Crimson Fists Tactics 8e: Difference between revisions
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Crimson Fists are a 2nd Founding chapters, descended from the Imperial Fists legion. This is the beginning of their tactics guide for 8e. This is an outgrowth of the general Space Marine Tactics page but specific for Crimson Fists, as the Space Marines have an astounding number of options.
Crimson Fists
In the grim darkness of the far future, the sons of Rynn will always rise from the ashes against the enemy of mankind.
Thematically, these guys are Red And Blue - as the very first Space Marines and the poster boys of Rogue Trader, the primary colours - red and blue (with yellow for gunfire and explosions) - were cheap and striking to print in colour (in 1987 anyway). They’re generally cool guys and renowned for their stubbornness and tenacity, and knack at surviving pretty much anything.
On the tabletop, these guys are good at blending hordes with their shot multipliers and sustained fire output - very important in 8th, aka the Horde Edition. They perform better when outnumbered and in small squads, and their Intercessors and Tacticals aren’t as useless as other Chapters - nice and fluffy.
Stand firm against the numberless hordes of evil and survive anything the galaxy throws at you. Special Rules
- Chapter Tactics - No Matter the Odds: Add 1 to hit rolls for a unit targeting another unit (in either the shooting or fight phase) that has at 5 more models than the attacking unit has (e.g. a unit of 5 models gets +1 against any unit of 10 models or more). When using a Vehicle to attack, that model itself counts as 5 models, so you only get it on units of 10 or more, not 6. Vehicles and Dreadnoughts you attack still count as 1 - in fact, this tactic can't come up against any target unit with less than 6 models in it. Additionally, for attacks with a bolt weapon, an unmodified 6 to hit scores an additional hit.
- Bit of a nerf over the old ‘when targeting an enemy unit with double the number of models in your unit’, especially for characters and smaller units like Inceptors, Bikes, Company Veterans etc - but functionally identical for your five-man squads.
- Bear in mind that units may be bigger than you were assuming, because "cosmetic" models usually count as unit members. For example, a Devastator Squad's Armorium Cherub makes it 1 bigger while the Cherub lives, whilst other units with similar upgrades may not share this rule. Needless to say, always run your own units as MSU - but since you’re playing space marines and this is 8th edition, you were doing that anyway.
- This actually makes Crimson Fists one of the best anti horde armies as they’ll most often be half or less than a normal unit of boyz or gaunts. Aggressors, Inceptors, and Centurions (and Eliminators, but they really should be shooting at characters) have base unit sizes of 3, which means they still get the bonus to hit even against damaged enemy squads. Furthermore, the way this tactic is worded benefits your own wounded units, as they'll be more easily outnumbered. Crimson Characters won't suffer penalties to their power fists when bitch-slapping the enemy masses.
- The +1 makes Bolter Drill get additional shots on a 5+ instead of only 6+, however the Chapter Tactic only generates additional hits on a natural 6 - do not forget this.
- This Chapter Tactic also means safe supercharged plasma, which can matter against massed T4 enemies like Ork Boyz or Necron Warriors. Always load up your characters with combi plasma. As long as they're shooting units of more than 5 models they'll have safe overcharged plasma for killing primaris or TEQ models. If you're shooting at hordes, the +1 will let you fire both sides of the combi weapon without penalty.
- To take excellent advantage of this CT, run Company Veterans at their cheapest - storm bolters, chainswords, and at their minimum two-man unit size. This loadout will run you roughly 35 points for two Vets. Rinse and repeat, add a basic HQ (Captain/Lieutenant), and complete a Vanguard detachment for, at most, 200 points. That’s three tiny units that will put out a total of 51 S4 attacks between them (with rapid fire range and a successful charge). Yes, they are very squishy, and no, they do not hold objectives well at all - but they will never run away, nearly always have their CT bonus against sensible targets, and sweet God-Emperor will they make that guard player scream as the three cheapest units in your army rip the beating heart out of his infantry swarm in a single turn.
- Combat Doctrine - Legacy of Dorn: Heavy Weapons gain +1 damage when targeting Vehicles or Buildings in the Devastator Doctrine.
- Warlord Traits
- Tenacious Opponent: If there are at least 5 enemy models within 6" of your warlord in the fight phase, he gains D3 extra attacks. The man rises to the situation. Stacks well with the Fist of Vengeance.
- Refuse to Die: Unlike Robutte Girlyman you don’t need magical armour given to you by Cawl and some filthy heretical Eldar. Once your warlord loses his last wound, roll a d6, and on a 4+ he comes back with 1d3 wounds remaining as close as possible to your original position and at least 1” away from enemy models.
- Stoic Defender: All Crimson Fists units gain the Defenders of Humanity (Objective Secured) rule within 6” of your warlord, and any unit that already had that rule (your Troops) count as double their model count (5 tacticals count as 10 when determining models securing an objective), so you can steal objectives even if you're outnumbered by guardsmen. Especially hilarious when it's a sudden deepstriking ObSec captain stealing it away from non-troop enemies.
