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Custom Chapter Tactics Combos


Charlo

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Okay brothers, so Custom Chapter tactics are here and something I learned recently is that you combine these with the doctrine bonuses for being a successor of a first founding chapter... Neat!

 

So while you may take Bolter Fusilades and Long Range Marksmen to allow re-rolls of 1s to bolt shooting and an extra 3" range on all weapons, by being an Iron Hands successor, you also get to move and shoot heavy weapons without penalty and reroll 1s for them in Dev Doctrine. Neat!

 

This means we have a *lot* of potential combos available. Anyone care to brainstorm some?

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I don't doubt I'd be taking Master Artisans, but it's been tricky trying to figure it into my mathhammer.

For those using the RG supplement, there's potential to build a list around assault centurions (or flamegressors??) using Long Ranged Marksmen and Hungry For Battle. Deep strike those suckers and you'll be rapid firing Hurricane Bolters plus have 11" flamers to clear out chaff and have a better chance to charge the juicier stuff with those drill fists. With the other tools in the RG book, you're not necessarily plopping them out with a big target on them either -- there's enough tools that you should be able have other units up front to support them.

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One of my favorites is as follows:

 

-WHITE SCARS Successor with:

***Whirlwind of Rage

***Hungry for Battle

 

Combine this with WS Strats, Relics, and Psychic Powers and you can make Deep Striking (or Encircling units, like Assault Centurions) into exceptionally reliable chargers on the turn they come onto the table, whether via Drop Pod Turn 1 or Jump Pack/Teleport/Encircle on Turn 2+.

 

For the cherry on top (though this is not the main reason to take this combo, IMHO), if you can get to turn 3 and the Assault Doctrine, then ALL your melee attacks have an additional -1 AP, an additional +1 Dmg on the charge, and generate extra hits on an unmodified 6 to Hit... even basic Intercessors are deadly in close combat with this!

 

Finally, this allows one of my favorite character builds:

 

-WS Successor Captain in TDA with TH/SS, Chogorian Storm and Imperium's Sword WL Traits, "Master Crafted" Relic, and Chapter Master Strat upgrade.

 

This guy has an average of 8x S10 AP-3 Dmg4 Thunder Hammer attacks on the charge (becomes AP-4 Dmg5 in Assault Doctine), can use the Fury of the First Strat to hit on rerollable 2+ with his TH, and generates extra hits on unmodified 6 to Hit.

 

Supported by a Chaplain with Exhortation of Rage and upgraded to a CM for full rerolls to Hit, this guy averages about 12 hits in melee, 8 wounds on a T8 Knight, 6-7 Unsaved Wounds, and 24-28 Dmg inflicted (and that is WITHOUT fighting twice with Honour the Chapter.. in theory, he could kill two Knights by himself in a single round of melee!).

Edited by L30n1d4s
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Also, forgot to mention, can bring a squad of Dual LC Vanguard alongside this Chapter Master to shred hordes and, once they get to the Assault Doctrine, pretty much anything they get in melee with, thanks to 4 x S4 AP-3 Dmg2 attacks per model that reroll to Hit (nearby Chapter Master), to Wound (Lightning Claws), generate bonus hits on 6s, and can use all kinds of White Scars Strats, Psychic Powers, and Relics to make them even more dangerous.
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I thought you had to take inheritors to use the supplements rules. Where dose it say you can have the supplement bonuses and two custom traits? 

 

This is how I interpreted it as well. I dont have the CSM in front of me, but i think it says you have to take the Inheritors trait to be considered to have the Keyword of the founding chapter and thus gain access to the supplement. 

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I thought you had to take inheritors to use the supplements rules. Where dose it say you can have the supplement bonuses and two custom traits?

This is how I interpreted it as well. I dont have the CSM in front of me, but i think it says you have to take the Inheritors trait to be considered to have the Keyword of the founding chapter and thus gain access to the supplement.

No, to be successor of a progenitor chapter all you need to be is literally a successor. You don’t need to share tactics.

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I thought you had to take inheritors to use the supplements rules. Where dose it say you can have the supplement bonuses and two custom traits?

In each supplement under the “Successor Chapters” heading.

 

If you choose any two traits you can choose who you are a Successor of. If you choose “Inheritors of the Primarch” you must choose that supplement.

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I haven’t gotten in melee range yet to test how good this is:

Ultramarines Successor

-Born Heroes

-Stealthly

 

 

Ultramarines Warlord trait -Nobility Made Manifest

 

Relic - The Vox Espiritum

 

This allows ALL infantry within 9” of your warlord to perform a Heroic Intervention up to 6”, while encountering your opponent to close with you to negate your cover save.

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I thought you had to take inheritors to use the supplements rules. Where dose it say you can have the supplement bonuses and two custom traits?

In each supplement under the “Successor Chapters” heading.

 

If you choose any two traits you can choose who you are a Successor of. If you choose “Inheritors of the Primarch” you must choose that supplement.

