Starting to make battle reports a regular things. Still areas to improve, but stick with us while we make those improvements. In the mean time here’s the latest batrep.
Starting to make battle reports a regular things. Still areas to improve, but stick with us while we make those improvements. In the mean time here’s the latest batrep.
I’ve been in the works of trying to get more local events going in my area. We’ve only had one event that was fun, but a bit of an ad-hoc affair since the organizer didn’t show up. I thought of doing a Combat Patrol event, which is still a possibility, but with the eminent release of 7th edition it’s going to take a bit more planning. In the mean time, I decided to begin organizing a Kill Team league. This has garnered a lot of attention and interest, so I spent last night drafting the league rules, which you can read below. I’m planning on using The Heralds of Ruin Kill Team rules for the actual game play. Since The Heralds of Ruin is somewhat stand alone, I don’t think I’ll have to worry about working 7th edition into the league until necessary. The other nice thing about The Heralds of Ruin rules is that it gives players greater control and costum-ablity over their Kill Team, so we’ll be able to see teams improve and grow over the course of the league season.
Any way, enough rambling here are the proposed league rules. I want to remind you that these are only proposed rules for the moment. While the group seems to have accepted them as a whole, these could change before the season begins. I will certainly try to track, post, or broadcast the season as it goes on, so definitely check back.
Proposed Pensacola 40k Kill Team League Rules
“Pre-season” (June 17 – 28, 2014)
Full Season (July 5- August 28, 2014)
Reserved days for league play will be held at the following locations on the following days
TBS – Wednesday
Game Space – Friday
TBS – Saturday
Game Space – Sunday
$10 for a single Kill Team. $4-$3 for any additional Kill Teams. This means that a player can play multiple teams, but only ONE team per player can win and participate in play-offs. Possible cap of 4 teams.
Participants can expect prizes for the following:
Best Themed / Best Painted team
The league will operate as a ladder league with participants moving up or down in rank according to win/lose. At the end, there will be a bracket play-off between the top players. Top position is guaranteed a spot in the play-offs with other positions determined by other factors (Victory Points and Combat Efficiency)
League will use The Heralds of Ruin Kill Team rules and campaign rules for game play and Kill Team “leveling up”. Furthermore:
2 players cannot face against each other back-to-back. Example: Shane and Josh have just finished a game. Shane and Josh cannot play each other again until they either A) they each have played another person, or B) a week has passed since their last game.
New players are always welcomed and encouraged to join. To help with this, we will use the Underdog rules as explained in The Heralds of Ruin campaign rules as well as granting any player that challenges another player that is ranked AT LEAST 2 positions above them an automatic 1 VP no matter the outcome of the game.
Some people may get it in their heads to camp on a position for fear of losing their rank, Game dodgers or position camping will be frowned upon. If a league participant misses more than 1 week they are subject to the lose of 2 positions of their current league standing. This is subject to the League Organizer’s discretion.
As players sign up, they will be unranked until they play their first game. Players that participate in the “Pre-seaon” are free to change and adjust their Kill Team lists; however, once the league season officially begins, participants’ lists are “frozen”. Players cannot change their list except through the course of “leveling up” that is set down in the campaign rules. Players will be ranked after their first game.
It is recommended to check standing before and after your game.
“Up to the Challenge” This will be used to help facilitate new players that may with to join the league at any point as well as add challenge to top ranked players. A player that challenges another player that is AT LEAST 2 positions higher than him will automatically gain 1 VP regardless of the games out come.
A player will be moved down in position if they lose to an opponent that is ranked below them. A player will move up in position the number of spots, rounded up, of the ranked person they beat. If you are unranked and beat an unranked player, you are placed above the unranked player at the bottom of the ladder.
At the end of the last day of the season, the ladder will be frozen, and the positions will be used to seed the play-off bracket. Top position is guaranteed a spot on the play-off bracket. Other spots will be filled using a combination of participants’ Victory Points and Combat Efficiency. This will be a single elimination bracket to determine the winner of the season.
This weekend my gaming group finally sat down and did a field test of Deathwatch. I came up with a small search and rescue mission in a section of ruined city; below you can see the map layout that we used:
The kill team entered the map on the edge where you can see the marines standing. They performed a couple of Perception tests to see if they could detect anything in the first to buildings they came too; however, since we forgot that their helmets gave them a bonus to Perception, they failed and had to gain entrance to the building. The door on the bastion was locked, and the door on the administration building was not. The Techmarine choose to simply punch the door open with his Servo-arm than unlock it. After that, the team split up and slowly cleared the building. Once they reached the top floor, they took another Perception test to see if they could detect anything further down the road. A Shrike and a Magnitute 30 horde of Hormaguants popped up. The Shrike was waiting at the top of the tower and the guants where lurking in the ruined building across the street. We followed the rules for starting combat, but that’s when things got ugly.
