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===Heavy Support=== *'''Predator''' - A decent dakka unit. They serve two real purposes, Infantry killing, or Tank Hunting. **Infantry killing predators should be equipped with the default auto-cannon, and Heavy Bolter sponsors. It's dirt cheap (95pts) and can dakka pretty well. Upgrades are usually not necessary: Extra Armor is not critical, as you will in 99% cases be out of reach of any units with CC anti-tank, and 24" Storm Bolters won't get to shoot much after the 36" guns are done. The only thing worth considering is the Hunter-Killer missile, but even then, it's only efficient in numbers (like, 7-8 HKMs). Dakka Preds are mediocre unfortanutely, you're killing about 1-2 MEQ a turn at best and you're wasting HS slots that are far better spent. A Thunderfire Cannon is far better firepower. **Tri-Las Predators are a very good choice in this slot. They're good for a number of reasons- first of all, missile launchers now suck balls, and GW decided that giving every Codex a dozen new ways to massacre MEQ was a great idea, meaning Devastators with Lascannons need extra ablative wounds, inflating their already more expensive price even higher. In a competitive list these are your Hammer units for taking out the heavy hitting MC's. A unit with high strength AP2 runs up the board and cripples or wounds something like a Riptide until its on its last legs. They're the Anvil on which the ground is set, and where you're going to strike with your Hammer. You can very reliably kill a Riptide or Wraithknight in three or four turns or even two if you get lucky. In addition, they can take out vehicles very well, don't take a large drop in effectiveness like Devs do when they lose men, and they're immune to small arms and the majority of the impromptu AT people take. * '''Predator Executioner (Forgeworld)''' - Do you remember Leman Russ Executioner? Well, space marines look at it, and say "we need something like that". With 3-shot plasma cannon (THAT DOES NOT GET HOT) this thing would blast MEQ and TEQ from table next turn they come in range. Additionally, you can swap main gun for heavy conversion beamer - this would only work better on high distances, and force you to move or shoot, but 48-72" S10 AP1 big blast shot would retake the price of tank the second it shot - think of it like a long range Vindicator. * '''Predator Infernus (Forgeworld)''' - Predator with turret mounted flamestorm cannon (those AP3 flamethrower from Redeemer). While highly devastating at close range it's just too slow. Slow flamer tanks sucks. If you want one that bad, just take allied Blood Angels with a Baal Pred. '''If''' this thing come close to any non-TEQ infantry, it would ruin their day, and then die to a single melta shot, or hail of krak grenades. But most commonly it would just die, because big scary flamer, approaching your lines attract a LOT of fire. Thank god, this tank is also cheap, so you can use it as [[DISTRACTION CARNIFEX|expendable fire magnet]]. Alternatively Infernus can exchange his super-flamer for MAGNA-MELTA (R18 S8 AP1 Heavy1, Large Blast, Melta), transforming into wannabe-Vindicator. *'''Devastator Squad''' - These are your tactical marines. Except they don't score. And their heavy weapons <s>cost more</s> same price now so they're much cheaper now. 6th Edition was not kind of them. If you take them at all, 1-2 ablative wounds are mandatory, and <b>never</b> mix weapons. Bear in mind you're in 6th, not 5th edition now and Missile Launchers work well because since vehicles aren't half as common anymore and unlike other anti tank weapons you can go and throw some anti infantry frag missiles around when there aren't any tanks. Mind you MC's that shrug off the krak Missiles are much more common but missiles work well as a general choice, good at nothing in particular but not really wanting in any one place. The only other weapon worth taking are plasma cannons if the rest of your bases are covered. Why? Heavy Bolters are too ineffective against anything tougher than MEQ. Multi Meltas are too short ranged. Lascannons are better provided through Tri-Las. **'''Vigilator Sergeant Hamath Kraatos (Minotaurs Special Character)''' - FUCKING EXCELLENT: a BS+1, 2-wound, Devastator Sergeant with a Heavy Bolter and preferred enemy (anything not a Vehicle, Monstrous Creature or cavalry/beasts for some reason). Has the added bonus of being able to switch his normal shooting for a special "assassin shell" which is basically a S6 AP3 Sniper rifle. ''His rules wording explicitly states he may only be taken in an "army representing the minotaurs chapter", so you shouldn't be able to combo him with non-minotaurs special characters.'' ** The only time Multi-Melta Devs are worth is with Salamander CT. Vulkan twin-linking them means that even when snapshot (say, when coming out of a drop pod right into melta range) they have a chance to hit something. ** The only other time Multi-Melta Devs are worth is with Calgar and Ultramarines. 