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L30n1d4s

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About L30n1d4s

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    Celestial Lions

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    Grey Knights, Angels Sanguine, Space Wolves, Astra Militarum, Adeptus Astartes

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  1. I don't think the "Terminator" key word conveys Deep Strike (that's why all Terminator units still have Deep Strike listed as one of their abilities on their Datasheet) Where the "Terminator" key word might be relevant is certain Stratagems, Enhancements, etc. that key off of that Key Word.
  2. Well, they have redone almost everyone else to Primaris level (in Calgar's case, redone twice!), so I am betting that eventually GW will make a new Chaplain Cassius model and give him tournament worthy rules again. If this happens, what's your prediction about what his rules will be like? I'm guessing he will have slightly buffed Chaplain stats (maybe an extra wound), an AP-2 Crozius, an improved Combi weapon, a 5++ FNP, and two Abilities something like 1) If he is leading a unit, it gains anti-Monster 4+ on its melee weapons and 2) He gains +1A, +1Dmg, and Dev Wounds in melee when his target is a Tyranid
  3. For what I said above, reference the "Ignores Modifiers" section of the current GW 40K Rules Commentary
  4. I don't think this is correct. Other rules that modify the damage characteristic (i.e. DW Knights rules for -1 dmg, WE "Frenzied Resilience" strat, etc) use the same wording about "subtract 1 from the damage characteristic of THAT ATTACK" and they have all been ruled in GW Rules Commentary as being affected by rules like that of the Champion of Humanity enhancement. The Rules Commentary states: So yes, if you have the ability to ignore modifiers to characteristics you can ignore damage reduction abilities like the Necrodermis rule.
  5. I have been eyeing this since the new Victrix rules were released. Since Victrix HG can be led by a Captain, if you take the Firestorm Assault Force, you can give him the Champion of Humanity enhancement (basically ignores all negative modifiers for unit, including enemy debunks to damage). This 7 man squad can fit in an Impulsor (or Repulsor Executioner, if you want), can hop out and, with OoM active on its target, just drag down even the very toughest targets. For example, against a C'tan, you use th Chapter Banner and the squad gets 37 x S6 AP-2 Dmg2 attacks at WS2+, all with full rerolls to hit and +1 to wound. On average they get 36 hits, 18 wounds, 9 failed 4++ Invuls, and 18 damage inflicted (since they ignore th C'tans half damage rule, thanks to Champion of Humanity). After 5+++ FNPs, that should just kill the C'tan straight up, but if it doesn't, then the Captain still gets to swing, which should definitely take out whatever wounds are remaining. Similarly, against a mob of 20 Khorne Berserkers led by a Master of Executions, even with the WE -1dmg strat in combat this 7 man unit should kill the entire blob in one activation, and against a DW Knight squad with -1 to wound from Wrath of the Rock, this unit should on average kill 7+ DW Knights (i.e. enough to wipe the squad and anyone leading them). Add in the Victrix durability (2+ save, 4W each, and -1 to wound natively) and I think this has the potential to be quite an effective unit. Granted, a lot of people are not eager to play Firestorm Assault Force as UMs, but I think they may actually be a "sleeper" detachment for the sons of Guilliman, especially with the free Assault on all their shooting and access to the very solid Crucible of Battle and Rapid Embarkation strats.
  6. I think a Biologist with "Hunter's Eye" leading a 10 man brick of Heavy Intercessors might actually be pretty dangerous. That gives you 22 x S5 AP-1 Dmg 2 shots with Sustained, Lethal, and Ignores Cover, all with 30" range and the ability to advance and shoot (or even charge, if required). Against a MEQ target, this squad averages about 6-7 dead Astartes bodies in a single shooting phaese, so very good for taking enemy small units off objectives. Even against vehicles or Monsters with T9 3+ saves, they do an average of 6 wounds (if you OoM the target, it goes up to an average of 10+ wounds on the vehicle). Throw in the Heavy Intercessors extra durability on Objectives and I think you have a reasonably cost effective "Anvil" unit to anchor your line and also clear light-medium enemy units off Objectives with their own shooting.
  7. Actually pretty similar to some of my predictions.
  8. As someone who plays with the Phobos Captain in my list, his redeploy is quite valuable for my Infantry, but in the same breath, he cannot redeploy any vehicles, which is something I would like to be able to do (and something that would be fluff appropriate for IHs), so I don't think that Caanak Var having that rule would be a problem. As for CP generation, that is a valuable rule as well and I could easily see that being one of his primary abilities, as noted above.