 

 

That is way too crazy, so there is no point in just using the stock SM traits for DIY chapter without an OG first founder chapter supplement. It looked like inheritors was a balance thing, guess not... 

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I thought you had to take inheritors to use the supplements rules. Where dose it say you can have the supplement bonuses and two custom traits?

In each supplement under the “Successor Chapters” heading.

 

If you choose any two traits you can choose who you are a Successor of. If you choose “Inheritors of the Primarch” you must choose that supplement.

That is way too crazy, so there is no point in just using the stock SM traits for DIY chapter without an OG first founder chapter supplement. It looked like inheritors was a balance thing, guess not...
It says on PG 176 smc

'If your Chapter dose not have an associated Chapter Tactic on page 175, then you must instead create their Chapter Tactic by selecting rules from the list here. Unless otherwise stated, your Chapter has two Successor Tactics from the following list'.

Then under inheritors, it says

If you select this Successor Tactic you cannot select a second. Select one of the following Chapter and use the Chapter Tactic of that Chapter as listed on page 175: Ultramarines, Imperial Fists, White Scars, Raven Guard, Salamanders, Iron Hands.'

 

You can not double up on traits by claiming successor. The thing you can do is use the WL traits, statigems, relics, tactical doctrine, cards, psychic powers. This alone make super flexible. I will use the Duellists, and Hungry for Battle, to add to my RG successor chapter. I get to have a Shadow Captain WL, Relics, with access to statigems. That is plenty good. Adding super stealth on top would be broken. Edited by Lord Lorne Walkier
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I thought you had to take inheritors to use the supplements rules. Where dose it say you can have the supplement bonuses and two custom traits?

In each supplement under the “Successor Chapters” heading.

 

If you choose any two traits you can choose who you are a Successor of. If you choose “Inheritors of the Primarch” you must choose that supplement.

 

 

That is way too crazy, so there is no point in just using the stock SM traits for DIY chapter without an OG first founder chapter supplement. It looked like inheritors was a balance thing, guess not... 

 

 

Inheritors gives you access to the unique Chapter Tactic that can't be otherwise replicated.

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I like to put a lot of bodies on the table, almost exclusively infantry. I'm planning on mixing stealthy and stalwart. With the amount of plasma and such on the tables these days, ignoring wound rolls of 2 comes up a lot for infantry marines. In addition, having cover over 12" means I can move up the table to utilize shock assault and keep a 2+ save. Once I'm within 12", I'm probably charging anyways. Survivability is the thing I struggle with most.

 

I'm curious to see what imperial fists has, because they're my favorite from the main book, but for now I use ultramarine as primogeniture, so I can always trigger bolter discipline.

 

I'm hoping in fists for some warlord trait, relic, or stratagem that let's them count as not having moved, but that seems kind of like a big ask. I'd really like to switch to imperial fists because I love bolter drill and ignore cover, but my meta is heavy on battle cannons, plasma guns, and missile launchers/lascannons.

 

If we had some fast assault primaris, I could see myself switching to white scars, but not until then.

 

When I do bust out the vehicles, I use stealthy and scions of the forge, as iron hand successors for obvious reasons.

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I've posted this elsewhere on the forum but seeing the confusion in this thread it seems relevant to post again.

 

 

 

Basically there are three routes per supplement (using Ultramarines as an example);

 

1. Be Ultramarines;

 

You get access to Ultramarines CT, Ultramarine Super Doctrine, Named Characters/Special Units, Ultramarine relics, Special Issue Wargear, Ultramarine Stratagems, Ultramarine Psychic Discipline and Warlord Traits. Plus everything from C:SM.

 

2. Be an Ultramarine 'Inheritor of the Primarch';

 

You get access to Ultramarines CT, Ultramarine Super Doctrine, Special Issue Wargear, Ultramarine Stratagems, Ultramarine Psychic Discipline and Warlord Traits. Plus everything from C:SM. (Spend CP to access Ultramarine Relics).

 

3. Be an Ultramarine Successor;

 

You get access to 2x Successor CT from C:SM, Ultramarine Super Doctrine, Special Issue Wargear, Ultramarine Stratagems, Ultramarine Psychic Discipline and Warlord Traits. Plus everything from C:SM. (Spend CP to access Ultramarine Relics).

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So Salamanders give us something tasty in the preview today and a nice combo!

 

Long Ranged Marksmen

Hungry for Battle

Salamanders Doctrine - +1 to wound for Flame/ Melta in Tactical Doctrine

 

Sternguard in a drop pod with combi Flamers.

 

Flamecraft Stratagem: 2CP all Flame weapons in a unit deal maximum hits.

 

Come down turn 2 for a unit that deals 60 automatic S4 AP1 hits that wound most infantry on a 2+.

 

You then only need to make an 8" charge on anything remaining.

 

Supplement with the likes of Vulkan Hestan for reroll to those wounds or the new character for +1 to wound in combat.

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