To begin with no one was surprised, which I was disappointed by because I was trying to figure out how to do ambushes. It seemed to work but with disastrous effects for the team, since we were using a 1 inch to 1 meter scale for movement. I wanted to make it tough, but they way the combat was going it just seemed off. We also bumbled the damage the librarian and bolters could do to hordes, and to be completely fair, there was horrible rolls going on with the players. I ran the same scenerio last night but changed the scale from the previous scale to a 1 centimeter to 1 meter scale. I also factored in the correct damage for attacking a horde; however, this time the pendulum seemed to swing the other way. The squad had plenty of time to react to the horde and kill it before it got to them, and the Shrike only caused 6 wounds on a single character before he died. I think we’ll be doing another field test this weekend, but I’ll have to do some more experimenting and going to the forums to figure out what, if anything, is going wrong.
Similar in design to many other Imperial units the Rapier carriers are semi-automated weapon carriers that are used where larger heavy vehicles may not be able to go. Designed to support weaponry to large and cumbersome for even Astartes, the Rapier’s relatively small size and mobility makes it a perfect support weapon. The most common armaments mounted on the Rapiers are the quad-heavy bolters or Laser Destroyers used for ant-personal and anti-armor respectively. The more unusual load outs such as the “Thudd Gun” and Graviton cannon also find us on the battlefield.
Any Rapier can replace its quad heavy bolter with the following:
|Laser Destroyer||A very nice upgrade and would be similar to deciding between the anti-armor Predator or the Dakka Predator|
|Quad mortar (“Thudd Gun”)||I actually would take this over the Laser Destroyers. It does a great job with large clumps of men, and has a chance of pinning them|
|Graviton Gun||I’ll be honest. I’m not a big fan of the Graviton Gun, but if you want a Graviton gun in your army, this is the better way to get it.|
It’s best that if you take three of these for a single choice all three weapons batteries should be carrying the same gun.
3 Rapier Weapons Batteries armed with Laser Destroyer. For 165 points, this option is a nice and relatively cheap anti-armor choice. Because of it’s size and the fact that it’ll probably be in the back field, this option shouldn’t draw as much fire as a normal tank would, and even if it is destroyed, it’s still cheaper than a tank would have been.
3 Rapier Weapons Batteries with Thudd Guns. Personally, this would just be an absolute fun option to play with, and very fluffy for those who are looking to play Iron Hands, Iron Warriors, or Imperial Fists. All that aside, this option is also very good at handling the large blobs of twenty man strong tactical squad that are likely to be walking across the board.
The nice things about these little fellows are that you can bring a fire amount of firepower without using a heavy support choice and at a cheaper cost. The draw back to this is that they don’t have the mobility that a tank would give you. It’s probably best to think of the Rapier is a kin to the Thunderfire cannon. You’ll want to set them up in terrain somewhere in the backfield and not move them after they are deployed. The roles are self-explanatory based on what gun you take: heavy bolter or quad mortar for anti-infantry and Laser Destroyer or Graviton Gun for anti-armor.
In my book, the quad mortar or Laser Destroyer are the best options to pick. With the Laser Destroyer you would get three shots with the Ordnance special rule. The quad mortar would give you 12 STR 5 small blast templates that cause infantry units to have to take a pinning test.
The Rapier is a great choice given its points cost. The draw back is that it’s an Elite choice, so you’ll want to make those points count. Still, it’s another option to bring yet more heavy weapons onto the field to be used to either support or in conjunction with Heavy Support choices. Points for points the Rapier will be cheaper than many of the Heavy Support choices and will probably be just as lethal.
The apothecary is the Legion most trusted and scared members. It falls on their shoulders to tend to the wounded and fallen, but also tend to the continued health and future of the legion. It is the Apothecary’s duty to be a battlefield healer: tending to the wounded, returning the injured back to the fray, and if necessary, delivering final mercy to those beyond help. From those that are beyond help, the Apothecary has the onerous duty of recovering the Legion’s gene-seed for implantation in future generation of Astartes.
|Augury Scanner||A good cheap option that shuts down near by Infiltrators and gives the unit the Interceptor rule|
|Combi-weapon||An option that I would always take given that he is limited in what units he can join|
|Volkite charger||The combi-weapon is the better option, as it is also a special weapon. This would be good if the whole squad has Volkite chargers|
|Replace Chainsword for Power Sword||This option could be left out if you are trying to save points. You don’t want your Apothecary in close combat|
|Artificer Armor||This option should be standard as it increases your Apothecary’s survivability, which increases the squads survivability|
There aren’t actually that many builds for this guy. The strength of the Apothecary comes from the fact that he increases the survivability of the squad that he’s in. That means that the Apothecary should either be taken bare bones or given only one or two of the above options. The difference between current codex Apothecaries and the Legion Apothecary is that, much like the Blood Angels, you can take three as a single choice. However, (this is a big point) they must be assigned to a set list of squads and can’t voluntarily leave it. Ultimately, it comes down to what squad you want to have the Feel No Pain special rule and then kitting him out to better work with the squad.
