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===Heavy Support=== *'''[[Devastator Squad]]:''' Due to everyone getting Split Fire, you can feel free to mix and match weapons however you like; that said, it's still a good idea to use weapons with similar ranges in case you need to focus your shots on a single opponent. Be sure to keep whoever has the best gun less than 3" from the Sergeant, since his Signum will let that guy hit on a 2+. Finally, the Armorium Cherub has received a big buff - you can use it once per game to effectively give one model in the squad a second shooting phase. Needless to say, you should always take the cherub. **Combine the Cherub and Signum. On turn 1, use the Signum on a key gun (e.g. lascannon), and then use the Cherub to get the extra shot. The signum will apply for the whole phase, meaning 2 powerful shots at BS2+. **These guys will outperform their Centurion cousins (see below) for points per wound, but won't take nearly as much damage, of course; even before the cherub and assuming the sergeant just sits around like a dork, a full 5-man 4-lascannon squad will be more efficient at killing Land Raiders, ''even after moving''. This is less brutal for competing against hordes, because hurricane bolters are insanely cheap, as opposed to badly overcosted like Centurion Missile Launchers, to the point that horde-hunting Centurions on the move will outperform Heavy Bolter Devastators on the move, although the Centurions go back to being less efficient if the regular Devastators hold still. **Note that the devastator sergeant has unique wargear alternatives in that he can replace his boltgun with two new weapons. This allows him to uniquely field three bolt pistols, or probably more commonly a storm bolter, chainsword, and bolt pistol. If you don't mind him being short range (e.g. if he's showing up in a Drop Pod), his most efficient loadout against almost anything is 2 plasma pistols and 1 bolt pistol, even if he doesn't overcharge, barring going even shorter range against hordes, in which case the combi-flamer will win out. ** Devastators make prime candidates for occupying an Imperial Bunker. For only 100 points you can give your squad the durability of a Leman Russ (T8, 12W, 3+ sv). Magnificent when paired with a squad full of lascannons. *'''Devastator Centurion Squad:''' Ridiculously ultra-heavy marines with, each, the firepower of a tank; people either [[skub|hate or love them]]. They are slower and easier to kill individually than a tank, but have all the advantages of being Infantry: smaller size, gaining cover in certain terrain (like forests), can go to the second floor of buildings, etc. This unit can be the cornerstone of an army, synergizing well with Chapter Ancient, Apothecary, Chapter Master, and Lieutenant models. Three Lascannon/ML centurions are all the AT firepower you will ever need in a TAC list. At T5, 2+ armour, and 4 wounds, they can be a nightmare to kill without antitank weapons. They ignore the movement penalty for firing heavy weapons but only have 4" movement, which is not a big problem thanks to their long/medium range. With their Sergeant's Omniscope they ignore cover saves, and you can Combat Squad a unit of 6 of them into two 3-man units; great if you only want to spend one Heavy Support slot on them, but remember one of the units won't have the Sergeant and his Omniscope. **''Heavy /Hurricane bolters:'' The one for killing hordes, and the cheapest one (210 pts). Sitting on 12 bolt and 6 heavy bolt shots, they are very good at their job, and decent against units of heavily armoured but sparse infantry; bad against anything with decent toughness/armour. ***Work very well with Imperial Fists or Crimson fists. In addition to being somewhat [[fluff|fluffy]], the exploding 6s on hit for bolt weapons go a long way when each model is putting out 12 bolt and 6 heavy bolt shots without penalty, even after moving. ***This load-out suffers from comparison with the new and shiny Aggressor Squad. They cost half as much and can shoot twice when standing still. However, the base firepower of a Centurions is objectively better than an Aggressor, even if he is not as mobile. ****Note that Aggressors are an Elite choice. The competition being tough in that slot, Bolt Centurions could be a really good substitute. **''Lascannons/Missile launchers:'' Excellent against Vehicles/Monsters/Superheavies (and Characters too if they get close enough), wasted against any other thing. The most useful overall, because of their massive range that lets them be in the back lines, protected by cover and supported by some Character/HQ while sniping important things. *** This is the most expensive load out at 330 points; which almost gets you two quad las predators with 20 points short, or 6 points less than two twin lascannons Contemptor Mortis Dreads, or the same amount for two 5-man lascannons devastator squad. If you really want to take this loadout, you better have a plan. A good one. **''Grav Cannons/Missile Launchers:'' The narrowest focused of the load-outs. Grav Cannons are Heayy 4 S5 AP -3 1 Damage weapons, but they get D3 Damage instead against units with 3+ armour. Because of the low Strength, this