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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 would love for Suppressors to get a multi-part kit, along with updated rules and a second set of wargear options. Something like the following: *Squad can have 3-6 models *Special Rule changes to, if this unit fires all its shots at a single unit, that unit has -2" to Movement and Charges (if the target is a Vehicle/Monster then it is only -1" to Movement and Charges) *Can equip with one of two weapon options -- Weapon Option 1: Accelerator Autocannon 48" 3 shots BS3+ S8 AP-1 Dmg 2 (Heavy, Ignores Cover) Weapon Option 2: -Onslaught Gatling Cannon 24" 8 shots BS3+ S5 AP0 Dmg1 (Devastating Wounds, Ignores Cover)
  2. I agree about a Centaur loaded with (2) HWTs. If you go with Krieg HWTs, then you can have 6 x D6 D5 AP-1 Dmg2 shots that autohit and ignore cover (which work equally well with both regular shooting and Overwatch) If you go with Catachan HWTs, you can choose 6 Lascannons, give the Centaur Scout 6", and then turn 1 stay still (to activate Heavy) and give them +1BS with an order... that's 6 Lascannon shots hitting on 3+s... if you are running Grizzled Company, then the Centaur also gets reroll 1s to Hit and you can use a Strat to give its shooting Ignores Cover.
  3. I don't know if any other DA commanders have had the same experience, but I have had (surprisingly) great results using three Invader ATVs in my WotR 2000 point list lately. For only 180 points, they give three units that can move 12", grab Objectives, move block, block Deep strikes, do Actions, etc., etc. On top of that, their Multi-Meltas have at times done surprising amounts of damage (not that I am counting on it, but great when it works) and they give me some "throwaway" units to help balance out my otherwise pretty elite army ( 2 x DWKs, the Lion, some Predators, Stormspeeder Thunderstrike, Azrael, etc.). The biggest surprise, however, has been their durability. They are naturally T5 8W with a 3+ save, so pretty tough for their points, but with the -1 to wound from the WotR detachment rule, they are sneaky difficult to kill (I've even had one survive an entire volley of shooting from a Doomsday Ark!). I consistently find that my opponent has to dedicate more combat power than is "reasonable" to take them out or, conversely, if he doesn't, then they survive and still score, move block, etc. Bottom line, I have joked with my opponent on more than one occasion that they are the true "all stars" of my list, because of how much utility they consistently provide every game. Just thought I'd share my experience with them here and see if any other Unforgiven players have had similar positive results with them!
  4. I actually thought GW did a great job changing the rules for Outriders to make them genuinely useful (replacing auto 6" advance with +1S/+1Dmg on the charge). Excluding Epic Heroes and Chapter specific units (like Victrix, DW Knights, Grey Hunters, etc.), what are the top Astartes units you would "redo" and how would you do it? For me, my top candidates for a face-lift are the following: 1) Reiver Lieutenant - Replace his ability to extend their -1 OC aura with ability to give his unit -1AP for all if its attacks within 12" (both shooting and melee). Also, give him Deep Strike so he can lead Reivers in from Reserves. **This allows him to force multiply Reivers into a legitimate threat to tougher enemy skirmisher/light units and gives a reason to actually take him. 2) Vanguard Veterans - Give their melee weapons AP-2 (but still Dmg 1) and give them the option to choose either Sustained Hits 1 or Lethal Hits when charging (instead of only option for Lethal Hits currently). **Makes them a legitimate melee threat (after all, they are the elite melee specialists in their Chapter) and gives them more versatility in close combat, based on the target they are fighting. 3) Suppressors - Allow them to be taken in squads of 3-6, increase them to BS3+, and replace their current rule (unit hit by them has -1 to hit) with rule for any unit hit by them has -2" Movement and -2" to their charges (doesn't work at all against Titanic and is only -1" move/-1" charge when used on vehicles and monsters). **Since the old Thunderfire Cannon is gone to Legends, this gives Suppressors a useful role in controlling/limiting enemy movement. Also, by giving them better BS and the option for 6 models in a squad, they can actually have a chance of killing units that they shoot at. 4) Land Raider Crusader - Give any unit that disembarked from it this turn +1Dmg on its melee weapons if it charged this turn. Also, give its Hurricane Bolters, Storm Bolter, and Assault Cannons AP-1 when attacking targets within 12". **Gives a reason to invest in this LR variant, since it can make the difference between a successful fight phase and a failure - e.g. consider Terminators with Dmg3 power fists, or Assalt Intercessors with Dmg2. 5) Firestrike Turrets - Give them Deep Strike and Rapid Fire 3 for the autocannon, Rapid Fire 2 for the Lastalon. Additionally, allow the unit to Overwatch for 0CP along with the current ability to hit at BS4+. **Gives them enough firepower to actually be worth considering, and also a unit that can be Rapid Ingressed in and then fire Overwatch for free to protect a vulnerable friendly unit or Objective from a charge. 6) Drop Pod - Give it an additional rule where it can arrive more than 6" away from enemy units and any units embarked on it can disembark more than 6" away from enemy units (kind of like Tyranid Subterranean Assault detachment Tunnels). **Gives a reason to actually pay for these transports, since now you can get 6" charges, be with Melta range when disembarking, able to throw a Grenade etc.
