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Rommel44

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About Rommel44

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    Spokane, WA
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    Luna Wolves

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    Space Marines

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  1. Hey mates. Was considering on utilizing some Jump Pack Infantry for my army and thats one thing BAs have always been good about. However, when it comes to our 3x options for Elite BA Jump Pack Units, Death Company, Sanguinary Guard, and Vanguard Vets, which out of these 3x have you had success with and how did you run them? Granted Sanguinary Guard are special for obvious reasons, but I would like feedback on all 3x units if possible for more input.
  2. Hey mates. Planning on doing a fun Executioners project atm and as things stand, while they are part of the Sons of Dorn, they do not play anything like the IFs or the CFs. They are essentially Barbarian Berserkers who love to crush their opponents in CC, so a Chapter Tactic or Chapter rules that represent them would be best. Atm, I could go BTs, BAs, SWs, WS's, or use CC Oriented Succesor Chapter Tactics, but which one do you think best represents them and why? Personally I am leaning towards the BAs atm for their CC buffs and the ability to take effective Elite Jump Pack Infantry.
  3. When it comes the Hellhammer LOW Tank, does its main weapon ignore all cover saves or just Light Cover saves in 9th Edition
  4. With the new Imperial Armor Compendium book coming out, it has been determined that the two Land Speeders offered for Space Marines were the Land Speeder Tempest and the Javaline Attack Speeder. While I am personally more intrigued by the Land Speeder Tempest, does anyone plan to field either one of these and has anyone seen their Data Sheets to know if there have been any changes to their profiles in any way?
  5. When it comes to the Standard Land Speeder, do you think the LS Tornado or the FW LS Tempest would be a better 9th edition option and why?
  6. Chainfists got a good buff, at least two so dreads don't waffle stomp the squad in melee. Still, disappointing to see the relic termi nerf and they are more expensive- but they buff the contemptor... If thats the case then I may be better off just fielding my Cataphractii Terminators as standard Terminators then. Thankfully I have the FW Assault Cannons and 3rd part Cyclone Missile Launchers to accomplish this.
  7. Hey mates. Waiting for my new SM Codex to come in, however I have been able to gather a lot of information regarding various units and I noticed something particular regarding Terminators. Is there any reason why Relic Terminators are a few points cheaper base than the standard Terminators in 9th edition? And while I know that they combined the Cataphractii and Tartaros Terminators into Relic Terminators, is there anything that makes them stand out more now or did they remove that?
  8. Hey mates. With the recent leaked updates for Terminators being revealed and the fact that they are going up to 3 wounds and overall having either a very minor point increase or even a minor point decrease in some cases, safe to say they are much more appealing. In the case of Cataphractii Terminators, that also seems to be the case so in your opinion, do you think Cataphractii Terminators will be worth taking in 9th Edition?
  9. Then the first question we need to ask first is do you want to play White Scars? If that's a yes, an HQ and 2x Troop Choices is always a good way to start building and I would suggest: * Primaris Kor'sarro Khan * 2x Squads of Intercessors When it comes to Primaris, that's a good way to start.
  10. Those seem like the best options. The Typhoon does well with Chapter Tactics that are more defensive or flexible such as the Ultramarines, Salamanders, and Raven Guard. Chapter Tactics like the White Scars that encourage us to be aggressive and get close to the enemy, the Dakka Tornado or another Tornado variant is the better choice but that's just my opinion. Will continue to test it out and see how it goes.
  11. I'm glad I wasnt the only one considering the land speeders. A squadron of 3 landspeeder typhoons slapped with 'big guns never tire' and 'skilled riders' stratagems might make them worthwhile, they get to keep the 20" move, have a 4++ and hit on 3's. Costly in CP but may be worth it for the first turn on devastator doctrine. It this or 2 lascannon toting stormtalon gunships covering my mechanised WS I'm planning.Actually managed to test out 2x Squadrons of Land Speeders in a few games and here where my results: * Ran a Squadron of 3x Typhoon Land Speeders w/Hvy. Bolters for the Co-Pilot weapon and they did ok for the most part. However, for their point cost they didn't do enough to make up for it even with the Devestator Doctrine, as while the -1 to hit wasnt a huge issue (stratagems were helpful but not a game changer), Missile Launchers in general have a hard time against T8 vehicles such as IG Leman Russ tanks or fellow Primaris vehicles. That and they get sniped very quickly and are limited by their weaponry as you want to hold back with them. Overall, decent unit but not great and they can have a hard time making up your points unless you roll like a Champ or play Ultramarines, whose Land Speeder Typhoons have a lot more success than ours. * Other Land Speeder Squadron of 3x was the Dakka Tornado, which is the Hvy. Bolter & Assault Cannon combo. Had a lot more success with this variant as while they don't have S8, having a Squadron pump out 9x S5 -2AP shots and 18x S6 -2AP shots Turn 1 w/the Devestator Doctrine is a ton of hurt. That and since they aren't limited to holding back like the Typhoon Squadron, they provided to be an effective unit at charging in and holding up and enemy unit while preventing your opponent from firing on them and actually trying to waste other units to charging them in CC. Land Speeders are NOT a unit that will win you fights in CC, but they are a great distraction. Plan to test out a Dual Hvy. Flamer Land Speeder Squadron next, also known as the "Flame" Tornado. Will let you know how it goes mates.