is only useful against highly armoured multi-wound infantry (TEQs, Primaris Marines, Ogryns, etc) and some random units, like Vehicles with T5 and 3+ armour. But it just so happens that those same targets are difficult to kill efficiently with other weapons (light arms aren't enough against them, anti-tank weapons are too much), so this load-out can be good if you have that specific hole in your army, or know your opponent has a lot of these units. If you give them Hurricane Bolters instead, you lose some focus but become much better against hordes, but if you wanted that, just take Heavy Bolters/Hurricane Bolters instead. ***This is the mid-range load out at 240 points; which puts you short 50 points for two 5-man devastator squads with double grab cannon/launcher each. ***Something to note here: with access to the gravitic amplification strategem, grav cannon centurions can be downright nasty. Especially if you manage to deep strike them, they can just pop up, pour grav-cannons on a big enemy model (repulsor execitioner, knight, etc), re-roll failed wounds, re-roll damage rolls you don't like. Its a surprisingly effective strategy for a load out that seems somewhat schizoid (not enough strength to be true anti-tank, not enough shots to be true anti-infantry), and I've personally been on the receiving end and watched a repulsor and a full ten man intercessor (in cover) die to grav cannons and hurricane bolters (respectively) from a 5 man centurion devastator. Its also worth noting that they're durable enough that they survived the Repulsor executioner's retaliation once my turn rolled around. ** As we can see, it's an impressive unit with compelling abilities... but dear lord, it's expensive. There are other options which are easier to plug into most lists; these guys require you to have a solid plan you expect to execute consistently. As said before, they almost require the whole list to be built around them. Think carefully before choosing these big guys. **Try to keep them out of close combat, though. Even with their stat, buffed a little by the new codex (+1 W and A), and Shock Assault, they don’t have any melee weapon. Contrary to appearances, [[wat|those big hands are not power fists]]. Any specialized melee unit will tarpit you. You can always retreat, but you lose a turn of shooting then, unless you're Ultramarines. Mind your positioning! **The Sergeant's Omniscope becomes useless with the Imperial Fists Chapter Tactic. That lets you combat squad a 6 man Centurion unit without the fear of losing any bonus. *'''[[Eliminator]] Squad:''' The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They have the same +2-for-being-in-cover camo-cloaks that Scouts get, and they can take either an anti-tank las fusil or a bolt sniper rifle that gets three different ammo options to use: Mortis for standard character sniping, Executioners because fuck your stealth units (ignores line of sight and cover), and Hyperfrag for overwatch (AP0, D1, but are Heavy D3). All ammo types can target characters without them needing to be the closest units. Alternatively, gear them up with 36" Heavy 1 S8 AP-3 D3 las fusils, and let them harass enemy armour from cover. The Sarge can use his trademark pointy finger and give his other two mates a +1 to hits and wounds in the shooting phase, though he cannot himself shoot a weapon when he uses his telescope. Nifty when his bolt carbine is out of range and very helpful for nabbing mortal wounds and wounding things tougher than T5. **''Sniper:'' At only 72 points for the unit, this is one of the cheapest and most effective Heavy Support choices in the Marine range. Psykers and buffing characters are ubiquitous, so this unit will be useful in almost any game while cheaply filling out a Spearhead Detachment or serving as a useful ''Relic Tax'' for units like the Leviathan Dreadnought. ***The '''Executioner Rounds''' allow for Eliminators to effectively shoot through terrain, much like Tyranid Hive Guard. Eliminators can be completely within cover and simply fire through the battlefield to effectively threaten and kill enemy characters and other units. While this disallows the use of the more damaging '''Mortis Rounds''', it does allow Eliminators to engage from cover and out of LoS with essentially no risk to the unit. ***Comparing these to Scout Marines equipped with sniper rifles is really an apples vs. oranges debate as one is a troop choice and the other is a dedicated anti-character support unit. **''Anti tank:'' The las fusil is a relatively cheap way to get almost-lascannons on the field, but note that of all their weapon options, this is the one conspicuously ''lacking'' the ability to target Characters who aren't the closest unit. Taking this really does convert them from being a Scout Sniper replacement to being a Devastator replacement. ***Worth noting that they get +1 to hit and wound when the Sarge doesn't shoot, which makes their Las Fusils comparable if not better than Lascannons, trading an average of 3.5 damage for a flat 3. A squad with two Fusils and the sarge with the sniper rifle (the cheapest option) runs 96pts; three such squads run cheaper than 10 Devastators with 6 Lascannons and 