Tactics - Angry Marines: Difference between revisions
(→Warlord Traits: Added some tactical implications to the warlord traits.) |
|||
Line 48: | Line 48: | ||
Note: You can only choose from either the Personal, Command or Angry Marine Warlord Traits tables, so no Strategic trait table for you. | Note: You can only choose from either the Personal, Command or Angry Marine Warlord Traits tables, so no Strategic trait table for you. | ||
#'''IT'S KINDA FUN''' - All sorts of complicated. Basically, your warlord can replace his pistol or close combat weapon for a Bolter, Plasma Gun, Melta Gun or Flamer, but shoots at -1 BS (so [[Ork|BS2]] then). If he didn't change it out and still has a pistol, then he can shoot it twice and still assault. Overall not that good unless you spring for the flamer. | #'''IT'S KINDA FUN''' - All sorts of complicated. Basically, your warlord can replace his pistol or close combat weapon for a Bolter, Plasma Gun, Melta Gun or Flamer, but shoots at -1 BS (so [[Ork|BS2]] then). If he didn't change it out and still has a pistol, then he can shoot it twice and still assault. Overall not that good unless you spring for the flamer. | ||
#'''OH NOW IT'S ON YOU COCKSUCKER''' - As long as your warlord has only one wound left he gains the FNP (5+) Special Rule. If he already had that, gets a 5++. If he already had an Invulnerable Save, he gains +1 to that. ''[[Troll|Combine with a Storm Shield for a 2++ save]]'' Pretty good, but remember that even a 2++ won't last long with only a single wound. | #'''OH NOW IT'S ON YOU COCKSUCKER''' - As long as your warlord has only one wound left he gains the FNP (5+) Special Rule. If he already had that, gets a 5++. If he already had an Invulnerable Save, he gains +1 to that. ''[[Troll|Combine with a Storm Shield for a 2++ save]]''. Pretty good, but remember that even a 2++ won't last long with only a single wound. | ||
#'''JUST WHO IN THE HELL DO YOU THINK I AM?''' - Whenever ''you are challenged'' (not when you challenge them) your Warlord gains +1I and A. In addition, if he wins a Challenge and only has one wound remaining, roll a D6. On a 5+ he regains D3 wounds. Can be a fun surprise against some HQs, and is ruinously effective against chaos (every single squad comes with a delicious sergeant who's ''forced'' to challenge you!). Every generic Angry Marine warlord should be bringing at least ''something'' that strikes at initiative just for the chance at this trait. | #'''JUST WHO IN THE HELL DO YOU THINK I AM?''' - Whenever ''you are challenged'' (not when you challenge them) your Warlord gains +1I and A. In addition, if he wins a Challenge and only has one wound remaining, roll a D6. On a 5+ he regains D3 wounds. Can be a fun surprise against some HQs, and is ruinously effective against chaos (every single squad comes with a delicious sergeant who's ''forced'' to challenge you!). Every generic Angry Marine warlord should be bringing at least ''something'' that strikes at initiative just for the chance at this trait. | ||
#'''I'LL SHOVE THOSE FUCKING FLASHES INTO YOUR ASS''' - Your Warlord and his unit ignore the effects of Defensive Grenades and gain the Hatred if at least one enemy model has defensive grenades. Make sure you remember this one, since even a few defensive grenades can make a big difference against an army as melee-focused as this one. | #'''I'LL SHOVE THOSE FUCKING FLASHES INTO YOUR ASS''' - Your Warlord and his unit ignore the effects of Defensive Grenades and gain the Hatred if at least one enemy model has defensive grenades. Make sure you remember this one, since even a few defensive grenades can make a big difference against an army as melee-focused as this one. |
Revision as of 10:43, 6 April 2017
Codex is Here. READ IT COCKSUCKER!
