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"Sleeper" rules/abilities from the UM Supplement


L30n1d4s

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Good point. The old "daisy chain" tactic can work, though you might be sacrificing 2 models getting into combat to achieve it and he can't support characters with it that way.

You can deep strike and sacrifice zero attacks with 32mm bases:

 

 

 

Of course! I forgot about the larger base size! This changes quit a bit.

 

Actually you can pull it off just fine with the 25mm bases. You just have to be very precise with model placement

 

For example:

Allow 3/4" between the enemey unit and a model in the unit which has charged it

That model's base is 1" wide (total distance from enemy 1 3/4")

Allow 3/4" between the two models in the unit (total distance from enemy 2 1/2")

The 2nd model's base is 1" wide (total distance from enemy 3 1/2")

Allow 5 3/4" between the unit that charged and the banner (total distance from enemy unit 9 1/4")

 

32mm bases do give a a little more wiggle room

 

 

 

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I played an ITC format game yesterday and fielded Chronus in a regular landraider buffed by Cassius. He took down an elder fire prism in the first turn and was taken down himself in turn two by a second fore prism. But then I read through my stratagems and I think you can use only in death does duty end on the landraider since he gains the character keyword, and his lowest bracket is hitting on 2+ due to Cronus. So I played it as getting another full turn of shooting and destroyed the second fire prism which was huge. 

 

No longer a sleeper, but the thunder fire with suppression fire is absolutely amazing. showing twice with 4D3 shots hitting on 2's strength 5 AP-2 in devastator doctrine is huge. It would probably make every competitive list I write.

Edited by Joukernaut
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  • 4 weeks later...

Ultramarine Scout Bikers in max-sized squads are pretty scary as their optimum range is 12" or under for the shotguns.

 

So you move up so you are just over 11" away. Shoot. Get charged and get overwatch. Fallback, shoot. There should be almost zero chaff left after this. Running two units of these boys will wreak havoc on your enemies' screening units. They are no slouch in melee either now that they have Shock Assault.

 

Scout Bikers. Get yours today.

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Anyone here try Scouts in Land Speeder Storms for point capture and mobile fire support?

 

[T] Scout Squad: Combi-melta(Sgt), Shotgun x3, Missile Launcher x1

[Transport] Land Speeder Storm: Multi-melta, Cerberus Missile Launcher

 

or 

 

[T] Scout Squad: Storm Bolter(Sgt), Bolter x3, Heavy Bolter x1

[Transport] Land Speeder Storm: Assault Cannon, Cerberus Missile Launcher

 

Just curious to see if any of the boys-in-blue have tested these units out yet.

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  • 3 weeks later...

 

Care to elaborate on the combo here? I'm itching to know what we're talking about exactly!

 

Chaplain: Base S4/3A

  • Benediction of Fury (Crozius Relic): +2/-2/3D; unmodified 6s to wound cause 1 Mortal Wound in addition
  • Hero of the Chapter (give a WLT to a non-Warlord; 1CP) - give Imperium's Sword (reroll charges and +1S/A on charge/HI); or Champion of Humanity (+1 to hit/wound vs characters; +1A if within 1" of any enemy characters)
  • Mantra of Strength (Litany): +1 S/A/Damage for the Chaplain
  • Might of Heroes: +1 S/T/A for target model

Assuming Imperium's Sword, that's:

7 Attacks (3 Base +1 Shock Assault +1 Imperium's Sword +1 Mantra +1 Might)

S9 (4 Base +2 Benediction +1 Imp's Sword +1 Mantra +1 Might)

AP-2

D4 (3 Base +1 Mantra)

 

So 7 9/-2/4 attacks: against a Knight they average, without any rerolls, 11 unsaved wounds on a Knight (including the Mortal Wounds). With fighting twice (either through Honour The Chapter, or Only In Death Does Duty End) you can double that.

 

With a Captain and Lieutenant it's an average of 15 wounds (including MW); so 30 fighting twice.

 

If Assault Doctrine is active, and with the rerolls, it'd be 18.5/37 damage.

 

If you want to go crazy: throw in the Seal of Oath and Assault Doctrine for: 24.5/49 damage. Vs a Knight.

 

 

You know I'm just revisiting this now. 

 

Admittedly I've been fixated on all the 'new' stuff since 8th came out, and again I admit I've been locked into Primaris, even if it's to my own detriment.  

 

So that brings me to this Baplain, Father Pain, etc, etc. 

 

I've always been a little more inclined to play a dynamic army, with a lot of pressure. To be honest I would probably be very happy playing White Scars, and really since 8th I feel like a lot of that aggressive playstyle has been slightly diminished due to the 'power' of aura shooting bubble armies in 8th.

 

This Chaplain build though really has me thinking about a very forward integrated Phobos based list to establish opening pressure and perhaps Impulsors for scratching my 'new' model itch. The reserves would be a fair sized squad of Vanguard, with shields and... maybe hammers? Or fists? Anyway, they're main thing would be escorting the jump pack chaplain into battle. If this happens in T2, anywhere around Guilliman, I can add another 1" to the charge I suppose at perhaps get him re-rolls of 1.

 

What do you guys think?  

 

Question: do you guys think another marine army would pull this combo over better?

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What do you guys think?  

 

Question: do you guys think another marine army would pull this combo over better?

 

My first reaction is White Scars. But I can easily see this working with Raven Guard as well. 

 

Edit: Looking more at Salamanders now and I think they can pull this off too.

Edited by Aothaine
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