5 guys with two Multimeltas and a Rhino cost 125 points for two turns of mobile melta fire, thanks to relentless rule. Take another 5 guys with two missile launchers or two las-cannons and leave them in the backfield. <s>* NOPE it states in the Space Marines codex that Devastator Squads gain relentless unless they are dis-embarking from transports, so you'll still be snap shooting.</s> Why do you want to disembark when you can fire while inside the Rhino and being relentless? ** Don't forget the Sergeant! He can take combi-weapons for one turn of extra punch. Or can be given a Power Fist for when someone charges your poor, vulnerable shooting squad. He also comes, stock, with a Signum. No one ever remembers to use it, which is a shame because +1BS to a single model in the squad can come in handy... ** Four plasma cannons might seem like a waste of points, since they might blow themselves up, but if you get some lucky rolls in, you can obliterate any heavy infantry squad from three feet away. Bit of a risk, but they are the only infantry weapons that can take on multiple terminators in one shot (and if your oppenent's army is grouped, you will at least hit something). Ultramarines CT works wonderful with Plasma Cannons, as you will reroll overheating rolls at least during one turn, two or three turns with Calgar, and even more with Tigurius. ** Remember that Devastators can take flakk missiles now. A minimum strength squad with MLs & flakk missiles is almost as effective against fliers as a tricked-out Stormraven and comes a lot cheaper. However an Aegis defense line w/ quad gun gives twin-linked AND interceptor so you're better off looking somewhere else for reliable AA. Why not both? ** Take some red shirt boltgun marines if you don't want your fragile Devastator squad heavy weapons dying the instant your opponent glances at it (though this does increase the cost). ** You could do much worse than a Heavy Bolter-wielding Dev squad if you're using the Imperial Fist chapter tactics. Lots of rerolls, and the ability to go through hull points on light vehicles like piss through toilet paper. ** A lascannon squad with Tigurius and Perfect Timing/Prescience will put some serious hurt on Skimmers. Park them next to an Icarus Lascannon for even more damage. *'''Centurion Devastator Squad''' - The shooting versions of their punchy brethren. If you seek cheap dakka, go elsewhere, as those guys are expensive as hell and only bring half or even a third the firepower of a Devastator squad of the same price. Though they are [[DISTRACTION CARNIFEX|tough as hell, menacing and attract a lot of firepower]]. There is no reason to go with lascannons and MLs to hunt mech - regular devs camping in heavy cover do it better, but the standard setup with double HB's and Hurricane Bolters is kinda good at killing light infantry hordes (and in 6e you WILL face hordes). The last option is grav-cannons and grav-amps, which can vomit 5 AP2 shots per model that wound on a model's armor save roll ''with rerolls'', but it's only 24" range. A squad of 4-5 grav centurions will eat any MEQ, TEQ, MC, or GC unit within 24" in one volley, but will be tarpitted by ANYTHING till the end of the game - being A1 with no close combat weapon they'll struggle to kill even Fire Warriors in CC. Grav centurions are really only good for killing heavily-armored death star units like mega-nobz, terminators, and monstrous/gargantuan creatures. Much like their Assault counterparts, these guys are massively overcosted, even with the Grav Cannons. For the same price as three man unit with Grav Cannons or Lascannons, you could have a Land Raider. Why aren't you taking the Land Raider again? ** A nice setup for them is with twin-linked lascannons and missile launchers. Pair them with Imperial Fists Chapter Tactics, an omniscope on the sargent (so that they have Night Vision and can split fire) and camp them in cover. Tanks won't trouble you anymore this way. ** Also worth noting is that the Ultramarines' Devastator doctrine applies to them as well as regular Devs.