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Dev Centurions Tactics


Acebaur

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So how to run these guys? I've always wanted to try them but I simply can't justify spending 80+ bucks on only a couple of models that I'm not dying to have. So, I decided that I could convert some pretty easily using 2 TDA on a 50mm base with some aftermarket weapons. 

 

However, as I've never run them I'm wondering how to fit them into a list. Do they need a Land Raider? Or are they ok walking? I've heard 4 is the magic number to run, what are your experiences? Do they need a character to tank wounds for them or can they hang by themselves if there are other big threats in my army?

 

I'm thinking of running them mainly in a competitive list so what do you usually pair them with to try and take the heat off of them?

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Run them with grav-cannons. There's no point with the other weapons systems as dev's do it for half the price.

 

I suggest drop pod if running unbound (FA in C:BA or SW). If not, LRC could work, but it's extremely points heavy.

 

They need a transport, as they are slow and short ranged.

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Yeah, I had planned to use grav cannons, I guess I forgot they can do HB's or LC's :p  Yeah I thought about a LRC, but they are already a points sink.  Of course being BT I can always DT one from a Crusader squad for some OS goodness ;)

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The problem with deploying them centrally is they can be counter deployed or shot off the table before they can do anything. They are twice the cost of a vindicator and more fragile.

 

I honestly never take mine without a pod. Dropping 15 Grav Shots and 18 bolter rounds into a weak point in the enemy line can easily be a game changer.

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Deploy centrally, but do it smart. If you're going second, make sure they are hiding behind a Rhino or something. As for being counter-deployed: the board isn't infinite. Your opponent may be able to mitigate some of the grav coming his way for a turn or two, but at some point, he will run out of places to hide.

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Just an FYI since BT cannot field psykers naturally, your Centurions will be very underwhelming compared to how most people are using them. Honestly in this scenario going LC/ML might not be a bad idea.

 

Normally people take the Grav Amps and Hurricane Bolters. They take the HrB because they are cheap, and because they will mow down weak units that are resistant to grav weaponry.

 

Most people try to do a small splash of 3 Centurions, but the best way to use them is with 5-6 as a psychic deathstar. A powerful psyker like Draigo or Tigurius that can guarantee buffs like TL, Ignore Cover, Invisibility, Force Dome, etc on the Centurions is ideal. From there, you can deploy as far up as possible, move 6" forward on your first turn, and from that position you literally threaten everywhere on the board with a 30" reach top and bottom, and along the hypotenuse of the table. No area is safe for the opponent to end his movement in except the absolute four corners of the table.

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Yeah, without the psyker in there it will run a lot differently than the stock centurionstar loadouts most are using.   They are still powerful, but a lot harder to use.   Setting them up out of line of sight if you go 2nd will be vital, as will be denying any kind of drop pod-ish type strikes.   

 

They are tough to kill with T5 and 2W, but plasma, grav, melta, etc can and will put wounds on them (as can volume of dice).   If you use them this way I second the motion someone above said : use rhino's to block line of sight and other squads for cover saves.   Protect your rear if you suspect deep strikers or outflankers, and on your turn move them forward to threaten and nukes stuff.  

 

Without the psyker support, you will need something else of equal threat though to force target priority issues for your opponent.   Maybe drop dreads or vindicators, etc.   This will help them with a tough choice of which to kill first, and likely he won't be able to knock them out in one round (hopefully).

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I do love me some Ironclads in a drop pod. What about running multiple LRC's? Are they enough of a threat to deter from the centuions being the priority?  Or what about some Hammernators?

 

Without running a full deathstar of them should I take just the 3 man? or bump it to 4 for some extra survivability?

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That all comes down to your points. I have had success with 3 land raiders and drop centurions, but your model count is extremely low. It's devastating alot of the time but if your opponent has good counters for AV 14 you're pretty much hosed. And this is at 2k.

 

I'm yet to run anything that took target priority away from the cents save maybe a Legacy of Keylek vindicator. Even then it's iffy. Centurions in a black templar army will be your shootiest unit.

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Really if you dont have the psyker support you might want to consider either running them alongside a knight or a second squad of cents.  2 groups of 3 would both be nasty units, and will cause headaches for anyone.   Especially useful if their main solution to removing them is either a drop pod or melee unit since you can deploy them on opposite board sides.   Pod units are generally shorter range (24" plasma maybe the longest threat range) and melee will have to move around.   This can force your opponent to spit his forces, allowing you more turns to shoot.   Imperial knights are just a hard counter to virtually anything as well and would be a good option if you can afford the model.

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Put them in a Landraider and get them safely into range.

Attach a captain with Shield Eternal to be their tank and invul save.

 

Anyone telling you not to put them in a Raider is flat out wrong. Their weapon range is 24" and the opponent can deploy far away.

 

The Raider gets them in position, and the captain tanks ap2 or str10 weapons that could hit them. This also keeps them safe from deepstriking ap2 shooty units.

 

This unit is indeed expensiv, but if they open fire three times in a game you'll make your points back and then some!

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Put them in a Landraider and get them safely into range.

Attach a captain with Shield Eternal to be their tank and invul save.

Anyone telling you not to put them in a Raider is flat out wrong. Their weapon range is 24" and the opponent can deploy far away.

The Raider gets them in position, and the captain tanks ap2 or str10 weapons that could hit them. This also keeps them safe from deepstriking ap2 shooty units.

This unit is indeed expensiv, but if they open fire three times in a game you'll make your points back and then some!

This is what I do when running my Red Hunters (without Tiggy, Draigo, etc.). It may not be optimized but it's still effective.

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Put them in a Landraider and get them safely into range.

Attach a captain with Shield Eternal to be their tank and invul save.

 

Anyone telling you not to put them in a Raider is flat out wrong. Their weapon range is 24" and the opponent can deploy far away.

 

The Raider gets them in position, and the captain tanks ap2 or str10 weapons that could hit them. This also keeps them safe from deepstriking ap2 shooty units.

 

This unit is indeed expensiv, but if they open fire three times in a game you'll make your points back and then some!

 

What about against armies that tend to come to you like TWC? Seems like it might be wiser to leave them out in that case and then when the dogs get close hose them down with grav and bolters and then assault with a large tarpit unit like a Crusader squad.

 

Speaking of which, if I did run them in a LRC, would it be inadvisable to start them on the board behind the LRC and then jump in turn one? ObSec LRC's are hard to pass up :p

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You could do that, but it only takes a few plasma guns coming out of a drop pod to remove them from play.

Again, it depends what you're facing.

Are you definitely going to be playing against TWC? Keep in mind that Space Wolves have very good ranged units as well.

 

The Landraider allows them to get into range, and then re-deploy later in the game.

 

I know the unit is expensive, and some people find it hard to grasp the potential damage output. Remember you have 18 TL bolter shots at 12" range as well (don't bother with chest missiles). Fankly, I find it hard to write lists that don't include these guys anymore...

 

When these guys are in range, after 1 turn:

-Tactical Squad - It's gone!

-THSS Termies - bye, bye

-Wraithknight - Dead

-Landraider/Monolith/Any vehicle - It's scrap!

 

It's as simple as that

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I remain sceptical about the Landraider. Presumeably, you're going to move it in the first turn, desembark and paste something with the devastators. So all it's really doing is give you a 6" boost on turn one, and armored protection if you go second. Seems rather pricey, if you could just bring another unit, or maybe hide it in a bunker or behind an aegis on turn one. Heck, for the cost of a chapter master and a land raider, you could pay the allied tax and shove them in a drop pod.
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