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Carab Culln, The Risen


The Wolfguard

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So I finally managed to nab myself the model for this fellow second hand, which I'm chuffed by, he's a beautiful looking guy and I haven't owned a Leviathan Dreadnought yet despite my love for the machines. Funnily enough I was looking to move away from marines due to their strong nature at the moment but I guess that'll never be possible! I sold lots of my old stuff still have a bunch of characters and bikes, anyway! (I wasn't sure where to post this because whilst Red Scorpions are index astartes section, this conversation was about what chapter to use for them but I am most likely wrong.)

 

I was wondering if anyone had used him with the new marine book, or if anybody has thought of any cool combinations with the supplements and other marine rules/stratagems. I was thinking of running a 'march of the ancients' type dreadnought army with him leading it, but I'm not sure just yet! I was wondering if that's best combined with Iron Hands but I know that makes the feel no pain that he gives out a bit redundant. As far as I'm aware there's no parent chapter and as such they can be anyone's successor right?

 

Iron Hands would definitely keep him tougher for longer, White Scars would make his assault monstrous, Raven Guard would make his assault easier to get off due to the deployment shenanigans. I'd honestly love to combine him with other melee dreads to march up and wreck stuff. I know it's not as efficient as a gun line but I always found sitting back and shooting a bit boring.

 

Oh yeah, in case anyone wasn't aware, here is his rules

Edited by The Wolfguard
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His faction key words clearly state Red Scorpions....

Red Scorpions also don't have a known primogenitor. The Wolfguard is asking about which supplement works best with Culln's rules/is fluffiest for Red Scorpions.

 

That being said, their previous tactics from 7th Edition are best represented by the Iron Hands rules. Successor Tactics choices I'd say are: Indomitable, Stalwart, Stoic or Warded

Edited by Gederas
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The two successors I go for purely from a "making this guy as scary as possible" stand point are; salamanders because with forge master as your 'hero of the chapter' trait you've now got a toughness 10 leviathan stomping around and the salamanders strats let you do some nice stuff with him. The other I often go for is raven guard, the shadowstep psychic powers only stipulation is a character which culln is. The look on your opponent's face when you teleport a culln into their lines turn 1 is a picture. Feigned flight warlord trait stops him getting locked in combat by chaff and lets you do some pretty janky movement by bouncing from combat to combat.

For context I run him with space wolves character dreads using him to screen for them and generally be a scary nigh unkillable threat.

Edited by Shas Oh Dear
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I am trying to figure out a chapter as well. I think IH is the closest to their old traits with their feel no pain replacing every squad sergeant being trained as an Apothecary. The 5+ on overwatch is just nice to have. With the changes to doctrines I don't see the point in building around it although in my list I am still including a drop pod with Loth, an ancient, LT, and a grav dev squad. The Culln  levi would be served fairly well in this list especially if you have someone with an Iron stone, although obviously he wont be as good as he would have been pre-needed tone down. For more effectiveness I think a chief apothecary with the 5++ FNP aura would be a great way to make sure he gets to where he is going.

 

You don't really get anything special from their strats I think over all and like I said, after the first turn the doctrine really isn't going to benefit him either.

 

Ultramarines provide some general utility and their doctrine isn't bad although nothing to write home about. Strats don't seem to be very useful either overall.

 

White Scars will get you there. Their strats and psyker abilities will also get you there faster. Will benefit from a few odds and ends and a close in army will like it here.

 

Salamanders I initially didn't think were that useful. But I already have an actual Salamander  but thinking about it, its a pretty good match. The free rerolls and ignoring -1AP are extremely nice traits, its amazing how much the -1 AP thing comes up. Sisters can be insane with it. They have great support psyker powers, maybe the best defensive powers for marines. Their doctrine isn't bad but isn't anything to write home about, especially as Red Scorps. If I didn't already have a Salamanders army I would use this for RS.

 

Fists don't really benefit anything for the RS that I can see.

Ravens are just flat out too unfluffy although maybe with master artisans and something hungry for battle so you still get the Psyker abilities although I think the doctrinal ability is kind of meh in this case.

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