  12. The Attack Bikes work out great, they rarely have needed to advance, but on the one occasion that they did 1 cp removes it as an issue. Whats great too, is while they can cause damage, so far none of my opponents (I have used them in a couple other list trials too) have gone strait for them so they get to puts around for a couple turns before they catch any fire. As for the Libby on bike, I know and luckly my local club is nice about letting me use it still till the 2 week codex faq hits. If they still don't have it by then, then I will throw in the towel and switch to a libby with jump pack, they are roughly close in price. Seriously agree with you on the underrated nature of Whirlwinds, part of it has been that they havn't been good since 4th ed, so people keep overlooking them, but the codex brought yet another price drop so, 80 or 85 points for Castellan or Vengence launchers respectively is damn good. Not sure I will have a list that doesn't use my 2 for some time now. Glad to hear the Attack Bikes did well. I am planning on fielding 1x in each of my Bike Squads for the Tri-Melta build to test it out (have extra Bikes to replace them if I decide not to use them). Libby on a Bike is a shame and while I am tempted to make one, I probably won't as I'm sure it will be gone by the next FAQ. Will stick with a Phobos/Primaris one or maybe test out a Libby with a Jump Pack to see how it does. When it comes to the Whirlwind, would you vote for the Vengence or the Castellan Launchers? I'm leaning Vengence for the extra hitting power if I decided to get a Whirlwind or utilize my 3x SOB FW Exorcists as an Allied Spearhead Detachment.
  13. In currently debating on getting a unit if these guys to put in a Repulsor with Kor'sarro Khan and a Primaris Lieutenant. Basically the plan is to have: * Kor'sarro * Primaris Lieutenant * 4x Aggresors w/Flamestorm Gauntlets * Repulsor Overall a solid loadout that can pack a punch in CC and one that Kor'sarro Khan and the LT can contribute to significantly with the rerolls of 1's for hitting and wounding in CC. Thoughts?
  14. I'm glad I wasnt the only one considering the land speeders. A squadron of 3 landspeeder typhoons slapped with 'big guns never tire' and 'skilled riders' stratagems might make them worthwhile, they get to keep the 20" move, have a 4++ and hit on 3's. Costly in CP but may be worth it for the first turn on devastator doctrine. It this or 2 lascannon toting stormtalon gunships covering my mechanised WS I'm planning. ^ Land Speeders are very fluffy and very White Scars considering their love for speed and lightning strike assaults on opponents. However I am still debating if they are worth getting as at most, I plan to at least have 3x Land Speeder Tempests from FW just because they look awesome. As for the standard GW ones, the Typhoon is nice but a pricey option but having the Multi-Melta & Hvy. Flamer Tornado variant is an option to consider. Or go cheap with a Dakka Gunboat with the Assault Cannon & Hvy. Bolter Tornado combo.
  15. Overall I am happy with the Codex Supplement as we get some great Stratagems to go with some cool relics. Am disappointed that we don't have the option for more HQ options such as a Stormseer or Chaplain on a Bike, but I'm not surprised that they or Veteran Bike Squads didnt make it this edition. As for the units: * Khan on a Bike is still a positive and he is a solid model with good equipment for a mere 20x5 points base. * Relic Contemptor Dreadnoughts in a Drop Pod w/Dual Hvy. Flames has a ton of potential to be downright nasty imo. Plus the model is gorgeous as well. * Bikes are looking great atm. Still some debate on how people plan to field their Bike Squads in terms of weaponry but I see potential in both the standard 8x man Squads equipped for CC, as well as the Tri-Melta with the Attack Bike included as it can't be singled out due to being apart of the Squad. * Typhoon Land Speeders can be a solid choice for a Anti-Tank unit given the fact they benefit from the Devestator Doctrine Turn 1. Still debating this one personally in terms of weapon loadouts, but their point decrease and fitting the White Scars in terms of fluff is a good start. Potential Dark Horse unit. * Aggresors are a popular unit across the board for all Space Marine Chapters atm. Not much to add as everyone at this point knows their potential. * Incursors are a great choice for WS players as they have their Paired Combat Blades and can generate an extra hit with an unmodified roll of a 6. Plus they are cheaper compared to the Infiltrators and they are an option if you dont want to spend the CP to make a Veteran Intercessor Squad. Personally I like the idea of Infiltrating them with a Stormseer in Phobos Armor and let them run wild. * 6x man Intercessor Squads in Impulsors w/Auto Bolt Rifles is something I plan to test out asap. Having a fairly cheap (in terms of Primaris) mobile unit that can provide Fire-Support for our Bike Squads is always a good thing. But I do like the idea of placing Kor'sarro Khan and a unit of 9x Veteran Intercessors in a Repulsor as well. * Scout Bikes are a very good option for White Scars. Cheaper than standard Bike Squads, they can still dish out a ton of Dakka with the Bolters and Shotguns and still hit hard in CC with the Shock Assault and Devestating Charge. * Sternguard I would argue would be a solid choice for White Scars, especially in a Drop Pod. Having a unit of 5x to 10x coming in and unloading a bunch of Combi-Weapon and Grav-Cannons w/Grav-Amps can provide a great distraction until our Bike Units can get close. Just a quick glance on the units that stood out for me when browsing the Codex and the WS Supplement.
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