Fun times with the new Space Marine Dex
Sept 9, 2019 10:19:39 GMT -5
Jack Shrapnel and LizardTau like this
Post by ohgodsnakes on Sept 9, 2019 10:19:39 GMT -5
I've gotten about 8 games in with the new dex and lemme tell ya, I'm having a blast with it. I'd like to share my thoughts on some of the units I've been having a good time with, and maybe some of the hidden gems in the strats/relics/traits.
I'd love to hear what you've been having success with as well.
Aggressors
Particularly when taken in an Ultramarines (UM) or UM successor army. From turn two on (or turn one with a strat) these guys DESTROY stuff. Always counting as standing still during the Tactical doctrine, as well as the -1AP on all their weapons is great. They will even perform admirably in anti tank duties up to T7. The additional attack on their profile combined with Shock Assault means they're better than the equivalent number of terminators in CC as well.
However, they are a bit of a glass cannon. Sure they're T5 and 3 wounds, but they have no invul to speak of and they often come in small units. The only transport they can ride in are the outlandishly expensive repulsors, which may actually be worth it to hide them in while they wait for turn two to unload. People also know to focus them down now, so they don't last as long on the table as they used to.
Large Intercessor Squad
I make the distinction here, because 5 man intercessor squads were always good. Now though, I think I'll always bring at least one beefy squad along for the ride. Not only are ten 2W bodies tough to shift, they also get the most out of the intercessor specific stratagems. I have been getting a lot of mileage out of the Rapid Fire stratagem to unleash 40 S4, AP-2 shots at 30" during tactical doctrines. Shock Assault also makes a good case for adding something better than a chainsword to the sarge. 4 powerfist or thunderhammer attacks in the first round of combat is a pretty great addition to any squad.
Phobos Captain
Yup, the dude from the shadowspear box. I've only taken him for a couple of games now, but he has REALLY upped his game since being introduced. Falling about 20pts from his last iteration for a cool 99pts, this guy gets work done. I've been running him as a Chapter Master with the Vox Espiritum relic, giving him a 9" re-roll all hits bubble. His standard weapon is the Master-Crafted Instigator Bolt Carbine, and it's one bad mamma jamma. 30" range, S4, AP-2, 3 flat damage with the ability to target CHARACTERS. This pops up to -3AP in tactical doctrines. If you wanted to be cheeky, you could give him the Marksman's Honours warlord trait and get up to a flat 4 damage per wound! He also has the 12" deep-strike denial bubble.
I am going to try him as a standard captain soon and give some infiltrators the Comms Array so he can get them re-rolls when they're out in the field doing work (unfortunately, his Chapter Master ability does not work over the radio). He'll still be a deadly character killer at range in this setup.
Seal of Oath
One of the new pieces of Special Issue Wargear available in the chapter specific supplements. These "Relic-Lite" choices are available to all successor chapters. This one in particular is quite nice. At the start of the first battle round, before the first turn begins, you choose one enemy unit. All friendly units within 6" of the bearer may re-roll all hit rolls and wound rolls against that one target. Basically turns a character into Guilliman against one High Value target of your choosing. Think a Castellan, Morty/Magnus, or a unit of Blightlords. Not an auto take against all lists, but that's what those pre-game extra relic strats are for!
I'll add more as I find more time to type, but please feel free to add some lovelies you've discovered!
I'd love to hear what you've been having success with as well.
Aggressors
Particularly when taken in an Ultramarines (UM) or UM successor army. From turn two on (or turn one with a strat) these guys DESTROY stuff. Always counting as standing still during the Tactical doctrine, as well as the -1AP on all their weapons is great. They will even perform admirably in anti tank duties up to T7. The additional attack on their profile combined with Shock Assault means they're better than the equivalent number of terminators in CC as well.
However, they are a bit of a glass cannon. Sure they're T5 and 3 wounds, but they have no invul to speak of and they often come in small units. The only transport they can ride in are the outlandishly expensive repulsors, which may actually be worth it to hide them in while they wait for turn two to unload. People also know to focus them down now, so they don't last as long on the table as they used to.
Large Intercessor Squad
I make the distinction here, because 5 man intercessor squads were always good. Now though, I think I'll always bring at least one beefy squad along for the ride. Not only are ten 2W bodies tough to shift, they also get the most out of the intercessor specific stratagems. I have been getting a lot of mileage out of the Rapid Fire stratagem to unleash 40 S4, AP-2 shots at 30" during tactical doctrines. Shock Assault also makes a good case for adding something better than a chainsword to the sarge. 4 powerfist or thunderhammer attacks in the first round of combat is a pretty great addition to any squad.
Phobos Captain
Yup, the dude from the shadowspear box. I've only taken him for a couple of games now, but he has REALLY upped his game since being introduced. Falling about 20pts from his last iteration for a cool 99pts, this guy gets work done. I've been running him as a Chapter Master with the Vox Espiritum relic, giving him a 9" re-roll all hits bubble. His standard weapon is the Master-Crafted Instigator Bolt Carbine, and it's one bad mamma jamma. 30" range, S4, AP-2, 3 flat damage with the ability to target CHARACTERS. This pops up to -3AP in tactical doctrines. If you wanted to be cheeky, you could give him the Marksman's Honours warlord trait and get up to a flat 4 damage per wound! He also has the 12" deep-strike denial bubble.
I am going to try him as a standard captain soon and give some infiltrators the Comms Array so he can get them re-rolls when they're out in the field doing work (unfortunately, his Chapter Master ability does not work over the radio). He'll still be a deadly character killer at range in this setup.
Seal of Oath
One of the new pieces of Special Issue Wargear available in the chapter specific supplements. These "Relic-Lite" choices are available to all successor chapters. This one in particular is quite nice. At the start of the first battle round, before the first turn begins, you choose one enemy unit. All friendly units within 6" of the bearer may re-roll all hit rolls and wound rolls against that one target. Basically turns a character into Guilliman against one High Value target of your choosing. Think a Castellan, Morty/Magnus, or a unit of Blightlords. Not an auto take against all lists, but that's what those pre-game extra relic strats are for!
I'll add more as I find more time to type, but please feel free to add some lovelies you've discovered!