Relics & Special-Issue Wargear
The Crimson Fists keep their old relics but gain some new ones with the Imperial Fists codex supplement
- Duty's Burden: Crimson Fists exclusive, replaces a master-crafted stalker bolt rifle or master-crafted auto bolt rifle, 30" Rapid Fire 2 S5 AP -2 D2.
- Fist of Vengeance: Crimson Fists exclusive, replaces a power fist, turns it into a thunder hammer with no penalty to hit (D3).
Special-Issue Wargear:
- Adamantine Mantle: 5+++ Feel No Pain.
- Artificer Armor: 2+/5++. As always, better on support characters that lack invulnerable saves like Lieutenants or Librarians.
- Master-Crafted Weapon: Increase a weapon's damage by one, cannot already be master-crafted, weapon counts as a Relic. Give it to a Chaplain Dreadnought for a D3 assault cannon against vehicles.
- Digital Weapons: Gain an extra attack that deals a mortal wound if it hits.
- Fist of Terra: Replaces a power fist, removes penalty to hit and gives +1 attack. This is your big relic weapon, down in Special-Issue Wargear.
- Gatebreaker Bolts: Gives a bolt weapon an alt-fire mode: make one hit roll that makes D3 wound rolls (allocated separately) at AP-5, D1.
- Auric Aquila: 4++ invulnerable save, and 5+++ against mortal wounds in the Psychic phase.
- Warden's Cuirass: +1 Wound.
Stratagems
Imperial Fist Stratagems: Crimson Fists share these stratagems with the Imperial Fists:
- Praetorian's Wrath (2 CP): At the start of the movement phase, when the Devastator Doctrine is active 6s to wound with heavy weapons and grenades gain an additional -1 to their AP until the next movement phase. Note that the wording here means that it applies in Overwatch. Can only be used once per game.
- Bitter Enemy (1 CP): In the Fight Phase, re-roll any Hit and Wound rolls against Iron Warriors. The fluff-appropriate stratagem everyone seems to get. If it comes up, have fun with it.
- Close-Range Bolter Fire (2 CP): Turn a unit's Bolt weapons into Pistols for a Shooting phase.
- Bolster Defenses (1 CP): Once per battle, in the movement phase, an Imperial Fists Infantry unit entirely on or within a terrain feature gets +1 to non-invulnerable saves.
- Bolter Drill (2 CP): In the Shooting Phase, one Imperial Fists unit counts hit rolls of 6 with a Bolt weapon as two hits, three with the chapter tactic. Throw this on Aggressors, Centurions, a Fire Raptor, or other unit with a high volume of bolter fire, pray for sixes, and unleash the BRRRRRT.
- Sappers (1 CP): In the Shooting or Fight Phase, a unit adds +1 to Hit and Wound against a Building. No one uses buildings, and you already have Combat Doctrine if they do.
- Stubborn Defense (2 CP): Use at the start of the battle if your Warlord is on the battlefield. You can’t discard Storm or Defend tactical objectives, but scoring them gains you an additional victory point.
- Pain Is A Lesson (1 CP): Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase.
- Tank Hunters (2 CP): Pick one enemy Vehicle. Until the end of the phase, a Imperial Fists unit get +1 to wound against it. Pop this when the enemy has a piece or armor that absolutely must die, and the combat doctrine just isn't enough for you (or you're trying to destroy it in melee).
- Champion of Blades (1 CP): Give a successor chapter a Fists relic, the standard stuff.
- Gift of the Phalanx (1 CP): Give a Sergeant a Master-crafted Weapon, Digital Weapons, a Fist of Terra, or Gatebreaker Bolts.
- Sentinel of Terra (1 CP): Give a non-special character Warlord an additional Warlord Trait from the Imperial Fists Warlord Traits.
- The Shield Unwavering (2 CP): At the end of your turn, give an Imperial Fists Infantry unit withing 3" of an objective +1 attack and +1 to saving throws until the start of your next turn. Combine with Bolster Defenses or Pain Is A Lesson when the point must be held at all costs.
- Clearance Protocols (2 CP): During the Shooting Phase, ten models in a unit can hurl grenades instead of one.
Crimson Fist Stratagems: Crimson Fists gain their own Stratagems, in addition to the above:
- Slay The Tyrant (1 CP): For one phase, a unit gets +1 to hit against Characters. Only really useful for sniper units when used in the shooting phase, and even then those sorts of weapons are often too lackluster to justify spending CP on. More interesting in the fight phase, as it negates the -1 to hit from power fists and thunder hammers, letting your heavy assault units get some serious pulverising done. Seems to be designed to make your job easier against hordes by picking off those all-important support characters and weakening the enemy as a whole, but overall not amazing. Could have some possible utility against characters with -1 to hit, such as Tank Commanders dropping smoke or Raven Guard fuckery.
- A Hated Foe (1 CP): For one phase, a unit gets +1 to wound against Orks. And here's there fluff-appropriate Stratagem.
Psychic Discipline- Geokinesis
- Wrack and Ruin - WC6: One building or unit that's wholly in or within a terrain feature and within 18" has to roll 9d6, and for each 5+ (4+ if it's a building) they suffer a mortal wound. Hardly impressive, but it might let you blow up a Tidewall, bang up a Webway gate, or smack a few cover campers.