2 HB, has more wounds, is more accurate, and when there are not tanks that need murdering can also offer some sniping utility. The Las Fusil's flat 3 damage is also relevant against some elite, 3 wound units. Also, fusil is French for rifle, so GW is just getting lazy with names; still, these guys make pretty good Green Jackets. **The optional Instigator Bolt Carbine for your Sergeant trades heavier firepower for the ability to scoot out of charge range immediately after firing Overwatch (which is to say, ''before the enemy can actually get their melee attacks in''), letting you kite melee units across the board when your sniper perch eventually gets overrun. And, unlike a regular Fall Back maneuver, they'll still be able to attack without penalty in their next shooting phase since they're not technically in combat yet. Also, despite the relatively limited range and firepower (24" Assault 1 S4 AP-1 D2), it can still freely target characters just like the Sniper Bolt Rifle, for what it's worth. *'''[[Hellblaster]] Squad:''' Some pretty wicked dakka right here. Their Plasma Incinerators are 30" S7 AP-4 D1 normally, with the same boost as other plasma weapons if supercharged (+1 to S and D) - more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. To do that, you’ll probably want to get them an [[Impulsor]], which can get them into position on turn 1 thanks to the Assault Vehicle ability. The only other option is one of the [[Repulsor Tank]] variants, and you’re already putting too many points into these, since they're as expensive as... well, as elite marines carrying souped-up plasma weapons. **If you happen to be running a Primaris only force, these guys will be one of your best anti-vehicle choices, but still not a fantastic one. Will be majorly improved by pouring a lot more points into them with Captains, Ancients, and Lieutenants, but that's a lot of extra points. **The Plasma Incinerators comes in two more variants; a Heavy 1 with 36" and S8/9 that costs 2 points more than the standard option, and a 24" Assault 2 with S6/7 that costs 1 point more. ***The Rapid Fire (standard) version is definitely the best in general, costing the fewest points for the most output against the most targets, but you'll want to get up close and personal with it - see the Assault version below for shooting things farther away. ***The Assault version costs you more points for less strength, but better rate of fire in the 16-24" range, and you can fire it after advancing, so you could also consider it to have superior rate of fire in the 16-27.5"; therefore, it's actually better on a squad intended for longer range engagements, rather than one intended for, well, assaulting. Because S7 is so underwhelming compared to S6 or S8 against most real-world targets, it's seldom justified to overcharge this one, although it can be worth it if you're desperate for the increased damage. Take this version to shoot things farther away better, but up close worse, than the Rapid Fire version. ***The Heavy version costs you more points for worse rate of fire (although you can move and shoot with it out to 36-42" range if you want), but enough Strength to kill MEQs on a 2+ ''without'' overcharging. It can also act as an anti-vehicle weapon in a pinch when overcharged; say your opponent has a Land Raider Crusader/Redeemer, two of the best options currently available. With the extra range you can stay completely out of its threat range of 34" and hit it with an overcharged version of this gun. This would wound on a 3+ and do 2 damage each with only a 6+ save. Granted it will take about 18 shots to kill one on average, but a 10 man unit with the two rounds of shooting it will get because of the range increase will badly cripple it at minimum. For long range anti-vehicle and heavy infantry fire support this is definitely the option to go for. **Null Zone is particularly deadly if there's a group or two of Hellblasters in range of the Librarian's unfortunate targets, considering their AP-4. This player can attest that one Null Zone was enough to put down three Shield Captains with the aid of Hellblasters and additional anti-armour tools. **They have gotten quite silly with the advent of the new codex, as they now have AP-5 during the Tactical Doctrine... Which is rather pointless compared to AP-4 as anything with a 2+ is likely to have an invulnerable save. *'''[[Thunderfire Cannon]]:'''The Thunderfire Cannon has one of the best stratagems, and has found a way back for marine players for reasons beyond its 4D3 shots or S5 hits. With the 2019 Codex the Thunderfire can have a unique combination of Stratagems. First, pop the Tremor Shells, which slows an enemy's movement by half, including their Advance or Charge ranges, then follow up with Suppression Fire to slow down two units with 3CPs. This can cause traffic jams, failed charges, and slow the deployment of enemy forces. Based on stats and points cost (including its mandatory gunner), the TFC is better than than a Whirlwind but worse than a QHB Rapier Carrier. It ignores line of sight and has 5 feet of range, but costs half again as much as just taking Heavy Bolter Devastators. If the Techmarine gunners wander too far