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===Warzone: Damnos=== *'''Conclave of the Ancients (Apocalypse)''' - A Venerable Dread leads a gang of 3+ Dreads and 1+ Ironclad Dread. ** The main focus of this formation is surprise smashing, as the rules this formation gives focus on melee. Any Dreads within 6" of the Ven Dread gets Rampage and Preferred Enemy (For horde-cleaning, if you're willing to throw them there), while Dreads within 2" of two other Dreads in the formation get d6 Hammer of Wrath hits, just to incentivize charging into an idiot. *'''Deathstorm Area Denial Force (Apocalypse)''' - Drop more than one Deathstorm Drop Pod near each other. ** The main point of this formation is shock and awe, plain and simple. They force any successful morale and pinning tests caused by them to be rerolled, they can fire any of their weapons independently of each other, and, upon arrival, fire as if they were always stationary. Deploying more than three of the things gives them all +1 Strength the turn they come in. All in all, it's meant to scare them and distract fire away from squishier units. *'''[[Deathwatch]] Strike Team (Apocalypse)''' - A generic Captain joins 2+ veteran squads of any make (Vanguard or Sternguard). Presumably, they'll adopt whatever Chapter Tactics you choose. ** The draw this formation gets are special Antiphasic Bolts (24" Range, S4, AP4, and Rapid Fire) that can be used by any bolter or combi-weapon, which force Necrons hit by them to reroll their Reanimation Protocols, which is pretty useful. Aside from that, the formation gains Preferred Enemy against one Xenos Codex (So like a weaker form of the Ordo Xenos) and the ability to gain an extra VP when they slay the xenos Warlord. While they have their uses against any Xenos army, their best use is against Necrons with their special bolts. HINT: combine with Angels Revenant chapter tactics to get preferred enemy and hatred against necrons *''' ''Land Raider Spearhead'' (Apocalypse)''' - Group together 3-5 Land Raiders of any sort. ** This formation essentially turns them into a squadron, with the choice of Arrowhead Formation (help needed; check the old Apoc book for full rules, but the essentials are that if at the beginning of their movemement phase they are in a certain position relative to each other and a Hellstorm template, then they get bonuses) giving them not only Tank Hunters and Preferred Enemy, but they also get to add 12" to any Flat-Out moves made. So essentially, listen to whatever is mentioned above about the Raiders and now add these benefits to them, which helps get them somewhere faster when they have the room to move. *'''Line Breaker Squadron (Apocalypse)''' - 3-5 Vindicators. Let's go. ** Gathering these Vindicators allows them to exchange their Demolisher shots into one single 24" S10 AP2 Ordinance 1 Apocalyptic Blast that can hit any buildings without needing to roll for pen. When calculating any results, you then have to add +1 for every Vindicator who joined in. Clearly, this would do great when using the Sentinels of Terra and their additional building damage. *'''Skyhammer Orbital Strike Force (Apocalypse)''' - 3+ Tac Squads, as well as any HQ choices or other units that can grab Drop Pods, must take those Drop Pods and Deep Strike in on the first turn. ** For this auto-Deffwing Assault, everyone gains Preferred Enemy against the Warlord and Crusader and Fear for the first two turns. Like the Other Drop Pod formation, this is for shock, awe, and lots of shooty, though Crusader makes them more useful in melee. *'''Skyreign Hunter Squadron (Apocalypse)''' - 3-5 Hunters. All there is. ** For each Savant Lock beyond the first used on a target, they take +1 for their roll on the lock counters to see if they get hit. In addition, if a locked target is within 18" of another flyer of any sort, the Hunters have to roll d6; on 1, nothing happens. On 2-4, only one Savant Lock can transfer to the new target. On 5+, you can transfer as many as you want. Really, this is so you can keep tabs on those pesky flyers. *'''Spear of Macragge (Apocalypse)''' - Chronus takes the Terminus Ultra (A Land Raider with 2 lascannon sponsons, 2 TL lascannon sponsons, an HK Missile, a hull-mounted TL lascannon, a Searchlight and Smoke Launcher at the cost of transport) and 5+ tanks that are either Predators, Whirlwinds, or Vindicators. ** For one, every tank within 12" of Chronus' tank get to fire on his BS of...5. However, if you roll more than 4 1's in a single shooting phase. it has to take an S9 AP2 hit on the side after it shoots. If you really need a tank army, you can't do much worse. *'''Stormsurge Strike Wing (Apocalypse)''' - 3-5 Storm Ravens. ** When they first come in through reserves, they have to move between 36-72" and use one of the special attacks this uses on anything they go over. While this bars them from deploying anyone, denying them evade, they instead get a 4+ save the start of the next turn. *** Missile Storm requires that everyone fire ALL THE MISSILES. Once the hits go above 7, it becomes a Strength D AP2 Concussive hit that grows from just a hit to an Apocalyptic blast. *** Strafing Storm makes them fire everything but the missiles, like as strafing run, but they also get Shred for the rest of the turn. This is meant more for infantry than tanks. *'''Suppression Force (Apocalypse)''' - A Land Speeder or any sort assists 2+ Whirlwinds. ** Anything within the Land Speeder's LoS and within 48" of it counts as being within the Whirlwinds' LoS, meaning that they now have infinite range with now twin-linked missiles. The Whirlwinds can then exchange their firing to fire one big-ass missile strike of either sort that now become Apocalyptic Barrage X blasts (Where X is twice the number of Whirlwinds contributing). *'''Ultramarines Chapter Honour Guard (Apocalypse)''' - Calgar must take a full Honour Guard Squad with a Standard Bearer and a Land Raider to call his own. He can then opt to take Cassius, Tigurius, and/or a Venerable Dread. ** The Land Raider gets Tank Hunter, Monster Hunter, and Preferred Enemy. The Guard give you the choice of 2 Strategic Assets because eliteness. Everything within 6" of Calgar himself either gain FNP (for infantry) or the ability to ignore Crew Shaken/Stunned results (for vehicles). Pretty clearly, this is a damn pricy setup, and it all hinges upon how you can manage Papa Smurf and his gang and the tank, though they do gain some good staying power with FNP.
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