(I doubt Centurions will become Relentless, but it doesn't matter, unless they are charged, because they are slow and purposeful. However re-rolling snap shots is great for hunting air planes, specially with grav-cannons) *** Actually slow and purposeful gives you relentless anyways, so waltz up the board and kill EVERYTHING. ** Against AV14 vehicles, Grav-Centurions actually outshine Las/krak-Centurions for fewer points. In a 5-man squad (what you can fit in a Crusader), Grav-Centurions will average 3.8 HPs a round and a ''guaranteed'' immobilize. Las/krak-Centurions average only 2.1 HPs with 1 penetrating hit rolling on the damage table. Take a Grav-cannon and keep your Hurricane bolter and you can be more effective against AV14 and also tear through hordes for 10 points cheaper per model. *'''[[Vindicator]]''' - This guy has a big, scary gun. Hampered by its short range, this S10 AP2 pie-plate causes most people (especially other marine players) nightmares. It's bound to draw fire, ''lots and lots'' of fire. This is good because it keeps guns trained away from the rest of your army, but bad because it's easily shot down from the side (especially if your opponent deploys his anti-tank in opposite corners) and easily neutralized (glancing hits don't shake/stun anymore, but add up quickly, and EVERY damage result on a penetrating hit either makes it useless for at least a turn, if not permanently). In addition, they suck against MC's, Thunderfires are better at wiping infantry off objectives and they take up valuable HS slots. :*DO NOT forget the fact that the Vindi comes with a free Stormbolter. It could save your main cannon from being removed via Weapon Destroyed result. Or not, 50/50 chance either way. *'''[[Land Raider]]''' - The biggest metal box of all. Can carry termies, and lets them assault after disembarking. Comes in eight flavors: ** '''Classic''' (or '''Godhammer''') pattern Land Raider - 2 sets of twin-linked lascannons and a twin-linked heavy bolter. Carries 10 (it was 12 in 5th edition until it got changed). You'd think its good for tank hunting. You'd be wrong. It's just too expensive for that. Land Raiders need to be transporting stuff, and running forward at great speeds. This Land Raider is a confused beast, best left alone. If you want a little bit more reasoning for why the classic Land Raider is comparatively useless, here's a bit more explanation: for the cost of having it on the table, this Land Raider needs to be able to do both of its roles effectively at the same time, but since transporting soldiers doesn't work well with standing up front and shooting too, there's no real way to make this one as effective as it needs to be. It's not ''completely'' useless thanks to Power of the Machine Spirit which allows an additional weapon to be fired at a different target (even while shaken/stunned), theoretically allowing you to move 6" and destroy two enemy tanks (if you're lucky). This tactic works quite well with Antaro Chronus as his BS 5 makes this more likely. **'''Another take''' Classic LR is the longest range non-FW Land Raider variant. It's role is a toolbox LR, which it does just fine, but suffers when compared to a more focused role LR, like the Crusader or Redeemer. This LR variant is probably the most durable of the non-FW LRs just because it doesn't have to get as close to the enemy if you don't need it there. I will note that the 10-man capacity makes this unappealing for units that require more than 10 model spaces to include ICs or additional heavy weapons (like most of the SM army). 3-man Centurion units use 9 spaces, so some value as a centurion transport with attached PA/artificer IC. ** '''Crusader''' - 2 sets of "Hurricane Bolters" (3 regular bolters, all twin-linked) and 1 twin-linked Assault cannon, and the 6th edition changes to the rules have greatly improved its weapons. Carries 16(!) This was, and sometimes still is, the old standby transport for terminators. Often with a multi-melta added (for popping shots at tanks). This carries up to 8 Terminators up close to the foe where they do their work. The Crusader WANTS to be up close, where its short-ranged, anti-infantry guns work wonders to support the squad it was escorting. Give it Extra