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Helias_Tancred reacted to a post in a topic: Considering an Infernus squad, advice?
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TheNicronomicon reacted to a post in a topic: Considering an Infernus squad, advice?
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I love running two squads in Impulsors. They always have a job to do. Drive-by burning can really do a lot of damage.
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AutumnEffect reacted to a post in a topic: How’s the impulsor in 10th?
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Helias_Tancred reacted to a post in a topic: Reivers with Phobos Lieutenant
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AutumnEffect reacted to a post in a topic: Reivers with Phobos Lieutenant
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Helias_Tancred reacted to a post in a topic: New changes from the Balance dataslate discussion?
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Reivers with Phobos Lieutenant
CCE1981 replied to L30n1d4s's topic in + ADEPTUS ASTARTES / LOYALIST LEGIONES ASTARTES +
Reivers also look good with a Reiver Lt, place 5-man squads inside Impulsors. Scout move 6" before the game. Reivers now have a 6" -1 OC zone, and can jump out of a 12" move + d6 Advance and nullify OC. -
Cenobite Terminator reacted to a post in a topic: How do you like eliminators?
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I only see one real anti-tank unit that wants to hang back carrying a anti-transport unit that wants to be up close. I think this list will struggle against any vehicle/Monster list. Unfortunately Terminators while a hard to shift brick also lack killing power. Be careful with your Incursors, as soon as something sees them you will pick up the entire unit, which seems to happen to any unit that isn't a Vehicle of Monster this edition
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TheNicronomicon reacted to a post in a topic: Taking Champions of Russ out for a spin
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Karhedron reacted to a post in a topic: Taking Champions of Russ out for a spin
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Don’t forget that Repulsor pts went down and its transport capacity went up to 14.
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Transport for Eradicators?
CCE1981 replied to Karhedron's topic in + ADEPTUS ASTARTES / LOYALIST LEGIONES ASTARTES +
I once ran them in Strategic reserves. Could run 2x 6-man squads with attached Biologis. After about a dozen games I stopped running them, problem is that you will NEVER get use out of Melta. I couldn’t justify their cost when their kill count was in the single digits. Eldar, Dark Eldar, Tyranids, and Knights laughed at their shooting and deleted them. The one game against Dark Eldar was responsible for about 50% of their entire kill tally in those 12 games. I haven’t run them since, I don’t know why people think having 3-man squads does anything after my experIence. They are probably better now, definitely helps that things like Knights can no longer fire overwatch, and that Tyranids can’t fire Overwatch twice, seriously Tyranids just sit 1/16” out of range, overwatch them, and delete the squad. Firestorm and the increase to transport capacity of Repulsors should help out a but, but the frailty of them hurts the most. -
I have to disagree that Sternguard are reasonably priced. They pay at least a 15% premium just for the ‘privilege’ of doing Mortal Wounds. Their output is woefully lackluster. I tried them at the beginning of the edition when we got to re-roll wounds…paltry at best. My tabletop experience has shown Infernus Marines for 2 pts cheaper per model double the number of ‘real wounds’ across all targets, the only issue being range, seeing how I run them in Impulsors that isn’t an issue.
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- Drop Pods
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A 10-man squad of Infernus Marines isn’t so bad as a Suicide unit, remember they AUTO hit in overwatch. You could drop three pods in a Cluster around a middle objective. Vulken attach to Company Heroes, Devastator squad in one pod, 2x 9-man Infernus Squads in the other two with attached Captains. That’s two Oberwatch’s and two Immolation Protocols, plus Vulkan’s re-roll wounds on all of that.
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- Drop Pods
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CCE1981 reacted to a post in a topic: How are you finding the Detachments?
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CCE1981 reacted to a post in a topic: The Annual Space Marine Wishlist - Units, Codex Changes, Hopes for the future, etc etc
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AutumnEffect reacted to a post in a topic: The Annual Space Marine Wishlist - Units, Codex Changes, Hopes for the future, etc etc
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I think that the Impulsor could be “fixed” by adding transport Capacity as a Wargear Option: Missile Array, Skytalon Array, Comms Array, Shield Dome, +2 Transport Capacity. You get the extended Capacity that would make a difference and you don’t have to change the kit. Other than that I think upgrade sprues would help and I think more than the standard. It really wouldn’t take much to have a Tacitus, Phobos, Gravis abd Terminator set for each of the Core Chapters and a few Generic ones like what you get from the Deathwatch.
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I regularly run two 5-man Infernus Squads in Impulsors, you aren't gonna beet that speed, To date it has been a headache for all my opponents, it always has a role whether it is to clear chaff or grab objectives. Even when my opponent does through stuff to take them down they have to throw a lot of stuff, and end up using far more points to take out their role.
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Under ‘Wargear Options’ the last bullet point, those options should be ‘sub options’. Don’t start with standard wargear. Start with “ A Captain must take one of the following kits:” then have Phobos Armor with all its Characteristics, KeyWords, Abilities, and Wargear Abilities etc., then go into Tacitus, Gravis and Terminator. Keep everything with certain Armor together instead of in three separate places. Also you have the Wargear Abilities strewn thought a section and some weapons.
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Blood Angel Captain in 10th .... inferno pistol?
CCE1981 replied to Helias_Tancred's topic in + BLOOD ANGELS +
Inferno Pistols are incredible for shooting just about anything when all you can take is a pistol.