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AnImA8

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  1. @Lukoi: it’s interesting because I always liked hammer/anvil style lists that had a mobile element and a static base, but more recently my concern has been with denying my opponent optimal targets by either picking all infantry or completely mechanized (as much as possible with transported infantry). Do you feel like denying the opponent good targets for their AT or Anti-Infantry guns in list design is important? Or does it matter? Or are Impulsors just that resilient that throwing in 1 or 2 will still get the job done? I’ll need to chew on that one for a bit since we’re not just talking about squeezing in a few upgrades, but rather dropping a unit or two to buy these transports. Especially since now you’re talking about changing tacticals for Intercessors since gravis can’t be transported in Impulsors...
  2. @Lukoi: I feel that man, like I said I normally like using a mechanized list of transported infantry, and it’s because I hate the idea of them having to waddle to the objectives lmao. But with Eradicators man, I’m just not comfortable doing it anymore. Do you have any thoughts on how to approach that? Or what to do instead? I’m glad you appreciate the Terminator brick! I’m pretty excited, and I really appreciate the advice. @Medicinal Carrots: those are fair points about the captain and the Litany. Bear in mind that my primary opponent is a death guard player so T5 and lots of mortal wounds were my concerns, but I guess I didn’t think about the fact that I do want to work into the comp scene eventually (when work permits lol). I do appreciate the savvy advice though, and especially about the Cherub. I honestly had to take another look at the book because for some reason I thought it just gave another shot, and totally forgot that the dude just fires twice. So hell yea, that’s worth it!
  3. So I’m working out the kinks of an all-infantry list. Normally I’m more of a mechanized guy, so this is kind of a new experience for me, and any pointers would be appreciated. Basically the thought is to have the grav cannons form a shooting base while the aggressors and MM Tacticals push forward with Librarian support. I’m gonna want to outflank the Eradicators (but they don’t have to if it’s not warranted), and the Terminators are going to deep strike in with the Chaplain to clear the way for the Tacticals. If I feel like that shooting base is under serious threat from deep strikers then I’ll probably have the Chapter Master hang out with them to be a beast in CC. Or if that’s not really a concern, I can have him join the forward group. Gravis Captain: /w Chapter Master, Angel Artifice, and Anvil of Strength: 155 pts Terminator Chaplain: /w Litany of Faith, and Selfless Saviors: 95 pts Primaris Librarian: /w Tome of Velcona, Psychic Fortress, Veil of Time, and Fire Shield: 95 pts Tacticals (5): /w combi-flamer, and multi-melta: 120 pts Tacticals (5): /w combi-flamer, and multi-melta: 120 pts Tacticals (5): /w combi-flamer, and grav cannon: 110 pts Primaris Apothecary: /w Chief Apothecary, and Selfless Healer: 105 pts Aggressors (6): /w flamestorm gauntlets: 240 pts Terminators (10): /w 2x heavy flamers, and a teleport homer: 395 pts Devastators (5): /w combi-flamer, and 4x grav cannons: 140 pts Devastators (5): /w combi-flamer, and 4x grav cannons: 140 pts Eradicators (6): /w 2x multi-melta: 260 pts Total Points: 1975 pts
  4. Yea, gotta say that I’m eating my words now (which I’m pretty happy about). GW nerfing the chapter trait in light of the significant buffs to our favored weapons seems pretty reasonable. It’s interesting too, I was pretty resigned to taking exclusively primaris marines from here on out too, but with 2W now my tacticals might still be worthwhile... :)
  5. For those of you who hadn’t seen it yet, they leaked the chapter tactics page in the new SM codex, and it’s looking like the Sallies Chapter Tactic now only applies a reroll to wound per unit instead of a reroll to hit and to wound. I really don’t understand for the life of me why they felt the need to do this to one of the weaker SM chapters, but it’s pretty disheartening to say the least. I’m trying to think of a way to work around this but it really doesn’t change the fact that our tactic promotes an MSU play style, and this change just makes us worse at that play style. I’m hoping someone here might know of an upside or has some good news about Sallies, or maybe can think of a justification for why GW would do this, but I suppose it’s hard to say until the codex and our new supplement drops.