Armor, nothing sucks more than a stunned Land Raider. This used to be the ultimate in Terminator delivery, but recently a challenger has appeared... ** '''Redeemer''' - Keeps the twin-linked Assault Cannon of the Crusader, but replaces the side-mounted Hurricane Bolters with a pair of Flamestorm Cannons, nasty S6 AP3 flamers. Carries 12. The only other Land Raider you should even consider, even if it doesn't fit as many Terminators. Far Nastier against infantry than the crusader, but needs to be up closer... which means melta-range. Whoops. Also, it doesn't help that Flamestrom Cannons being mounted on the side means that the Redeemer can have difficulty hitting things directly in front of it. Multi-Melta optional, but nice. And the cherry on top: 10 points cheaper than the other two Land Raider varieties. Remember, you may not be allowed to snap shot templates, but power of the machine spirit means you can move 12 an still make someone extra crispy. ** '''Terminus Ultra (Apocalypse)''' - Leman Russes and Baneblades got you down? Are Hammerhead gunships making you throw fits? Tyrannofexes slaughtering your tanks? Titans kicking your ass when you have none of your own? Do Predator Annihilators simply fail to cut it for you? Are your desperate, suicidal charges against a Monolith with only two tactical marines, two Predator Destructors, and three Land Speeders proving to be totally ineffective? Then the Terminus Ultra is a tank for you!!! Coming equipped with three(!) twin-linked lascannons and two single lascannons, it's only a measly 50 points more expensive than the standard Land Raider and has no troop carrying capacity. It is extremely effective against enemy armour, the Land raiders special rule allows the Terminus Ultra to easily take out 2 light vehicles in a single shooting phase or completely annihilate one heavy vehicle, I once managed to destroy a Warhound Titan with this thing. But some unlucky rolls can lead to the tank blowing up, through overheating of the lascannon batteries (like REALLY unlucky, about a .3343% chance or 13 in 3888 odds). Best used at long range, picking off the enemy vehicles one by one, or two by two. Pretty much, it causes enemy vehicles to suffer critical existence failure to an even greater degree than the Redeemer causes enemy infantry to spontaneously combust (probably because the Redeemer doesn't have an additional two weapon mounts.) If you could stick on a multi-melta or an additional Las-Cannon, all your anti-vehicle problems could be fixed but not even Matt Ward is willing to go that far. Antaro Chronus turns this into pretty much the final word in Imperial tank destroyers. ** '''Achilles (Forgeworld)''' - Oh hell yes. For the same price as the Terminus Ultra, this beast sports a Thunderfire Cannon and twin-linked multi-melta sponsons, has immunity to the Melta and Lance special rules, puts a -1 penalty on most other attacks, can carry six models, and doesn't go 'splodey. Put a scout squad and a techmarine in it, plonk it down on an objective, and watch your opponent throw a shit fit. Eldar and Dark Eldar will really [[Rage]] at it since that don't have much anti-tank outside of meltas and lances. Tthough, they have haywire/D-weapon, and you really should beware them, as hawks, wraithguards, witches and scourges would blow your "expensive but invincible" tank in eye blink, once they came in threat range. (another option is to take a iron hand character, which gives the achilles IWND. Then ally in a cheap DA librarian with bike and Powerfield generator for a 4++ (divination for rerollable inv save shenanigans). Just try and destroy that platform of death, I dare you...)--Make it worse? Put an Iron Hands Master of the Forge in it with the Relic that gives IWND on a 4+. So, get your repair shot (w/Iron Hands bonuses) + IWND as well. Unless they can take out the HP in one round, this thing isn't going down. ** '''Ares (Apocalypse)''' - This is for when a Vindicator just won't cut it. Comes standard with a Demolisher cannon, twin linked Assault cannons, twin-linked heavy flamer sponsons, and a siege shield, can take extra armour for +15pts, and always do have extra armour on it, the whole point of this tank is to get to the enemy lines as quickly as possible, therefore as soon as it's stunned, it's losing an entire turn of blowing the enemy apart as you'll reach them a turn later. When it was released there were those who questioned the point