from the guns, they're considered destroyed. **At only 93 points (CA2018) the Thunderfire Cannon is more attractive than ever - consider buddying up with a dreadnought or tank to get the most out of your Techmarine. **'''Alternative Point:''' Thunderfire cannons may have lost some power, but they have gained survivability. They are effectively a self-sustaining Heavy Support choice: as a VEHICLE, the Techmarine Gunner will automatically repair D3 wounds on it per turn, but as a CHARACTER he cannot be targeted separately unless he is the closest target. Its lower wound score and toughness do make it vulnerable to big damage weapons like Lascannons and meltas though, so be warned. Though if it does die, you now have a techmarine without having used a HQ slot. Also, the techmarine can act independently from the cannon, as long as he stays within 3" to not lose the cannon's shooting. Park a predator (or any other long-range shooty vehicle) next to the techmarine for a free auto-repair each round (doesn't substitute shooting any more), while toasting nearby enemies with plasma cutter and flamer while still shooting the TFC. In a pinch, the TFC could even soak up overwatch, and the techmarine's 2A servo arms and 3A base mop up single targets. ***When comparing it to the whirlwind, the difference in strength actually doesn't matter against T4 enemies. ''(Though the Whirlwind can switch to Vengeance missiles for S7 killiness.)'' Also, where the whirlwind does 2-12 shots, averaging 7, with diminishing accuracy as it takes wounds, the Thunderfire is more likely to get hits in thanks to more dice, doing between 4-12 shots, averaging 8 with no drop in accuracy and its ability to self-heal. **The Thunderfire Cannon alongside its Stratagem punches way above its weight class. Berzerkers coming in, move 6", charge 12", for a max of 18", would be reduced to move 3", charge max of 6". Without using the Stratagem the TFC is less efficient than Whirlwind. **Always remember that the Techmarine is loaded with guns himself. If you're paying for them, you may as well be shooting them. And, when you compare the fire output to a whirlwind, the numbers shift in the cannon's favor when the TP is within 8". *'''[[Predator Tank]]:''' Predators now get their own special autocannon profile; it seems like the predator can turn into a monster. For just ten points less than a twin lascannon, you drop to 2 less strength and AP for 2 more shots on average, and guaranteed 3 damage, rather than rolling with an average of 3.5. I don't know how an autocannon can paste Nobs easier than a demolisher cannon (maybe because the demolisher is relying on the indirect blast and shrapnel from its huge but inaccurate shells, while the predator is relying on direct hits that explode Nob torsos like watermelons) but we'll just have to take it. Roll it with an Autocannon and side-mounted lascannons for a versatile (but expensive) fuck machine. **Dakka predators became good again, being able to chuck out 2D3 Autocannon and 6 Heavy Bolter shots per turn. Consider further augmenting its firepower with a Storm Bolter or a Hunter-killer missile too. **Two Laserbacks with Hunter Killer missiles and Stormbolters costs 246 points, while a 4 Lascannon Predator with Hunter Killer missile and Stormbolter costs 210 points. The Predator allows for less drops per 4 lascannons. ** Lost its signature stratagem for better wounds and damage, which sucks. *'''[[Vindicator]]:''' With the pie plate replaced with 6 hits at the most and MEQs and TEQs now allowed at least some kind of save, the vindicator took a huge nerf. However, with the changes to the wound formula, S10 became ''very'' important, and chucking out what are effectively D6 lascannon shots onto an enemy tank isn't something to look down on. With T8 it's bound to shrug off a lot of fire it might soak, The best use of it is probably taking on groups of elite units or vehicles, such as large squads of terminators. **The Vindicator has one less wound and better Ballistic skill than an Imperial Guard Leman Russ with Demolisher Cannon at 27 fewer points (although the IG Demolisher gets Grinding Advance, ''and'' benefits from Doctrines like '''Brutal Strength''', not to mention tank orders). Stupidity of the fluff aside, they’re better against high-toughness multi-wound models, which almost every army has at least one unit of (Nobs, Wraithguard, Crisis Suits, Terminators & Primaris Marines, Ogryns), so one Vindicator can find a home in lots of local metas and is actually a cost-effective way of getting the DC on the field. Three and a Techmarine to repair in a Spearhead detachment could be a useful and relatively cost-effective (432 pts stock) distraction carnifex ally. *'''[[Whirlwind]]:''' The Whirlwind has two gun options, Castellan at 2D6 (average: 7) shots of S6, and Vengeance at 2D3 (average: 4) S7, AP-1, and D2. With the higher strength of this weapon, the hits you do get will make short work of most infantry, but the ideal purpose of wiping out cheap blob units remains out of reach. You have to choose which gun to take when you build the list, so the latter choice results in a 9% more expensive tank overall while dealing more damage to anything