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===Space Marines=== You see, this is a weird one. At the start of 8th Edition, Marines just couldn't pull their weight against most armies without...''unusual'' lists of stand-and-shoot armies buffed by Guilliman. Now that they have a new and improved codex, THEY'RE the ones who can now one-up Imperium armies such as Guard and confidently go toe-to-toe with Imperial Knights, Xenos, and Chaos who they traditionally struggled with. It should be mentioned almost every supplement threw a bone to a corresponding Chapter, ranging from good and fluffy to overpowered. ====[[Ultramarines]]==== Have all of the best Marine toys plus a number of game-breaking Chapter abilities. First, all Ultramarine units can literally walk out of Close Combat and keep firing, making assault orientated armies useless against them. Second, they can regain any spent Command Points on a 5+ so really can spam those Re-Rolls. This is before we even get into what Rowboat can do to your army. =====[[Roboute Guilliman]]===== Any keyword '''Imperium''' unit within 12" adds 1 to advances and charges, re-roll hits of 1 and can re-roll failed morale tests, meaning you can spam the '''fuck''' out of stupidly cheap [[Imperial Guard]] Plasma. '''Ultramarines''' units within 6" re-roll all hit rolls, and to-wound rolls of 1 as of the Ultramarines codex supplement. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re-roll hits and 1s to wound. If all that wasn't enough if your army is battleforged you get 3 extra CP.). [[That Guy |It's not unusual to see him sat in the middle of a pile of Assault Cannon Razorbacks with Lascannon Squads inside, and Stormravens tossed in for good measure. Or sat behind a huge wall of Hellblasters]]. Guilliman himself is a beast in close combat, with a 3++, 9 Wounds and 6 S8, AP-4 3 Damage attacks with 6's adding d3 Mortal Wounds. He also has a Power Fist with no to hit penalty and flat 4 damage because of course he fucking does. He also revives on a 4+ with 1d6 Wounds back so good luck killing this fucker for good unless you literally send hordes of Fire Dragons or Scions after him. And even then he's just going to get back up and murder whatever downed him next turn. So for all of this, he must be expensive, right? Even Wraithknights must be cheap compared to-[[What |what he only costs fucking 350 points as of the new Ultramarine supplement?!]] Yeah. So, barring restrictions, it's very possible to take him in [[Fail |500 point games...]] and is one of the few LoW choices that can be. There are countless batreps out there of him taking on entire armies alone and just crushing them. Basically, Ultramarines, and Imperium by extension, shoot better than any other army, fight better than any other army and are all but immune to morale thanks to this unbalanced cunt. ====[[Raven Guard]]==== Anything shooting at the Raven Guard is shooting at -1 to hit if outside of 12" (this was changed to only apply while in cover, 12" away, and only to non-vehicles, as well as giving the cover armor bonus while outside of 12" regardless of being in cover or not), and they can spend CP to allow infantry to Deep Strike just before Turn 1 (this was changed in the April 2019 update, you still set up after normal deployment during turn one but instead of anywhere on the board you set up in your deployment zone and move up to 9".). This pretty much guarantees that you will always be going first with your Aggressors dropping in right next to an opponent without having counted as moved. Oh, and their Warlords are immune to Overwatch so [[MURDERWINGS]] is back, and it's cheaper to do than just taking Shrike. ====[[Iron Hands]]==== Dear lord, where do we begin with their current supplement? They can make Dreadnoughts Characters, they have T'au-level overwatch, and they're hardier than the usual Space Marines. Their combination of relics is beyond busted, able to make the castle of all castles where you can't target rifleman dreadnoughts, as well as healing any damage you may have inflicted if you got lucky enough to do so. Friendly reminder that Iron Hands meta chasers are the reason why doctrines automatically change now for everyone, and as such ruined the game for dedicated Imperial Fist and Dark Angel players. ====[[Chapter Master Smashfucker]]==== Smashfucker is back and broken as ever. Take an Iron Hands Captain on Bike with a Thunder Hammer and Shield Eternal and the Iron Resolve Warlord trait. The result is a stupidly mobile Beatstick with 7 Wounds and a 3+/3++/6+++/6++++. Plus unlike Girlyman, an Apothecary can heal him. The FAQ ruling on I-can't-believe-it's-not-FNP abilities nerfed him down to "only" a 3+/3++/6+++, but he's still dead 'ard. ====[[Chapter Master Slamguinius]]==== Well known [[MURDERWINGS]] variant exclusive to the [[Blood Angels]]. Take a Captain with Jump Pack and give him a Thunder Hammer & Storm Shield and Angel's Wing. It comes in at 129 points, making him cheaper than Dante. [[Awesome |Toss in Black Rage for 1 CP you get 5 S8 AP -3 3 Damage attacks that will wound all infantry in a 2+ due to Red Thirst, and Wounds T8 on a 3+, all ignoring Overwatch]]. Taking Artisan of War puts him up to 4 Damage per attack which means [[rage|even Knights and Spiritual Lieges aren't going to be safe]]. Or you can throw in Gift of Foresight so he's sitting at a 3+/3++/5+++ (3+/2++/5+++ with Celestine around). What else can be done to break him further? [[Rape |Well Throwing in Unleash Rage and Red Rampage for 1 CP puts him at 7-9 Attacks which are S8, Ap-3 and 4 Damage, and having a Sanguinary Priest around buffs those attacks up to S10!]]. If the Sanguinor is around you get another bonus attack. Did we also mention that if he's fighting Chaos marines, [[anal circumference|those attacks Explode on a 6+ with the use of Vengeance for Sanguinius]]? 4+ against Black Legion? Have fun! If that is still not enough damage take "Honour the Chapter" or "Only in death does duty end" for a second fight phase. Enjoy barreling over Chaos Terminators in one charge.
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