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Eighth Company
#1
Posted 10 November 2007 - 08:57 AM
FORMATION:
1 Captain (must be equipped with a jump pack)
0-1 Chaplain (must be equipped with a jump pack)
10 ten-man Assault Squads
SPECIAL RULES:
For the Chapter!: (as a Battle Company)
Something else might be in order to reflect the ability of loads of Assault Squads to maneuver around the battlefield.
#2
Posted 11 November 2007 - 03:28 AM
92% of teens have moved on to rap. If you are part of the 8% who still listen to real music, copy and paste this into your signature.
Go away or I will replace you with a very small shell script.
#3
Posted 11 November 2007 - 07:22 AM
#4
Posted 11 November 2007 - 01:24 PM
92% of teens have moved on to rap. If you are part of the 8% who still listen to real music, copy and paste this into your signature.
Go away or I will replace you with a very small shell script.
#5
Posted 07 February 2008 - 04:28 PM
FORMATION:
1 Captain*
0-1 Chaplain*
1 Command Squad*
10 ten-man Assault Squads
SPECIAL RULES:
Victory or Death!:
- * All must be equipped with jump packs. Command Squad may not take any heavy weapons.
- Hold At All Costs
- Blind Barrage
Edited by bannus, 07 February 2008 - 04:29 PM.
Remember that during a zombie apocalypse, you don't have to out-
run the zombies....just the guy next to you.
#6
Posted 07 February 2008 - 06:22 PM
Perhaps: 200-250 points, the units from the Formation can use the Flank March asset, and gain the Furious Assault veteran skill.
#7
Posted 07 February 2008 - 06:27 PM
I gave Flank March to the Seventh Company since Insignium Astartes specifically mentions this tactic being quite common for that Company.I think something like Flank March would be more appropriate than Blind Barrage.
Perhaps: 200-250 points, the units from the Formation can use the Flank March asset, and gain the Furious Assault veteran skill.
Flank March is not really that valuable to all jump-pack equipped unit anyway as all of them can Deep Strike.
The biggest issue I found with this formation is the lack of ranged weapons and vulnerability while closing with the enemy - where a smoke screen can really help.
FORMATION:
1 Captain*
0-1 Chaplain*
1 Command Squad*
10 ten-man Assault Squads
SPECIAL RULES:
Victory or Death!:
- * All must be equipped with jump packs. Command Squad may not take any heavy weapons.
- Hold At All Costs
- Careful Planning
- Blind Barrage
Edited by Brother Tyler, 10 February 2008 - 12:10 AM.
Added bannus' recommendation for the Eighth Company from the closed consolidated thread. -Brother Tyler
Remember that during a zombie apocalypse, you don't have to out-
run the zombies....just the guy next to you.
#8
Posted 07 February 2008 - 06:48 PM
Also, Flank March is awesome for Assault Marines. Deep Strike? Pfft. Deep Striking anywhere useful--especially on a crowded board--is a huge risk, and they can't assault after doing it. Assault Marines might as well not be able to Deep Strike for all the good it does them--I've seen it hurt them more than I've seen it help them.
With Flank March, you get assaults as soon as they come in against anything within 18" of the board. That's a huge area to threaten. Flank March is fantastic for Assault Marines. Deep Strike doesn't cut it at all.
That being said, if you've already given Flank March to the seventh (and I agree that's appropriate) the Eighth will need something else...
Maybe Furious Assault and the ability to re-roll the scatter dice when Deep Striking? I still think Flank March would be better, but at least they would stand a decent chance of ending up on the table, close to where you want them, and alive after using their gimmick.
And, on the other hand, Blind Barrage really would be very good for them...
I guess I'm conflicted on this. The only part I'm not conflicted on is the notion that Deep Strike is somehow even vaguely comparable to Flank March in terms of awesomeness. It just aint.
#9
Posted 10 February 2008 - 12:19 AM
I'm leaving special rules/strategic assets alone for now until we get the formation finalized.
#10
Posted 15 February 2008 - 03:17 AM
Basically, if you take awesome and paint it red, you've got Blood Angels.
"I hate Emo."
#11
Posted 15 February 2008 - 01:03 PM
I've been looking at old second edition Epic company cards and that has the captain and squad in a Rhino whilst everyone else has jump packs. Not necessarily practical, but it does mena that gamers don't have to model up a jump-pack command squad that they can't use in normal games.
Just a few thoughts to throw into the mix - I'm happy for disagreement!


#12
Posted 29 February 2008 - 08:07 PM
I've been looking at old second edition Epic company cards and that has the captain and squad in a Rhino whilst everyone else has jump packs. Not necessarily practical, but it does mena that gamers don't have to model up a jump-pack command squad that they can't use in normal games.
Well, one can always magnetize the Marine's body, normal back pack, and jump packs and swap them out as needed. Doesn't matter to me though, as Blood Angels honor guard (command squads) can take jump packs. My vote would be for the captain and command squad to be equipped with jump packs.
Basically, if you take awesome and paint it red, you've got Blood Angels.
"I hate Emo."
#13
Posted 23 April 2008 - 09:13 PM
Personally, I think that the formation itself should focus on the most generic version of the Eighth Company - all jump packs. While the fluff allows for Rhinos and Drop Pods, both of those change the nature of the company considerably, making applicaton of strategic assets difficult to assign/justify. Assault Squads are primarily identified with their jump packs, so the easiest solution would be focus the datafax around the jump pack equipped Eighth Company.
Personally, I don't like the concept of the smoke screen. The company is what it is, and that's a company of Assault Squads. There are weaknesses in this, but I think that the datafax strategic assets should focus around the synergy of using Assault Squads, weaknesses and all. The company is noted for its mobility, so I would focus around that.
#14
Posted 24 April 2008 - 03:53 PM
None of the Datasheets restrict the options available to specified units in any way. I don't think this one should be any different. If a player wishes to deploy some or all of his Assault Squads in Rhinos or Drop Pods (assuming the army is allowed to do this in normal games of 40K), then it should not be prohibited.Personally, I think that the formation itself should focus on the most generic version of the Eighth Company - all jump packs. While the fluff allows for Rhinos and Drop Pods, both of those change the nature of the company considerably, making applicaton of strategic assets difficult to assign/justify. Assault Squads are primarily identified with their jump packs, so the easiest solution would be focus the datafax around the jump pack equipped Eighth Company.
The price of the units remain fixed and (with the squad size being fixed too), the Rhinos and Drop Pods will not be bargains anyway.
Remember that during a zombie apocalypse, you don't have to out-
run the zombies....just the guy next to you.
#15
Posted 24 April 2008 - 06:08 PM
as for assets, the strategic redeployment sounds ok, but can jump packs really do that? i mean, you could argue that they jump to get picked up by a low flying thunderhawk or something and that sits alright with me, but if JP could just bound you to the other side of a board, they'd be able to do that already, right? i like vital objective actually, i mean, why else would you be sending in 10 squads of CQB specific troops if not to take and hold an important location? careful planning also looks nice for obvious reasons.
you could add a rule that allows the other assault squads to home in on the command squad if they deep strike. or, in lieu of careful planning, what about something that allows the entire formation to deep strike at once like lysander.
Edited by utilityzero, 24 April 2008 - 06:11 PM.
8% of teenagers dont listen to rap and 2% havnt tried pot OR drinking... and an even smaller percentage of people actually feel the need to bolster their own self-esteem by putting a spin on being rhythmicly challenged and having no social life.
100% of your base are belong to us.
50% of marines apparently get lost in the warp. If only the guy who came up with that plot had gotten lost in the warp first.
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