- Tectonic Purge – WC6: Any enemy units that start their charge within 12″ of the psyker must subtract 2 from the result. A strong defensive buff, this trait can combine with the debuff from a Repulsor to make even a Blood Angel unit think twice about charging out of deep strike, or work alone to help keep a unit of Centurions safe. The only major downside is the enemy needing to start within 12″, meaning the Librarian needs to be near the front lines. Combine with Tremor Shells to make charges basically impossible for an enemy unit.
- Iron Inferno – WC6: Select a point on battlefield within 18″ and visible to psyker. Roll one D6 for each enemy unit within 6″ of that point, deal one mortal wound on a 4+. Better than most area of effect powers, this doesn’t suffer from a penalty to damage characters or random radius. Still, only dealing one mortal wound per unit makes this need to hit multiple units to do much, making it far from a safe take.
- Fortify – WC4: Restore D3 lost wounds to one Imperial Fists Infantry or Biker model within 12″. Trivially low warp charge for some healing? Sign me up. Only downside is that Apothecary resurrection happens in the movement phase, so this can’t heal a model to full and allow the Apothecary to resurrect – but it can heal up a resurrected model to full.
- Aspect of Stone – WC5: Add 2 to psyker’s strength and toughness until your next psychic phase. Counters the positioning vulnerability in the use of Tectonic Purge, and turns a psyker into something of a melee threat. That said, putting your key anti-charge psyker into melee generally isn’t what an Imperial Fists gunline is likely to be doing, so this power has limited viability.
- Chasm – WC6: Select enemy unit that cannot Fly and within 18″ and visible to the psyker. Roll 2D6; if the result is less than the lowest Move characteristic it takes one mortal wound; if it’s equal it takes D3; if it’s greater then it’s flat three mortal wounds. Another power that can be used to snipe out a character, this power has a 58% chance to do a full three mortal wounds against something with the standard six-inch movement, and of course that only increases against slower units – things like Terminators or Death Guard spring to mind.
Specialist Detachment - Liberator Strike Force: Primaris Characters (Ancient, Apothecary, Captain, Chaplain, Librarian & Lieutenant), Intercessor squads, Reiver squads & Hellblaster squads in that detachment gain the liberator strike force keyword. The other side of the coin where it comes to Primaris detachments. It mentions all those squads, but the real stars here are the Hellblasters, as it is a ranged detachment.
Stratagems
- Heroes of Rynn's World (1CP): Use at the start of the shooting phase and pick a LIBERATOR STRIKE FORCE unit. All unmodified hit rolls of 6 count as 2 hits instead of 1.
- A few extra shots isn't much, so use it on Hellblasters to make it count. It's +1 to +3 dead guys on a 5-man squad firing two shots, depending on the enemy and buff auras nearby.
- Paragons of Dorn (1 CP): At the end of your opponent's shooting phase pick a LIBERATOR STRIKE FORCE unit that was targeted this phase, they can then fire as if it were their shooting phase. Annoying because you have to get shot first.
- Again your Hellblasters will destroy anything that doesn't kill them. Add an Ancient and an Apothecary so that actual casualties don't go to waste.
Warlord Trait
- Expert Instructor: Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9" of your warlord.
- While it's basically a "Black Templar's Crusader's Helm for Primaris units", it finds excellent value on a Lieutenant Field Commander for the double aura.
Artifact
- The Vengeful Arbiter: 12" Pistol 2 S5 AP-1 D2, and successful hit rolls cause more shots at the same target (additional shots can't generate further hit rolls). Boo, relic pistol.
- It goes with the ranged theme, functionally giving your character a 12" D2 Heavy Bolter as a pistol. Then again, 12" is but the prelude to melee, and your other relic is basically a Thunder Hammer without unwieldy - one of the best relics in the codex in fact, and one of the few a Primaris Captain can use.
Special Units
- Pedro Kantor (Crimson Fists): More focused this edition than in the last several; he no longer benefits Sternguard especially, nor especially torments Orks, Pedro Kantor is a CC killing machine in 8E. His Oath of Rynn special rule is now a buff to give +1A to all friendly Crimson Fists models within 6", while 'Chapter Master' affects whole units within that range. And it's great not having to pay CP to get full rerolls. For his price and relatively small footprint, he can make a huge impact in any melee.
- He's excellent when paired with -1 To Hit escorts, like TH/SS Termies/Vets or Aggressors. Add a Lieutenant and you'll be rerolling everything. Being a footslogger, however, you'll need to find him a way to the front line, but at the very least he's got an Assault 4 AP-1 Bolter to jog across the board. Especially with those resilient Primaris, their 2 base attacks and their Assault weapons, who may not be riding Repulsors because you don't give in to GW's shilling.
- Kantor, being a 'Chapter Master' also lends himself to gun lines. His +1A helps your Marines punch back when onrushing hordes inevitably reach the Marines, Primaris hitting as if they were Vets with chainswords.
- Unless you really care about the Siegebreaker Cohort detachment or the shitty relic pistol, consider using Crimson Fists instead of Imperial Fists.