  5. Here are some of the combos that struck me as interesting out the gate (look forward to seeing if they are allowed at any tournaments and, if so, trying some of these out): DARK ANGELS -Champion of the Chapter with “Ravenwing Bike” Specialism, “Ravenwing Hunter” Ability, and Plasma Talon (Shooting) and Thunder Hammer and MCed Chainsword (Melee). Leading a squad of Outriders, everyone gets Advance and Shoot/Charge, the Champion gets full rerolls to wound in melee, and the Outriders give the whole unit +1S/+1 Dmg on the charge. That means the Champion gets either 5 x S9 AP-2 Dmg3 attacks (with Dev Wounds and full re-rolls to Wound) or 7 x S5 AP-1 Dmg3 attacks (with Sustained Hits and full re-rolls to Wound) on the charge, plus the 12 x S5 AP-1 Dmg2 attacks from the Outriders. Should be more than enough to take out any chaff or small Objective holding units and can even punch up, with some Stratagem support (like getting “Lance” in Gladius) into tougher Monsters/Vehicles, especially with all those potentially Dev Wound Dmg3 attacks. DEATHWATCH -Librarius Adept with “Mk X Gravis Armour” Specialism, “Rites of Battle” Ability, and Smite (Shooting) and Twin Lightning Claws (Melee). Leading an Indomitor Kill Team with 2 x DW heavy Bolters, 5 x DW Heavy Bolt Rifles, 2 x Melta Rifles, and 1 x Multi-Melta, he gives everyone Sustained Hits (the Bolt Weapons already have Lethal Hits built-in) and the ability to use the Kraken Rounds strat for free each turn. Combined with the Kill-Team’s built in rule giving +2S when shooting the nearest unit or after charging, you can pump those 14 x Heavy Bolt Rifle shots up to 36” range at S7 AP-3 Dmg2 (Lethal/Sustained), the 6 x DW Heavy Bolter shots up to 42” range at S7 AP-3 Dmg3 (Lethal/Sustained), and the 4 x Melta shots up 24” range at S11 AP-5 Dmg D6 (Melta, Sustained) SPACE WOLVES -Champion of the Chapter with “Thunderwolf Mount” Specialism, “Narthecium” Ability, and Forge Bolter (Shooting) and Servo-arm and Thunder Hammer (Melee). Leading TWC (obviously), this guy adds a whole additional level of melee damage (Thunder Hammer with re-rolls to Wound), plus can revive a dead TWC model each Battle Round, making the unit even more durable throughout the game.
  6. As I look at the new Detachments, a combo that might not be super obvious, but I am interested to try, is Deathwatch using the Bastion Task Force. Since Deathwatch Veterans are a Battleline unit, 2-3 squads of these guys (4x HTH, 2 x Infernus Bolters, Watch Sergeant, Black Shield, two ablative wound Marines with PW/SS each), all led by Judiciars (for sweet Fights First!), can form the core of the army, getting access to Advance/Fall Back, Shoot/Charge for free and having the ability to "auspex scan" targets for the rest of the army. Throw in a Gravis Captain with the enhancement to make his unit Battleline leading an Indomitor Kill-Team, a squad of Intercessors for stickying objectives and additional "auspex scan" access, and a couple of hard hitting tanks (like Vindicators) to use the reroll 1s to hit and 1s to Wound strat on and I think you have the Core of a really solid force. Anyway, excited to try it out!
  7. 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.
  8. 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
  9. For what I said above, reference the "Ignores Modifiers" section of the current GW 40K Rules Commentary
  10. 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.
  11. 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.
  12. 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.
  13. Actually pretty similar to some of my predictions.
  14. Lol... OK, perhaps a little true.
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