  9. Well, we have the official fluff preview for him, what do you all predict his dataslate rules will be? https://www.warhammer-community.com/en-gb/articles/vehi78kr/caanok-var-iron-captain-of-clan-avernii/ My guess is something like this: M5" T5 Sv2+(4++) W7 Ld6+ OC1 Ranged Weapons: -MCed Storm Bolter 24" A2 S5 AP-1 Dmg2 (Rapid Fire 2) Melee Weapons: -Axiom **Strike: WS2+ A5 S8 AP-2 Dmg3 **Sweep: WS2+ A10 S5 AP-2 Dmg1 Rules: Oath of Moment, Deep Strike, Leader (Assault Terminators, Terminators), FNP (4+) Cerebrex: Can redeploy 3 Astartes units before the battle begins (including into Reserves) Destructor and Sinistrus: At the end of each of your Movement Phases, he can pick one enemy unit within 24" and visible. All friendly Astartes units get -1AP for all attacks against that unit until the start of your next Movement phase.
  10. Good points on both counts here.... I guess the best way to run this would be Gladius, where you can get an extra -1AP from Strats.
  11. I am starting to think that 10 Sword Brethren, all with Chainswords, riding in a Land Raider Crusader with a Marshal and Lieutenant leading them, is a pretty ridiculous unit. Now that they get 6A each, hitting at WS2+, a 10 man squad puts out 60 attacks at S4 AP-1 Dmg1. Coming out of a LR Crusader, they get to reroll Hits and wounds of 1, they get Lethal Hits (from the Lieutenant) and Sustained Hits 1 (built into their chainswords), they get critical Hits on 5+s (from the Marshall), and they have +1 to wound against anything T4 or higher (from Accept Any Challenge). Taken all together, I think this unit can be a "hammer" squad that can take out enemy flagship units when required. For example, against an Imperial Knight, this squad averages 46 x AP-1 wounds, so about 23 unsaved wounds (and that is without the Marshall's and Lieutenant's attacks factored in). Against Deathshroud Terminators, the same squad averages 60 x AP-1 wounds, so 5 dead Deathshrouds (throw in their shooting and the Marshall and Lieutenant attacks and you likely will kill the whole squad and maybe even the character leading them). Even against a super tough unit, like Necron C'tan, this squad averages about 15 unsaved wounds, so enough to kill it outright in a single fight phase. Finally, against any horde infantry, like Orks or Guard or GSC or Nids, this unit obviously should be able to wood chipper through almost anything they hit. Bottom line, I think this unit might be a hidden gem within the new BT codex and I am excited to try it out, especially combined with some of the other great new tools (like BT Repulsors, the new Helbrecht, new EC, etc.)
  12. Excited about the new Deathwatch KT, looking forward to what rules they get in 40K. Seeing all the custom weapons/models, I hope GW does something like this: M6" T4 W2 Ld6+ OC2 (Gravis models are 3W, T6, and M5") Special Rule - "Enhanced Gear and Tactics" - Reroll 1s to hit for all attacks and Ignore Cover with Shooting [Based on the models we see in the kit] 1 - Watch Sergeant - (x1 model) a) Xenophase Blade/HBP [or] b) DW Plasma Pistol (2 shot version of PP) and Power Weapon 2 - Phobos DW Marines - (x2 models) a) Paired MCed Combat Blades (4 x S4 AP-1 Dmg2, Twin-linked, Sustained Hits1) [or] b) Instigator Bolt Carbine (36" 1 x S4 AP-2 Dmg3, Precision, Dev Wounds) 3 - Gravis DW Marines - (x2 models) a) DW Frag Cannon (18" D3 x S7 AP-2 Dmg2, Rapid Fire D3, Blast) [or] b) Infernus Bolter (choice between Heavy Flamer or Heavy Bolter each time it shoots, both with AP-2) c) DW Heavy Bolt Rifle (30" 2 x S5 AP-2 Dmg2, Lethal Hits) and DW Grenade Launcher (30" 1 x S10 AP-2 Dmg D3+1) DW Tacticus Marines - (x5 models) a) PW and Storm Shield [or] b) Heavy Thunder Hammer [or] c) DW Plasma Gun (normal PG with +1 Dmg in both normal and overcharged mode) [or] d) DW Bolt Rifle (24" 4 x S5 AP-2 Dmg1, Dev Wounds)
  13. I'm a big fan of 10 Sternguard led by a Sanguinary Priest in a Drop Pod. Against an OoM target, they get 30 x S4 AP-1 Dmg1 Dev Wound attacks, all with full rerolls to hit/to wound, then on the charge they get 51 x S6 AP-1 Dmg1 attacks and 5 x S10 AP-3 Dmg2 attacks, against with full rerolls. Add in a grenade for some MWs and this unit can be a threat to an entire spectrum of units (if you need to, you can give them Lethal Hits and Lance with a strat to upgrade their melee attacks even further). Being able to drop a unit like this at will anywhere on the battlefield more than 9" from enemy units I think can be quite a useful capability, especially for exploiting holes in their defense, move blocking, or giving him a "distraction carnifex" that he cannot ignore.
  14. One of the biggest winners is the Librarian with "Fussilade" enhancement / 10 Sternguard - now that they can all fit in a drop pod, almsot no Vehicle or Monster unit is safe (even on turn 1)!
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