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breng77

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About breng77

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    Stratford, CT

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  1. I think Ravenguard are by far the best between -1 to hit and strike from the shadows. With Scars a distant second, but probably solidly above the other choices, Imperial Fists might be 3rd best. That is if we are talking about codex marines anyway. Ultra Marines are probably up there as well if only for RG. Dark Angels, Space Wolves and Blood Angels are also strong choices for Aggressors, that are on a level with White Scars or maybe slightly above.
  2. Mostly shooting, they are ok in the assault against things like vehicles, but they really lack a quantity of attacks to be a true assault unit. As for walking up the field they are good, they can get into range quickly especially with the approved advance. I think there are some other chapters that use them a bit better, but white scars do ok.
  3. I've used them a few time. It makes them quite fast basically base move 8", since unless you want to assault you will advance which is minimum 8" so very reliably quick.
  4. I converted mine, it is not the best conversion but I used plasma cannon bits to replace their assault bolters (which look a little big, but not horrible), like any other gun on a hand they are pretty easy to remove with clippers, a saw and a hobby knife.
  5. I think cost is the big thing here. If they were the same cost I think there is a discussion, but in general unless you are looking at a 5 man "devastator" squad style helblaster unit, I think the Regular and assault versions are both better than the heavy due to having more shots.
  6. There are no rules in the book for Chaplain on a bike, there are for captain on a bike though., that is the only bike HQ I see in the book.
  7. Scout bikers and agressors have done well for me. Typically my recent lists can kill about 50-60/Orks GEQ a turn, so more nids typically. 9 Scout bikes put out 54 S4 shots at 12" range (+combi/storm bolter if you want) for 225 points. (16 dead GEQ with no buffs) and also have 19 attacks on the charge. For something like raven guard you can deploy in range to shoot twice turn 1 (if you go first). 6 of them will average 114 S4 shots at 18" which is ~34 dead Guardsman. Both can easily can be more than that with a captain and LT.
  8. They left it out because there is no model for it. As to Khan, I don't think his buffs are worth the points. +1S in combat is nice but not great for most things, I wish it were +1 to wound, because +1 S only helps against very few things.
  9. Why those choices? I view regular bikes and scout bikes being better than either of those choices. I can get 6 (2x3) double plasma + combi-plasma bikers for less than the cost the cost of 5 Vet bikes. In that comparison The vet bikes have 2 less wounds and 3 more attacks for 11 more points. They also have 4 extra bolter shots, but 2 less plasma shots. But if you want dakka, for even less points you can get 9 scout bikes with a storm bolter sarge which put out 58 S 4 shots at 12" range and have 19 S4 cc attacks. With faster movement. You could also put a combi-on the sarge if you want.
  10. I have not played against them much yet, what seems to be the issue turn 1.
  11. You may well be right but as long as I already have the models I will use them until they change the ruling.
  12. No you don't you use the codex entry with the index wargear
  13. One thing you do not realize is that you are allowed to take index options per the designers commentary. So since we could take them in index imperium 1, we still can. @stormxlr, you cannot take a storm bolter and powersword, the sarge can only take one option replacing his bolt pistol.
  14. I mean horde killing you can go 2 flamers and a combo-flamer/storm bolter. Plasma bikes are probably the most flexible as they are multi-role and midline expense. Melts bikes seem attractive if you need high damage weapons, my issue with them has been getting them close enough to make use of those melta and they are more expensive than plasma bikers. Oh and 4 bikes with a storm bolter has 20 shots at short range (4 from each bike, 4 from the storm bolter)
  15. I would say 3 bikers with 2 flamers and combi-flamer is up there for points efficiency and getting into range (20" move + shooting). It also seems you missed land speeders as an option they can take 2 heavy flamers. It is expensive but a squad of 3 with double heavy flamers has 20" base move + shoot. I want to like flame aggressors but they are simply to slow with not viable transport option (it is too expensive).
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