with at least 2 wounds or 2+ saves. **The Vengeance launcher is functionally a twin autocannon that paid 1 point for both +24" (*1.5) range and the ability to fire outside of LOS; the Castellan launcher is more like an assault cannon that paid 4 points for +1 shot but +1 AP and lots more range, with non-LOS targeting. The net result is that which is better is strictly a question of wounds - Castellan is better against 1-wound models, while Vengeance is better against 2+. *'''[[Hunter]]:''' No longer explicitly AA, this weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not. **While not an efficient damage dealer, this model is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5' range lascannon that can reroll hits. Won't spit out as much damage as your other Heavy Support options, but incredibly reliable. Great Especially if taken with a Tactic that let you reroll failed hit and wounds. *'''[[Stalker]]:''' Has two AA guns. Now a very flexible gun, it gets +1 to hit against flying things, while suffering a -1 to hit versus non-fliers. For a Stalker to be worth taking, it likely needs to be buffed by an HQ to make it more accurate, otherwise, other weapon systems on other vehicles are more productive. Fliers are very popular early in 8th and this is a good anti-air vehicle. It is fairly productive in other roles as well, providing a 48" range and 2 Damage with 6 shots at plasma strength and a Heavy Bolter's AP. The poor AP is mitigated by the Damage done per shot. The tank is tougher than its own weapon, a rare T8 Rhino chassis. **Of course, much of the previous is very rosy sounding. If everything goes right- six hits, six wounds, six failed saves- you do twelve damage. You are better off on average firing just about anything else at its intended target. Three shots can get through reliably, but most Flyers are T7, meaning the majority of the time you only wound half the time. And the AP means you will only get through their armour save roughly half the time. You will do two or zero damage the majority of the time. They have a better time shooting down hoverbikes and Jump Pack infantry. Almost any major HS option can do its job better. Avoid. *'''[[Land Raider]]:''' Now that the vanilla Land Raider isn't forced to fire all its guns at the same target, it's gone from schizophrenic to an effective all-rounder. For example, you can use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a trio of Assault Centurions off or a 5-man squad of Assault Terminators. And with T8, 16 wounds, and a 2+ armour save it'll be a tough nut to crack even with anti-armour weaponry. Enjoying another price drop! *'''Land Raider Crusader:''' As ever, the Hurricane Bolters will shred any infantry within 12" - you have twenty-four bolter shots supplemented by another 12 assault cannon shots. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes d3 mortal wounds on a 4+ if it finishes a charge within 1" of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ's armour save, and anything with T7 or more (e.g. other vehicles) won't even get their paint scratched. It carries 16 models, so it's still your best choice for transporting Terminators, crusader squads, and other larger units. Stick near a Captain and/or a Lieutenant and laugh maniacally as you shred every infantry squad around you. Enjoying another price drop! **Also, all those guns can fire without penalty, even if you're moving at maximum speed (which you should be). Somewhere, a Black Templar wipes a manly tear away as he remembers the words "defensive weapons." **Now that Chapter Tactics applied to every Space Marine units, Imperial and Crimson Fists could have a double Hurricane Bolters with an additional hit on a 6. Enjoy your [[Awesome|20 Bolters HITS on rapid fire range]]! *'''Land Raider Redeemer:''' Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot. While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models. Can easily cockblock a charging unit with 2d6 automatic Flamestorm shots. Enjoying another price drop and 12" Flamestorm cannons! **The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth to put your Land Raider in the open. **Bear in mind that the Land Raider has one enormous Achilles heel - it can't fall back and shoot. If even a single model makes it into combat with your Raider then it instantly becomes a lame duck during your next shooting phase. This can make assault-oriented Raiders like the Redeemer and Crusader especially vulnerable. <i>However</i> as of the 8.5e codex, flamestorm cannons have a range of 12", so anything wanting to hold it up in combat will definitely have to face 2D6 automatic hits at a pretty respectable strength, AP and damage. *'''Repulsor Executioner:''' Jury's out on this one. 6 Capacity with some big guns. 284/293 base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move 0-"under half" current M). One is a Heavy 2 72" monster at S10 AP-4 D1d6(min 3) on a D6 cannon and the other is what you'd expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armour reliably and the Macro Plasma can remove medium and heavy infantry. **Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can't... Well, Marines are used to losing in 8th anyway-Don't