  6. I think walkers like Dreads and Invictors definitely came up in this edition as well. Their close combat capabilities were fairly well enhanced by adding their shooting into the mix, and the ability to throw shots down range without penalty while they wade into combat is useful too.
  7. Congrats on the win, and thank you for posting your bat-reps! I won’t be able to play with the new supplement for a while, so every time I see a bat-rep go up, I start to salivate a little lmao. I was curious if there were any stratagems that you’ve been surprised by, or fill some niche that you weren’t expecting? We’ve all been on the 4+ mortal wound hype, the +1 to wound hype, and the self-sacrifice hype, but I’m curious if there’s some hidden gem we’ve missed so far.
  8. I used Boltstorm Aggressors before the new supplement came out and I fell in love with them right away. I think one way that I’d like to try them in a Sallies list is walking alongside squads of flamestorm aggressors. With their extra range they can actually cover for the flamestorms while they all walk into the enemy lines together. If you tac on the -1 to hit power, maybe the extra T, and Self Sacrifice I think you could get a couple of turns out of them before they’re all dead, by which point your opponent has to stare down your 12 Flamestorm Aggressors with The Fires of Battle. It could be interesting
  9. I’m kind of curious about people’s thoughts on meltas. It’s a curious weapon to me because of how much better ours are than other armies, and it’s interesting that we’ve invested so much time into developing strats around delivering 8” flame weapons but have largely written off 12-24” meltas. Do we really not have any good platforms to put them on? With our doctrine they wound T7 vehicles on a 2+ and T8 on 3’s, which is nothing to scoff at. Relentless Determination can make MM Devs and Sternguard Vets hit on 3’s when they disembark, and (although it’s not as sexy as on flamer units) the Fires of Battle can eke out a couple of extra mortal wounds in corner cases. I think the weapon is at least worth exploring.
  10. Just wanna say: you’re spot on GrinNFool! They really do gotta worry even for our humblest units!
  11. The way I look at it is: if you’re going to shell out to transport your infantry, the transport should either be as cheap as humanly possible or should fill some gap that needs to be taken care of on the way in. In that regard, Rhinos may be the most effective tools for units like sternguard vets, or if you want to transport them in the LR’s then the LR should compliment the unit. Maybe we should weigh the god hammer more heavily if we’re taking a bunch of combi-flamers, or vice versa, maybe the Crusader or Redeemer should be chosen if we stack up on combi-meltas.
  12. https://youtu.be/USv_TuUm1UY
  13. After seeing the new codex on YouTube I gotta say we are in for a real treat. Our Stratagems make us extremely powerful in close-range firefights. The ability to overwatch for friendly units, deal mortal wounds in overwatch, and use flamers as pistols will really make opponents think about whether they can actually beat us in CC. Then we have the stackable + to wound benefits, damage and AP boosting strats, and Flamecraft stratagem. Once within 12” I’d say we’re going to make life miserable for the opponent (even without the false +1 to hit). The only question that remains for me is how do we get there? We’ve got a couple of psychic powers that provide -1 to hit and +1 T, and we’ve also got Self Sacrifice. But is that enough? Do we need mechanized play to get into range? If we go for drop pods, how good does our follow up have to be? Do we need long range weapons to limit the mobility of armies like Eldar/DE? These are the questions I have, and I’m not sure how to answer them atm.
  14. Have you guys play tested some of these rumors btw? That +1 to hit within 12” (if true) for the tactical doctrine is bonkers! Also the buff to flame weapons makes the hand flamer pretty gnarly for Intercessor Sergeants. It creates an interesting dynamic where I found myself bobbing and weaving in and out of CC to rapid fire into enemy units. I’m still fairly new so I doubt I was getting as much mileage out of it as a veteran player would, but it was a lot of fun.
  15. Agreed. I saved about 200 pts with the reduction in costs and was able to fit in a full other squad, so I am pleased. But other races also got their own reduction in costs, so I’m not sure if we gained or lost here. I’m in your boat as well: I’ve got a nascent army that’s not board ready yet.
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