Given how Feel No Pain works now it 6th edition, it is a nice thing to have an Apothecary or two floating around; however, for the most part, the legion Apothecary can only be assigned to troop choices. This is not a bad thing in of itself, but when coupled with the fact that most of the troop choices that the Apothecary can be attached to can also be twenty man strong, the purpose of the Apothecary seems negligible. Add to that that the Apothecary detachment is an elite choice, and you’re left with a unit that will probably only be taken because of fluff or personal taste.
Again I find myself lagging in keeping this tactica updated on a regular basis. It’s been a wild couple of months. Between kids’ birthday parties, beginning to do yard work, and actually working on the miniatures that I love to write about, it’s hard to find the time to maintain the blog. However, I will continue, so none of you have to worry about things going anywhere.
The Legion Techmarine is a vital member of any of the Astartes Legion and their Expeditionary Force. These Astartes demonstrate from an early stage an aptitude and intelligence for machinery that mark them for induction into the rites and secrets of the Mechanicum. It is because of this that Techmarines have dual loyalties to his legion and the Mechanicum. It is the responsibility of Techmarines to maintain the production and flow of war gear for the legion while personally providing repairs and construction service for the legion’s more specialized pieces of equipment. Legion commander deploy Techmarine to the front lines of combat to make sure that key pieces of war gear remain operational until the end of a campaign.
|Nuncio-vox||A nice option to take since it can serve two purposes: Homing Beacon and line of sight for barrage weapons|
|Augury scanner||Another nice option since it can serve two purposes: shut down Infiltrate and giving a unit the Interceptor rule|
|Master-crafted bolter||Cheap and reliable and a good option to take where ever the Techmarine is placed|
|Combi-weapon||A better option for getting a bolter, but combi weapons do better in packs|
|Volkite charger||On par with the bolter but will have better results if put in a squad that has multiple Volkite weapons|
|Plasma pistol||Honestly, I wouldn’t worry about it|
|Graviton gun||This weapon has some nice rule, but the problem is that it is a Heavy weapon and only has an 18” range. Probably wouldn’t take it|
|Melta bombs||The poor man’s power fist: cheap and cheerful|
|Conversion beamer||This suffers the same drawbacks as the Graviton gun. It’s a Heavy weapon, so you can’t move and shoot|
|Rad grenades||I would take these as they will be a benefit to any unit that the Techmarine joins|
|Thunder Hammer||A must. The Techmarine comes with a power ax. If you’re going to be going last in combat, might as well have x2 Strength behind you.|
Cyber-familiar A must in order to get an Invulnerable save
|Take up to 4 Servo-automata||They’re a good option since they can be used as meat shields and increasing the Techmarines repair roll|
|Servo-automata Lascutter||The cheapest Close Combat option. If you want to upgrade them take this.|
|Power fist||Too expensive for a model that is meant to die|
|Flamer||A good option, but if your opponent has gotten that close to your Techmarine, you’ve done something wrong|
|Rotor cannon||Another good option for ranged fighting as it gives you a Salvo 3/4 . Just don’t expect to much of it|
I have always found it hard to justify taking a Techmarine. There just are so many better options that I could spend the points on. This holds true for the Legion Techmarine; however, there are two points going for the Legion Techmarine of the standard Codex Techmarine: he’s cheap and you can take 3 for one choice. Even with those two points there are only a few load outs for him.
3 Techmarines, Rad grenades, Thunder hammer, Nuncio-vox. This build comes to 250 points. As I said, it’s a bit pricy for my taste. However, this build is mainly meant to ride around in transports and keep the transport alive. The weapons are there to help whatever squad is disembarking from the transport. You could spend a few extra points and give an Augury scanner, or substitute the Nuncio-vox for it. If you take the Augury scanner you would probably want him walking, so him and his squad can fire at whatever is Deep Striking. It goes without saying that if he were walking you would want to tack on the Cyber-familiar too.
