Champion of the Chapter with “Ravenwing Bike” Specialism, “Ravenwing Hunter” Ability, and Plasma Talon (Shooting) and Thunder Hammer and MCed Chainsword (Melee).


Leading a squad of Outriders, everyone gets Advance and Shoot/Charge, the Champion gets full rerolls to wound in melee, and the Outriders give the whole unit +1S/+1 Dmg on the charge. That means the Champion gets either 5 x S9 AP-2 Dmg3 attacks (with Dev Wounds and full re-rolls to Wound) or 7 x S5 AP-1 Dmg3 attacks (with Sustained Hits and full re-rolls to Wound) on the charge, plus the 12 x S5 AP-1 Dmg2 attacks from the Outriders. Should be more than enough to take out any chaff or small Objective holding units and can even punch up, with some Stratagem support (like getting “Lance” in Gladius) into tougher Monsters/Vehicles, especially with all those potentially Dev Wound Dmg3 attacks.

 

 

DEATHWATCH 
-Librarius Adept with “Mk X Gravis Armour” Specialism, “Rites of Battle” Ability, and Smite (Shooting) and Twin Lightning Claws (Melee).


Leading an Indomitor Kill Team with 2 x DW heavy Bolters, 5 x DW Heavy Bolt Rifles, 2 x Melta Rifles, and 1 x Multi-Melta, he gives everyone Sustained Hits (the Bolt Weapons already have Lethal Hits built-in) and the ability to use the Kraken Rounds strat for free each turn. Combined with the Kill-Team’s built in rule giving +2S when shooting the nearest unit or after charging, you can pump those 14 x Heavy Bolt Rifle shots up to 36” range at S7 AP-3 Dmg2 (Lethal/Sustained), the 6 x DW Heavy Bolter shots up to 42” range at S7 AP-3 Dmg3 (Lethal/Sustained), and the 4 x Melta shots up 24” range at S11 AP-5 Dmg D6 (Melta, Sustained)

 

 

SPACE WOLVES
-Champion of the Chapter with “Thunderwolf Mount” Specialism, “Narthecium” Ability, and Forge Bolter (Shooting) and Servo-arm and Thunder Hammer (Melee).


Leading TWC (obviously), this guy adds a whole additional level of melee damage (Thunder Hammer with re-rolls to Wound), plus can revive a dead TWC model each Battle Round, making the unit even more durable throughout the game.

I'm not overly impressed with the Crucible as it stands, but I would like to fudge it a bit.  Take the normal characters and run them through the same process to come up with alternate-armor version of generic characters.  The Terminator Judiciar.  The Bike Librarian.  The Gravis Chaplain.

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