of the Demolisher cannon (By 'those', I mean Idiots, who wouldn't want a demolisher cannon...), as it's an ordnance weapon, no other weapons can be fired. HOWEVER, with the new 'Power of he machine spirit' rule, just make sure the Demolisher is the extra weapon you fire with POTMS, and you can still unleash all your weapons when stationary. Costs as much as two-and-a-half Vindicators, but a hell of a lot more survivable, and has more close-combat attack options into the bargain. This tank is the absolute final word in terminal close quarters battle, the demolisher cannon will annihilate half a unit, many more will be mown down by the Assault cannon, then move in to mop up with twin-linked heavy flamers (re-roll to wound), so... it's pretty good its Armour can stand up to the punishment it will no doubt sustain on it's way to the enemy front lines. ***Irritatingly, there is no way to buy a kit for this vehicle, Forgeworld or otherwise, so you have to build it from scratch. ** '''Helios (Forgeworld)''' - A Whirlwind on steroids, which comes stock with twin-linked lascannon sponsons. More survivable and versatile than the Whirlwind, but is not worth the points cost. Also carries six models for some insane reason. If you ask us, it'd probably be better off not being able to transport infantry in exchange for two more gun mounts, probably autocannons. ''Mais c'est la vie''. Not bad if you're only transporting six models anyways (i.e. command squad) since it's basically ten points to upgrade the heavy bolter to a whirlwind launcher, which can be PotMS fired at at infantry while you hit something with lascannon. Not that a command squad needs a LR, but this could be an awesome choice for them if you do it anyways. ** '''Prometheus (Forgeworld)''' An uber crusader. Two quad heavy bolters is the same number of shots as hurricane bolters at <12", twice as many at 12-24, and can actually shoot up to 36, with the advantage of being S5. It's a HB dev squad, twin-linked. Granted, it loses the assault cannon, but it gains dedicated transport status in siege assault lists, and fucks with cover saves and boosts reserve rolls (2+ reserves ftw!). Don't put it near enemy heavy armour, but a solid tank overall. ***Despite your uber metal box having AV14 all around and 4HP there are a lot of things that could kill it for like 1/4 of it's cost. Lances and S10 weapons should make you worry. Be afraid of melta and armourbane weapons. Be VERY fucking afraid of units with haywire grenades. Necrons would eat your Land Raider alive without any problems, unless they go for full tesla and no scarabs (highly unlikely). If your opponent try to squeeze a Titan loaded with D-weapons into 40k game per new Escalation rules feel free to beat him to death with your old reliable metal dreadnought. *'''Antaro Chronus''' - Not really a character so much as he is an upgrade to a tank. An expensive upgrade to a tank. He makes it BS 5, and ignores shaken and stunned results. Great, for a shooty tank... but you don't really have many shooty tanks expensive enough to merit this upgrade, except the Land Raider Terminus Ultra, conversely you could put him in an Achilles and make it even MORE resilient, resulting in absolutely 3PIC RAGE by your opponent as ridiculous amounts of firepower are literally thrown at the Achilles and nothing happens. The reccent update also gives the Tank It Will Not Die and a price drop meaning he may be worth it for something that takes a lot of fire. Plus, you have a 2/3 chance of making the tank worth 2 kill points, as the 1W mook who pops out won't do much but die horribly. Remember though, he is only allowed to be used on Ultramarine vehicles. That means you cannot use him if you don't have Ultramarine allies. I'm sure most friendly games will let it slide, but if you want to be playing tournaments with him in a Spartan Assault Tank, you're going to have to paint it blue and every other model you have. ** Note: You can take him if you're an Ultramarine successor chapter or use your allies slot to have some smurfs. ** Actually, Chronus only counts as an upgrade for the tank, meaning that he is part of the tank unit even when he jumps ship. Funny to way to troll your opponent when he misses out on an extra kill point!! *'''Spartan Assault Tank (Forgeworld)''' - Forgeworld takes the old schizophrenic Land Raider, and pumps it up with steroids. Fucking '''five''' hull points, two twin-linked two-shot