Jump to content

New Stratagems we'd like to see


Recommended Posts

I don't think it's particularly weak. 40 bolter shots hurts. The Chaos Cultist bomb or Guardian Webway, um, bomb, does similar things and works well. In fact cultists have S3! The charging element is just additional needing up of the Unit in addition to shooting.

 

Now Assault Terminators don't get the boost as much so perhaps they can have another Stratagem to assist them. Any ideas before I go to work?

Link to comment
Share on other sites

Raven Guard:

 

Shrike's Wing.

 

2CP

 

Before the battle begins nominate a Vanguard Veterans unit in the same detachment as the Warlord. It has the Command Squad Bodyguard rule for the duration of the battle.

Link to comment
Share on other sites

Angels of Death

Space Marines Strategem

3CP

The enemies of the Imperium quail in fear when the Adeptus Astartes arrive, their drop pods trailing fire across the skies.

Use this Strategem before the battle. All units which can take a drop pod as a Dedicated Transport must either take a drop pod or be included with units that have a drop pod. During deployment, all drop pod models in your army, along with any units embarked within them, are placed in orbit rather than placed on the battlefield. During your first turn's Movement phase, half of your drop pod models (rounding up) shall arrive, with the remaining half arriving at the end of any of your subsequent Movement phases. Declare where the drop pod model(s) shall land, regardless of distance from any enemy models and roll a d6. On a 5+, the drop pod's internal guidance cogitator lands the drop pod and the unit on target, and any enemy models that the drop pod is within 3" of shall take d6 mortal wounds and fall back 9" from the drop pod; the unit within the drop pod shall immediately disembark with all models 3" from any enemy models. However, on a result of 1, a mishap with the drop pod occurs and the drop pod must land 12" from any enemy models and the unit within shall take d3 mortal wounds and may not make any other actions for the remainder of that turn other than immediate disembarkation: the drop pod is destroyed. Otherwise, the drop pod must land more than 9" away from any enemy models: move the drop pod appropriately and deploy the unit within as normal.

Link to comment
Share on other sites

All units which can take a drop pod as a Dedicated Transport must either take a drop pod or be included with units that have a drop pod. During deployment, all drop pod models in your army, along with any units embarked within them, are placed in orbit rather than placed on the battlefield. 

 

That's not how dedicated transport work anymore. They are bound to specific untis or whatsoever. It just means that you can take one of the dedicated transports for each unit you have in that detachment. Have a Tactical Squad? Get an additional Drop Pod slot. Captain? Additional Drop Pod slot. Aggressors? Additional Drop Pod slot. Predator? Additional Drop Pod slot. Landspeeder? Additional Drop Pod slot. Landraider? Additional Drop Pod slot. And so on. ^^

Link to comment
Share on other sites

 

All units which can take a drop pod as a Dedicated Transport must either take a drop pod or be included with units that have a drop pod. During deployment, all drop pod models in your army, along with any units embarked within them, are placed in orbit rather than placed on the battlefield. 

 

That's not how dedicated transport work anymore. They are bound to specific untis or whatsoever. It just means that you can take one of the dedicated transports for each unit you have in that detachment. Have a Tactical Squad? Get an additional Drop Pod slot. Captain? Additional Drop Pod slot. Aggressors? Additional Drop Pod slot. Predator? Additional Drop Pod slot. Landspeeder? Additional Drop Pod slot. Landraider? Additional Drop Pod slot. And so on. ^^

 

I understand that. What i mean is that you would have to take drop pods for the units to use the Strategem, just like you would have to have three Predators to use Killshot or three Librarians to use Empyric Channeling. So if you had a 5-man Tactical Squad, you would have to put them in a drop pod (as opposed to a Rhino or Razorback). If you had a Captain, you could put him in the drop pod with the Tactical Squad, or put him in his own drop pod. 

Link to comment
Share on other sites

I think one of the biggest problems of Codex Space Marines is their Stratagems being too specific and nichè. A Stratagem for tanks is good, but one requiring a triplicate of identical tanks isn't.
Link to comment
Share on other sites

I think one of the biggest problems of Codex Space Marines is their Stratagems being too specific and nichè. A Stratagem for tanks is good, but one requiring a triplicate of identical tanks isn't.

Changing killshot and linebreaker to only require one of their respective tanks would help a lot. That and stratagems to beef up our many elite choices and give each one a slightly different purpose. As it stands our elites have too much overlap and too few stat changes from standard marines.

Link to comment
Share on other sites

Re-rollable 7's would be great.

Also deny the witch 6+ in BT units and re-roll hits vs keyword psyker.

After all they hate witches.

 

Fluffy and would make a good deepstrike force.

As stratagem Orbital Bombardment 3CP D6 Mortal wounds.

Can't target characters (unless it has more than 10 wounds), units with 10 wounds or more.

 

Or Teleport strike for crusader squads/sword bros, 3CP D3 units.