be stupid, get the Lieutenant and bring a Techmarine!!!! **Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank's weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed up standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters. ====Forge World==== *'''Whirlwind Hyperios:''' While it's still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D1d3 isn't something to take lightly. *'''[[Rapier Armoured Carrier]]:''' A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to "light" superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment really nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon. **Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns...or... you can ask yourself what kind of platforms let you take twin heavy bolters and ask yourself if the cost is worth it. **The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won't make up the difference. If you're using the Salamanders chapter tactics and like to focus on single enemy units before moving to another enemy unit the laser destroyer can do a good job while letting your characters help other units. **As a result, hands down your best bet is always going to be the Quad Launcher. ***In thunderfire mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding... witt the new space marines combat doctrine you regain 1AP during the devastator Turn, yeah take this. **In shatter mode, this will shoot randomly from 1.3 to 4 of heavy bolter shots, for an average total of 8 shots, losing a point of AP in exchange for indirect targeting and improved range. This is inferior to the Quad Heavy Bolter option, so you should regard it as a bonus to the high strengh mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights. **They have half of the survivability perk of the Thunderfire, as the Rapier is a vehicle and SM Gunners are functionally Characters without a keyword (can't be targeted unless the closest model). If you take a full battery of Rapiers, strongly consider also taking a Techmarine to repair them or putting a Thunderfire Cannon in the gunline. *'''[[Mortis Dreadnought]]:''' Your go-to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double up on weapons the regular dread can't. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. **As of CA2019, their base cost matches that of the regular old Dreadnought chassis at 60pts. Their autocannons are also 3 points cheaper, so enjoy your 8 S7/AP-1/D2 shots at 120 points. *'''Contemptor Mortis Dreadnought:''' Better than the standard Mortis in every way, from the BS 2+ to the 5++. Apart from that, it can do everything the regular Mortis can, only better. **Since the v1.1 FAQ/Update, Contemptor Mortis' can once again take Cyclone Missile Launchers. The downside is, like their Terminator counterparts, they're still 50 fucking points for either Heavy 2D3 S4 AP0 D1 OR Heavy 2 S8 AP-2 D6D. With this in mind, however, it could be decent now that EVERYTHING has Split-Fire, and you're no longer hitting Flyers on 6s, but only 3+(!!) with at least 6W or more. Churn out some dakka with your two Kheres Assault Cannons (which, keep in mind, can ALSO fire at two different targets, as they are considered 'two identical weapons', and then slam a couple of Krak missiles at a Flyer that screams overhead. Or a tank, I guess, if that's your thing. *'''Siege Dreadnought:''' This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts like a souped-up heavy flamer (but costs more than a twin heavy flamer, for reasons) and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0", its niche as a building killer should be obvious. *'''Relic Leviathan Dreadnought:''' '''I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHEMA OF LIFE, HATRED, AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN TO THE BIGGEST OF TITANS.''' ''Ahem'', enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual ''Titans'', packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, with a 2+/4++ saves line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers (but it did get its hunter-killer missiles back in the FAQ) but in exchange, his whole loadout has gotten huge buffs. **It has two Heavy Flamers which can't be swapped out for anything, and two Leviathan Siege Claws (Sx2 AP-3 D3 Re-roll failed wounds against Infantry) with in-built meltaguns stock. ***The Claws can be swapped out (without losing the meltaguns) for Drills, which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry. ***The Claws can also be swapped out along with their meltaguns (at the cost of -1A for each one you swap out) for: ****'''Cyclonic Melta Lance:''' Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to be slammed with 15 additional wounds in melee). *****Note that this actually has worse AP than the Bombard (although it will usually only matter against Land Raiders and the like, as against any Invuln save at all or a 3+ save or worse they'll tend to equal out), with better rate of fire against 4 or fewer model units and worse damage against Monster/Vehicle/Titanic models but better damage otherwise. A Leviathan with 2x Bombards costs 339, while with 2x Lances it costs 359 (including Heavy Flamers), which means that against a Land Raider, the Lances are only