lascannons (it almost gets off as many lascannon shots as a terminus ultra while still being able to carry troops, doesn't go boom when you roll badly, and gets way more goodies), TL heavy bolters, transport capacity of '''25''', in-built extra armor, good-old 14/14/14, PotMS and Assault Vehicle. You even can take frag launchers (which got far more awesome with the new grenade rules) and ceramite shielding (fuck you, meltaguns) for a marginal increase in points. Meaning it can do the roles of the Terminus Ultra, the Achilles, and the Ares all at the same time, all it really needs are some burny weapons. But what are the drawbacks you ask? This uber metal box can not be taken as a dedicated transport at all. Also, as a Forgeworld model, it will cost you a unicorn's soul. **At only 45 points more, there is no reason to take the Godhammer landraider over this beast ever again. **Your opponent might hate your guts if you field this. **Want to make your opponent cry or perhaps even strangle you? Take this beast, the Armoured Ceramite upgrade (Just in case), the Iron Hands Chapter Tactics, a Master of the Forge and with a few Servitors (One should do), and if you have the points add a techmarine with a servoharness as well. If you do all that you will end with HP 5, It Will Not Die and Melta Immune Spartan Assault Tank (That's AV 14 all around no less) and a MotF with a 2+ Blessing of the Omnissiah Rolls with a 3+ roll of insurance from the Techmarine. Make sure those guys are in the vehicle as of the recent faq, Techs can repair while in the vehicle. This will only cost you 440 points. *'''Whirlwind''' - An often forgotten option, the cheap whirlwind tank is actually an excellent troop hunter. Especially against the "swarm" armies (Nids, Orks, Guard). It comes stock with a choice of two shots, one with a better strength and AP for hunting troops in the open, and another, weaker shot that ignores cover saves (quite useful). The Whirlwind's real boon is it's ability to fire indirectly, and only having one gun means you can shuffle around every turn without compromising your fire power, on top of this, the 'barrage' type of its weapon means approaching units that have poor leadership(guardsmen, gaunts etc.) can be easily pinned and stay there while you pound them. While it lacks the sheer range and firepower of the Imperial Guard's Basilisk, it is pretty damned good for an artillery unit. Thanks to 6-th edition there is more infantry and less tanks around, so Whirlwind now can found a lot more use. Another often overlooked part of the barrage rule in 6-th edition is that wound allocation is always done from the '''centre''' of the blast marker! The Whirlwind just became a lot more useful. With BS4 and a direct shot you have slightly less than a 50% chance to get that large blast placed exactly where you want it. Use it to selectively snipe special weapons models hidden in the middle or back of units. Perfect for taking away ion/rail rifles from Tau Pathfinders for example. Go for characters if you want, but remember that 'Look out Sir!' still applies so they have a good chance to survive. DO NOTE that the Whirlwind can fire its main armament at Combat Speed, so reserving it to preserve it from anti-tank fire in the beginning and having it come in later in the game is perfectly viable, though it would cost you one or two turns of shooting. *'''Whirlwind Hyperios (Forgeworld)''' - This thing is supposed to be your main ground based anti-air, <s>since your Devastators didn't get flak missiles</s>,yes they do, but it sucks. One skyfire/interceptor krak shot per turn, even twin-linked is just don't cut it, and you can not squadron this thing, like IG player squadron their Hydras. *'''Relic Whirlwind Scorpius''' - Unlike the standard Whirlwind, the Scorpius fires a small blast, but at S8 and AP3 it eats marines for breakfast. And if it stands still it can fire D3+1 templates. *'''Thunderfire Cannon''' - A powerful, cost-efficient and versatile artillery piece. This is now a beast choice in 6-th edition being very useful at putting pressure on scoring units, being able to choose 3 different shell types, one at strength 6, one which Ignores cover at strength 5 and the last causes models affected by the blast to move through difficult terrain at Strength 4. Keep this far away as possible with a good line of sight, if your lucky you can end up with 20 wounds if all goes to plan. MEQ's can buckle hard