Why Play Angry Marines
PLACEHOLDER
Angry Abilities
Special Rules
Angry Marine - Welcome to the Angry Marine equivalent of Chapter Tactics. Lots of rules attached to this, gives you ATSKNF, Furious Charge, Move Through Cover, Preferred Enemy (Faggots) and Combat Squads. In addition to that it also gives you the following rules:
- COVER IS FOR PUSSIES - Any cover save that comes from a piece of terrain is reduced by one, and you can't go to ground. Not that you'd want to because you're NOT A FUCKING SPACE ELF COCKSUCKER!
- GET THE FUCK OUT OF MY HEAD - All Angry Marines take DtW tests with a -1 penalty, however if they pass the enemy Psyker suffers a S4 hit for not being angry enough.
- THIS WAY YOU FUCKS - When a unit uses its Jump Packs to Deep Strike (or the Black Brothers NEED A LIGHT? rule) you can reduce the scatter by any number you wish at the cost of a S4 hit for each inch it was reduced by.
Angry Marine Weapons
Ranged Weapons
- Flamer of Wrath - Can be used as either a normal Flamer or a Heavy Flamer with the Gets Hot! rule
- "Smoke" Launchers - Rather than using smoke grenades LIKE FUCKING PUSSIES, Angry Marines put Plasma Grenades into their vehicles smoke launchers. In-game this means that all your tanks that normally have Smoke Launchers now have a 24" S4 AP4 Assault 1 Blast weapon instead
- Chargers - basically the Combi- component from Combi-weapons, gives you a 1-use Flamer, Melta or Assault 2 Plasma shot to soften up the enemy before you RIP AND TEAR. For only 10 points you could do worse
- Rocket Propelled Chainsaw - The Angry Marine equivalent of a Hunter-Killer Missile, it's a 48" S6 AP2 Armourbane Twin-Linked FLYING EVISCERATOR. It's also Heavy 1, so doesn't bog your tank down with the Ordinance rule.
Melee Weapons
- Power Bat - Renamed Power Maul
- Power Wrench - Renamed Power Axe
- Power Chair - A +5 Strength AP4 Concussive Melee weapon that doesn't use two hands. Available for 20 points, take it and go Monster and Tank hunting with your S9 Marine. Also all your Terminators come with these standard, so swap their Power Swords for Power Wrenches and use these when you're not facing 2+ saves.
- Power Feet - A fun weapon that grants you an extra S8 AP2 Initiative 1 attack that, if it causes an unsaved wound, reduces the enemies WS and I by -3 for the rest of the game due to having a supper human kick him in the balls with boots that weigh about ten times a normal man with a power-field around them. It doesn't stack (there aren't any balls left to kick after all).
- Adamantium 2x4 with a nail through it - A weapon reserved only for the Angry Marine elite, in game it's just a Power Sword with Rending.
Special Issue Wargear
- Cigar - +1Ld when taking moral tests from losing assault or taking casualties. For only 5 points it might be worth it, however if your Angry Marines run from a combat and get away they'll be able to charge next turn.
- Wolverine - An extra d3 S3 AP5 attacks at Initiative 10, to make you just that bit more killy.
Vehicle Wargear
- Doormaker Charges - Utterly insane, utterly hilarious. Basically gives you the option to wreck your Rhino to allow your guys to charge out like it's an Assault Vehicle. Doing so means that each of your guys takes a S4 hit, but you also get an extra model armed with a Bolt Pistol/Chainsword and Frag/Krak Grenades to represent the driver. While you will take a few casualties this is generally worth it, as it allows your guys to cover a lot of ground before charging.
- Power of the Angry Machine Spirit - ALL your Vehicles Armour Values are reduced by 1 (to a minimum of 10) but you ignore Crew Shaken/Stunned results. In addition you also gain D6 S4 hits when Tank Shocking, when ramming not only do you count as having your normal Armour Value but also add +1 to the Strength of the attack and angry Techmarines gain +1 on Work You Fucking Piece of Shit! rolls. Add to Rhinos alongside Doormaker Charges, Ram/Tankshock something important, then blow the Rhino up and charge some poor fuckers.
Artefacts
- Banner of FUCK YOU - Grants the bearer the Eternal Warrior special rule, and the Unit he's in gain +1 attack and Feel No Pain (5+).