Would go perfectly with that re-roll 7.

Link to comment
Share on other sites

I don't think it's particularly weak. 40 bolter shots hurts. The Chaos Cultist bomb or Guardian Webway, um, bomb, does similar things and works well. In fact cultists have S3! The charging element is just additional needing up of the Unit in addition to shooting.

 

Now Assault Terminators don't get the boost as much so perhaps they can have another Stratagem to assist them. Any ideas before I go to work?

Those strategies/strategems also only cost 1 cp in factions where CP is easier to come by compared to marines, are far far cheaper in points as well, and involve units that are mostly decent on their own.

 

40 bolter shots is a not-insignificant amount of anti infantry firepower, but it is terrible return on the investment of 250+ pts and 2 CP, especially for marines.

Link to comment
Share on other sites

But you can charge also and do serious damage whilst also firing the squad' s heavy weapons twice.

 

And since the FAQ CPs are not hard to come by. My usual 2000pts list has 10 which is plenty.

As I mentioned, a reroll looking for a 9 is much more likely to fail than succeed.

So your more often than not spending 2 CP to shoot twice with a unit whose fire output is pathetic in comparison to its points.

Adding a heavy weapon to the unit won't change that, since it further increases the unit's price, and will only hit on 4s.

 

For comparison, raven guard can pay 1 CP to drop a unit of 4 aggressors in range, and either shoot twice, for an average of 80 shots, or move closer to get a ~4" charge and still get 40 shots, the same output as a unit of 5 terminators shooting twice, and they have the same melee output as shooty terminators minus 3 power sword swings from the sarge.

And that strategy is merely "good".

 

Also, 2 CP out of 10 is literally 1/5th of your total for the game.

That's a big chunk.

Link to comment
Share on other sites

Veteran Crew (1-3 cp) use after deployment but before the game begins.

 

Designate a friendly <chapter> non-dreadnought vehicle. That vehicle gains the benefit of chapter tactics for the duration of the game. You may designate an additional vehicle in this way for every cp you spend up to 3.

Link to comment
Share on other sites

Tactical Momentum (1 cp)

Use when a friendly (chapter) unit destroys an enemy unit in the fight phase and is no longer within 1" of any enemy units. When this unit consolidates, it may move up to 6" and it may move in any direction rather than toward the nearest enemy unit.

Link to comment
Share on other sites

Very nice ideas, the only one I’m not a fan of is the veteran crew one, but that’s not because it’s not a good idea it’s just that I believe SM vehicles should have chapter tactics anyway, or alternate ones like AM do. We shouldn’t have to spend cp to get something the other races get for free.
Link to comment
Share on other sites

So you think 1 CP would be a fair price?

Probably.

Or make the strat more impactful.

Terminators just need a lot of help to be worth it.

Marine strats do have a problem with being lacklustre and too specific, but on the other hand, if the unit's the stratagems buffed were more on par with other armies, the strats wouldn't have to pull so much of the weight.

 

Currently, a strategem for 1 cp that let terminators shoot twice, reroll to hit, and to wound on the turn they land, probably wouldn't be enough to actually let them see play in their current state.

Despite that being objectively one of the "best" strats for its cost in the game.

Terminators are just that far under the power curve.

Link to comment
Share on other sites

@Captain Idaho: Some terminator-friendly stratagems.

 

Teleport Flare (1 CP)

Use when a unit of friendly <Chapter> Terminators has been set up on the battlefield using Teleport Strike.  Enemy units attempting to attack this unit in the next enemy Shooting phase suffer -1 to their hit rolls.

 

Mad Minute (1 CP)

Use when a unit of friendly <Chapter> Terminators is chosen to attack in the Shooting phase.  Treat all rapid fire 2 weapons fired by this unit as rapid fire 4.

 

Actuator Overload (1 CP)

Use when a unit of friendly <Chapter> infantry or a <chapter> Dreadnought is chosen to assault in the Charge phase.  Roll 4d6 and take the highest two dice to determine this unit's charge distance.  For every 1 rolled on these four dice, the unit takes d3 mortal wounds.

Link to comment
Share on other sites

This might bring us more in line with other books

 

1 Command point. A character or infantry unit with invul save - increase by 1 to a maximum of 3

 

2 Command points - a unit can advance and charge

 

2 command points - a unit can shoot one last time before being removed from play as if it was the shooting phase

 

2 command points - infantry only, can shoot twice in shooting phase. May select different targets

 

1 Command point - a unit may move again in the shooting phase as if it was the movement phase. It may also shoot without penalty. It cannot charge

 

1/2/3 Command point - 1/2/3 vehicles may use smoke launchers and still shoot as normal

 

1 Command point - nominate a model with 10 wounds or more that has been damaged. It can use the top damage bracket to determine WS and BS

 

 

 

And no, these are not overpowered in the slightest. Standard for more recent books

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.