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Centurion durability


Ultramarine vet

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So I'm making this post to address two slightly different things, but both have to do with centurions.

 

Firstly, they are insane when it comes to being durable. Transhuman physiology is particularly nasty when you use it on them. A chaos knight wounding them on a 4+ with a S16 gun with only 3 shots is incredibly frustrating for the chaos knight player, but incredibly satisfying for me. They can also stand up to lascannons, etc. Not to mention, having an apothecary near them to ensure they can heal up whatever damage is done. So it seems to me, that the only way for someone to get rid of centurions, is to drown them in a ton of wounds, rather than using high powered weapons.

 

Secondly, assault centurions are really cheap. But I hear the problem with them is that they need an expensive transport. Are Stormravens and Land Raiders considered bad or over princed in points? Because assault centurions with flamers and hurricane bolters are only 156 points, which is so so cheap for what they can do.

Edited by Ultramarine vet
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As to point 1 centurions are very cheap for what they do. Their only weakness is their mobility.

 

The transports are unreliable and delicate. They do not actually solve the mobility issue so see little use. Effectively I can deal with two units for killing off 1 vehicle.

 

All of that means successful assault cents tactics often center around ways to deploy and move centurions without transports. Raven guard and white scars come to mind.

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  • 2 weeks later...

Ironically, assault Centurions are the best for the last Chapter you'd expect to ever use them: Raven Guard.

 

Because we can pay 1cp to deep strike them in on turn 2.

 

I equipped mine with meltaguns. They aren't as good at mulching infantry as the flamer variant, but when 6-12 S8 -4 d6 damage shots pops up flanking an expensive tank or a knight, you take it seriously. Especially when the unit can follow up with 13-27 S10 -4 3 damage attacks in melee. It's become a mini-game with my opponents outthinking themselves trying to predict where I'm going to drop them.

 

Other Chapters can maybe get more out of them once they hit combat, but getting them there is challenging.

Edited by Claws and Effect
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Ironically, assault Centurions are the best for the last Chapter you'd expect to ever use them: Raven Guard.

Because we can pay 1cp to deep strike them in on turn 2.

I equipped mine with meltaguns. They aren't as good at mulching infantry as the flamer variant, but when 6-12 S8 -4 d6 damage shots pops up flanking an expensive tank or a knight, you take it seriously. Especially when the unit can follow up with 13-27 S10 -4 3 damage attacks in melee. It's become a mini-game with my opponents outthinking themselves trying to predict where I'm going to drop them.

Other Chapters can maybe get more out of them once they hit combat, but getting them there is challenging.

That is quite odd indeed. I do like the notion of Raven Guard using some heavy fire support however, so I actually don't mind it! I feel it's more realistic and sensible to not just send all assault marines and vanguard veterans on their own. Edited by Ultramarine vet
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  • 9 months later...

I've had some good work from assault centurions against Necrons, me and my roommate have an old zone mortalis board and I've had no problems fielding them as high power shock assault units. They mince the skorpekhs scarily fast. You know your doing something right when you're opponent's throwing 12 wraiths and a technomancer at them as a holding action.

 

The hurricane bolters are scary in their own right, 3 sets of them and flamers out right destroyed 30 warriors in 1 turn. I think with the smaller standard board and increased terrain density, assault centurions are quite viable now,at least compared to past editions. Devastator centurions are less amazing, but heavy bolters and hurricane bolters are a good combo, with cover being ignored, they blast infantry away in short order.

 

Add a librarian with psychic fortress and a chief apothecary and you might just have a singularly hard to beat squad of absolutely immovable marines.

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  • 4 weeks later...

You can't use Transhuman Physiology on Centurions because they aren't Primaris units.

When the post you're replying to was written you could. It was almost a year ago.

 

That Strategem didn't become Primaris only until the Codex was updated.

 

That said *puts on Mod hat*,

 

=I=

Try to avoid thread necromancy unless you are the OP of the thread and have something new to add.

=I=

Edited by Claws and Effect
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