under the pressure it can fire off. 6-th edition buffed artillery staying power, by giving it 2 wounds and 3+ save, so it won't die like a bitch to a single krak shot or turn of bolter fire. But it still completely stationary. This doesn't fare so well in small games as it attract attention quicker, It is forgotten about most of the time in larger games which is great as it will harass your opponent's infantry. Most forget that it even exists in Apocalypse games where you'll have access to units with even more firepower and the sheer amount of dakka that will be tossed around will cause this gun to spontaneously explode. The Thunderfire Cannon ''does'' have one saving grace, however: it comes with a free Techmarine with a servo-harness. If you plan on taking Techmarines anyway and have the slots open, you might as well get one cannon round out of it for 25 points. Against armies that are heavily mechanized and must bunch up all their transports, 1-2 Thunderfire Cannons can cockblock the entire army with the earthquake shells, provided you actually have something else in the list for breaking those transports. Also the Earthquake shells can really fuck vehicle squadrons by making them waste movement to go around the templates (but again, if you're using this as a big tactic, you sure as fuck ''need'' something else to break those vehicles!!) ** TFCs ''can'' be Awesome in Apocalypse if you use them right, especially against horde armies you can just spam the Subterranean shells at. The key here is the Subterranean Shell's Tremor rule; opponents really don't like it when you're constantly putting down Blast templates of difficult/dangerous terrain in their way, even if the shell doesn't hurt anything. Do this every turn you're not firing on infantry, and many start trying to spread out and attempt a pincer rather than risk terrain tests. ** 6th Edition has made all Thunderfire Cannon shells Barrage. Fun times ahead. ** If there's no exposed infantry units to fire at, use the Strength 6 shells on the light AV vehicles/APC's that are definitely going to be around. Remember that Barrage shots hit side armor, so you'll be getting up to four hits on AV10-12 most of the time. ** Since we can ally with Necrons, bring an allied detachment including a C'tan Shard with Writhing Worldscape and watch those difficult terrain shots become dangerous terrain. *'''Stormraven Gunship:''' Basically, a flying Land Raider. It costs 200 points base, has AV12 all around and meltaguns don't get the extra D6 for AP when shooting at them. It's also bristling with guns; it has a twin-linked heavy bolter, a twin-linked assault cannon, and four Stormstrike missiles (72" S8 AP2, Concussive, Ordnance, one shot each), and that's only standard issue. It can replace the heavy bolters with a twin-linked multimelta for free or a Typhoon missile launcher for 25 points, and replace the assault cannon with a twin-linked plasma cannon or a twin-linked lascannon for free. And if ''that's'' not enough dakka for you, it can take hurricane bolters in side sponsons. It can't deep strike anymore, but it can take a locator beacon, but the real gravy comes with its transport capacity; it can carry 12 guys in power armor (or 6 Jump Infantry/Terminators) ''AND'' one Dreadnought. Watch your opponent cry tears of bitter [[rage]] as your Vanguard Vet's with power weapons come out of fucking nowhere to ruin his day. It'll cost you an arm and a leg, but you certainly get what you pay for. And speaking of 6th edition it's a flyer. You need it. ** If you're going Iron Hands, take a Tech with a servo harness or a MotF and stick them in there to regain your hullpoints. You will be targeted so it's always important to bring these guys to make sure your Stormraven stays up in the air. In the end you will have a It will not die Storm Raven with a 3+ (4+ if not Iron Hands) Blessing of the Omnissiah rolls. Trust me, nothing can easily take it down with all those dice rolls that keeps it up. Take both if you got the points to spare. ** Take one of these full of power weapon VV's/dread and a Stormtalon escort. Drink your opponents tears. Bonus points for being Raven Guard. ** Another deathstar you can use is Lysander with a full load of Assault Hammernators with a dreadnaught. Expensive, but deadly. *'''Storm Eagle (Forge World)''' - Your transport Flyer. ''(IA12 moved it to heavy)'' Occupies the middle-ground between the [[Stormraven]] and the [[Thunderhawk]]. Transport capacity of 20, with terminators and jump infantry counting as 2 models each. Impressive arsenal of weaponry, standard armament: Hull-mounted twin-linked Heavy Bolter, Hull-mounted Vengeance Launcher (Range:48"|Str:5|AP:4|Heavy 2, Large Blast). Optional armament includes: Switching Heavy bolters for Multi-meltas or a Typhoon missile launcher, and adding 4 Hellstrike Missiles or 2 Twin-linked Lascannon under the wings. Also get ceramite shielding, and the 'Power of the Machine Spirit' special rule, along with 12|12|12 armour. Can also deep strike, and disembarking infantry can assault in the same turn. ** Same with the Stormraven. Motf/Tech with a servo Harness put them inside and stay up. *'''Deathstorm Drop Pod (Forgeworld)''' - Expecting the drop pod that just landed to contain troops or a heavy weapons platform you don't have to worry about until next turn? SURPRISE! Whirlwind missiles! For you! In the face! When this modified drop pod lands, it immediately attacks every unit (friend or foe) in 12" and in line of sight d3 times, then attacks normally every subsequent turn. It can also be upgraded to assault cannons for an extra 20 points, but this should only be done if you expect it to survive more than one turn (and you really shouldn't). ''Very'' situational, but if your opponent fields lots of small units relatively close together, dropping this in the middle of them is almost guaranteed to ruin his day. Can't take a locator beacon, though. *'''Hunter''' - One of the new Space Marine AA weapons. Comes with a massive missile launcher, which is S7 AP2 and armourbane, so rather than glancing enemy flyers to death like the most flakk tanks it is designed to blast it in one shot. Hunter's misses transform into missiles on the target's tail that hit REAR armor on 5+ each turn and don't time out unless the target leave the table, which is kinda funny and overall useful, especially against IG and Tau flyers. You don't get the lock-on if shooting at a non-flyer, but remember, skyfire still allows full BS shooting at skimmers. Use one to pop eldar, tau, deldar and necron vehicles of all sorts. *'''Stalker''' - The other new Space Marine AA weapon. Comes with a pair of triple barrelled autocannons. For all intents and purposes it is basically a Hydra Flakk Tank with better side armor, BS and crappy ability to fire at two different targets (which you would never use) for the cost of lower range. And yes, it is as cheap as Hydra. The main drawback is the same - no Interceptor, so it is useless against ground targets and would be blown to shreds by the flyers the turn they arrive from reserves. **Just take an ADL with a Quadgun.<--Sure, if you don't mind staying stationary and having a drop pod, of, oh, say DEATH COMPANY landing right next to you to rip and tear your 100pnt defense line on the second turn. Take the Stalker if you want to be mobile. If you turtle, then the ADL works. Otherwise... you spread yourself too thin. **If a the stalker's "dual targets" mode has the servo-tracking special rule, and "all shots fired using the servo-tracking special rule are made at BS2", what happens when it makes snap-shots? ***Answer: Need to hit on 6's still. The sevo-tracking just changes the BS of the stalker, it doesn't override Snap Shots. *'''Space Marine Sentry Gun Battery (Forge World)''' - From IA:12 you get a battery of up to three immobile twin-linked Heavy Bolters for the bargain cost of 15 points each and swap them for a Multi-melta for five or pay ten for TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18" range, or 90 degrees at 36" range, so you're rarely going to be blasting things across the table with these things. You DO get the ability to deep strike them for a laugh or give them camo netting for stealth if you can set them up in a good spot to make them invulnerable to most shooting. (while you can pay the cost for both, just don't because it you deep strike into cover you are waiting for a mishap.) **DON'T EVER mix and match guns or targeting criteria, nowhere in the rules do they say they deploy separately or behave any differently from any other artillery battery, meaning they should all be firing at the same target, which is still the one they select for themselves... **As a added bonus though, you can instead swap the guns for a '''Hyperios Missile Launcher''' (see Fast Attack section).
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