better inside melta range. The Lance will do better against vehicles where the difference in AP doesn't matter, regardless of range (such as any 3+ vehicle, or a 2+ vehicle with an invuln), provided the target unit has 4 or fewer models. It will also do better against infantry units of 4 or fewer models, but as soon as the target unit has 5 or more models in it, the Bombard will simply take over. ******A Salamanders Leviathan paired with Vulkan is sufficiently better that, ignoring Vulkan's cost, the Lance will be better against a Land Raider outside of melta range, but don't forget that the Bombard Salamanders Leviathan still gets Salamander Chapter Tactics, so if you only examine Vulkan+Leviathan in isolation, the Bombard will easily win. Against infantry spam, he usually will not improve the Lance enough to do much, but remember, the Lance is already better against very small units. ****'''Storm Cannon Array:''' Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators. ***** This is basically a seriously up-gunned heavy plasma cannon, with ''quintuple'' the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge. Costs 5/6 the amount two of the cannons would cost you, though. It is far and away from the most efficient gun you can take against most targets of 4 models or less - it will actually out damage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that's assuming the target has enough wounds left that no damage gets wasted. ******It's much simpler to look at this weapon as 5 autocannons with an extra point of AP and half the range. *****For serious, take this gun seriously. It is far and away from the most generally useful of the lot; a pair of them will murder most anything foolish enough to get in your way. *****A leviathan with two of these will be horrifyingly efficient at shooting down enemy flyers, stick 1 or 2 +1 to hit modifiers on this guy and you can quite reliably shoot down 2 Alaitoc flyers a turn. ****'''Grav-Flux Bombard:''' Now your dedicated horde killer. It deals 1d3 shots and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or [[Rape|22d3]] if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn. It also does more damage (5, rather than 2) against Vehicles, Buildings, and Titanics, making it more useful than the Lance in many cases. *****A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets. The gun is only 18" and you'll take a BS penalty (typically down to 3+ unless you use the Big Guns Never Tire stratagem, which you should) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, ''usually'' one wound per target is all it will take; assuming you're up against T4 or less without an invuln save, you're looking at 2 7/9 or 2 2/9 (after moving) dead ''for every 5 models in the target'', or around 50% casualties. Hopefully, Morale will do the rest of the work for you, or you can just bring two of these things. ******New Chapter Tactics addendum: With the new [[Imperial Fists]] Chapter tactics, Grav-flux bombards are boosted to 6 damage against vehicles. This lets 2 grav flux bombards take out light vehicles reliably at only 2 shots needed to take down a predator and landraiders, repulsors and their equivalents with 3 shots. Also makes the [[Necron]] vehicle immune to this loadout. *'''Deimos Vindicator Laser Destroyer:''' This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shots Lascannon with a few twists: they only have a range of 36" instead of 48, they do a fixed 3 damage (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damage. The trade-off is that if they shoot that way, they take 3 mortal wounds on each roll of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also, note that it gets +1T and +1 wound compared to a predator but moves 2" less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full lascannon setup and can pump 4 shoots if it stands still, for an average amount of wounds slightly lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armour saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilator and the Vindicator Laser destroyer in terms of battlefield role, but the latter being clearly less efficient while on the move, you might want to invest your money in other Forge World models. *'''Relic [[Land Raider Proteus]]:''' The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There's also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport Capacity to 6, but it prevents anyone from deep striking within 12" of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armour instead to give it a 5+ invulnerable save, though it too reduces the Proteus' transport capacity. *'''[[Land Raider Helios]]:''' Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind's different missile types, and it can transport 6 models too. *'''Land Raider Prometheus:''' A fun toy for your Warlord - if he's embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn't reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 24 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models. *'''Land Raider Achilles:''' The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing. At 355 points there is no reason not to take three of these!!!!
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