Angry Marine Psychic Powers
Primaris: EAT SHIT: A WC1 Focused Witchfire with 12" range. Pick one of your weapons, you may attack the target with that weapon as if you were in close combat. Great for getting around the limitations of a Force Axe, and combine it with the Force Power to Instant Death something nasty before it tears your Angry Marines apart.
- FUCK HEAT: A Blessing with a 24" range, your guys ignore the Gets Hot! rule and are immune to Pyromancy powers, Flamer weapons, Melta Weapons and Soul Blaze Weapons.
- FFFFFFFF-: A Blessing that targets a unit within 24", the unit gains Rampage.
- RIP AND TEAR: A 24" Malediction that forces the enemy unit to take all Armour Saves with a -1 Modifier. Great for making Marines weak to Heavy Bolter fire.
- FUCK YOUR PSYCHIC SHIT!!: A WC3 Blessing that gives all units within 6" a 3+ DtW save. Can be downgraded to WC2 to give only one unit within 12" a 3+ DtW save.
- ALL THE RAGE!!!: A Blessing that targets the caster and his unit, all models gain +2A and the Fearless special rule.
- I'M COMING FOR YOU FUCKER!!: a WC2 Blessing that targets the caster. The caster gains +3A and +1S and he and his unit must declare an assault on the nearest enemy unit, and the caster must declare a challenge if he gets there. However, if there is no enemy unit in charge range he suffers an unsaveable wound.
Warlord Traits
Note: You can only choose from either the Personal, Command or Angry Marine Warlord Traits tables, so no Strategic trait table for you.
- IT'S KINDA FUN - All sorts of complicated. Basically, your warlord can replace his pistol or close combat weapon for a Bolter, Plasma Gun, Melta Gun or Flamer, but shoots at -1 BS (so BS2 then). If he didn't change it out and still has a pistol, then he can shoot it twice and still assault. Overall not that good unless you spring for the flamer.
- OH NOW IT'S ON YOU COCKSUCKER - As long as your warlord has only one wound left he gains the FNP (5+) Special Rule. If he already had that, gets a 5++. If he already had an Invulnerable Save, he gains +1 to that. Combine with a Storm Shield for a 2++ save. Pretty good, but remember that even a 2++ won't last long with only a single wound.
- JUST WHO IN THE HELL DO YOU THINK I AM? - Whenever you are challenged (not when you challenge them) your Warlord gains +1I and A. In addition, if he wins a Challenge and only has one wound remaining, roll a D6. On a 5+ he regains D3 wounds. Can be a fun surprise against some HQs, and is ruinously effective against chaos (every single squad comes with a delicious sergeant who's forced to challenge you!). Every generic Angry Marine warlord should be bringing at least something that strikes at initiative just for the chance at this trait.
- I'LL SHOVE THOSE FUCKING FLASHES INTO YOUR ASS - Your Warlord and his unit ignore the effects of Defensive Grenades and gain the Hatred if at least one enemy model has defensive grenades. Make sure you remember this one, since even a few defensive grenades can make a big difference against an army as melee-focused as this one.
- FUCK SCORING - If your Warlord is within 3" of an objective and there are no enemy Scoring or Denial units in range, your Warlord can chose to remove the objective from the battlefield. Deepstrike your Warlord onto your enemies backfield (THIS WAY YOU FUCKS will help with this) and blow up an objective that's on his part of the table. Congrats, now if he wants to win he's got to come to you as you charge at him.
- GET OVER HERE YOU FUCK When your Warlord Charges a unit in cover he gains Initiative 10 and can't be Overwatched, however he must leave his unit who cannot attempt to charge the same unit he did (but they can attempt to charge another one though, even if they didn't shoot at it). This is usually a bad thing, but it can be mitigated if you separate your warlord from his squad the turn before they charge. Slightly baffling rule with the potential to screw you over ... or give you the assault equivalent of split-fire.
Unit Analysis
Placeholder
Building an Army
Placeholder
Tactics
Placeholder
Counter-Tactics
Placeholder
Common Playstyles
Placeholder