3 Techmarines with 4 Servo automata, Rad grenades, Thunder hammer, Nuncio-vox, Augury Scanner, and Cyber-familiar. Servo automatas are upgraded to have Lascutters and two Rotor cannons. This is the full package build and should be clear the most expensive way to build this guy. This build doesn’t lend itself to join squads very well either, so the three Techmarines will be in their own Rhinos cruising around the battlefield looking for things that need to be repaired. They have enough shooting to soften up a target, and decent AP values and strengths for any close combat that may happen. However, as I said earlier, if you Techmarine is getting assaulted or looks like he will get assaulted, you’ve done something wrong.
The Techmarine is not one of the better units available in the book. Most vehicles are strong enough to survive on their own, so taking a Techmarine is just for insurance. It takes up a valuable Elite choice slot that could be used for Terminators, Dreadnoughts, or other better choices. I’m sure there are some people out there that take a Techmarine all the time, but for me, I just don’t see it.
Things have been a bit hectic around here. I’ve been making regular appearances at my local gaming store, working hard on two new armies, and trying to find a job while maintaining my health. However, things have settled into somewhat of a pattern, and I can return to working on the blog. I hope to have a few people helping out in the next month or so to give a wider perspective on the hobby and local community. Without further ado, let us dive back into the Horus Heresy book.
The Contemptor pattern dreadnought is a recent addition the Astartes Legion’s arsenal. It is considered the most advanced and most powerful dreadnought that a legion can field. Not only does it incorporate standard dreadnought technologies but also arcane technology that is drawn from the ancient and guarded lore of the Mechanicum. Among these arcane technology is the micro arc reactor that powers the dreadnought. This forgotten power plant is more powerful by far than anything of its size and bestows the Contemptor better speed, strength, and power for defensive energy fields. However, this power comes with a cost. The Contemptor requires more maintenance than standard dreadnought patterns, and if the reactor is breached, it spells catastrophic disaster for the dreadnought and its heroic pilot. Still, the power of the Contemptor has found it a place in every Legion, and the demand for the new chassis is high.
To sum things up quickly, the Contemptor dreadnought is awesome. Maybe even overpowered, but hey, that’s all right. In my personal opinion, this is what a regular dreadnought should be. It’s WS and BS 5, strength 7, two attacks, armor 13, 4++ invulnerable save, and fleet.
May take up to 3 for a single choice and each model then acts as individual units. It comes equipped with a twin linked heavy bolter, dreadnought close combat weapon with in built twin linked bolter, search light, and smoke launcher
Replace Heavy bolter with the following:
|Multi-melta||Fun if you put your dreadnought in a drop pod|
|Twin linked Autocannon||A good option for mid range support. It’s good for taking out light armor and troops.|
|Plasma Cannon||Great multi purpose weapon. You have 3 hull points so Gets Hot rolls shouldn’t be too much of a worry.|
|Kheres Pattern assault cannon||A six shot assault cannon. Great fun will be had chewing up troops with this gun.|
|Twin linked Lascannon||The go to anti-armor weapon|
|Heavy Conversion Beamer||Too expensive with a big draw back: you can’t move and shoot.|
|Second close combat weapon||A must take if your charging your dreadnought into troops.|
Replace its Dreadnought close combat weapon with any of the following:
|Chain fist with in built twin linked bolter||I don’t really see the point in taking this.|
|Multi-melta||Combined with a multi-melta on the other arm and you have a twin linked multi-melta|
|Twin linked autocannon||Take this and make a better Dakka dreadnought|
|Plasma Cannon||Take this coupled with a Plasma Cannon on the other arm if you want to delete units.|
|Kheres Pattern assault cannon||Again, take two and chew up units. Personal note, this seems like it would be an absolute fun load out.|
|Twin linked Lascannon||Coupled with a second lascannon and you should be popping tanks left and right|
Replace any in built twin linked bolter with the following:
|Heavy Flamer||The tried and true option for assault dreadnoughts that have two close combat weapons.|
|Plasma blaster||A better option for assault dreadnoughts that want to take on heavy infantry but too expensive.|
|Graviton Gun||Fun little weapon for taking out units and softening up tanks|
|Melta Gun||Take if you want a more “Ironclad” dreadnought, but a cheap weapon upgrade for assault dreadnoughts that want to take on heavy infantry.|
|May take extra armor||Coupled with the armor value and invulnerable save this could make the dreadnought almost unstoppable.|
|May take a carapace mounted Havoc launcher||It’s 15 points, but I would almost always take one.|
Even though the Contemptor is a powerful and great dreadnought, there are not a lot of builds for it. There are really only three builds that I see viable.
Two close combat weapons, Havoc launcher, and dual heavy flamers. This build relies heavily on the Contemptor dreadnought having the fleet special rule. The idea behind this build is to close as quickly as possible with units and engage them in close combat. The heavy flamer and Havoc launcher are to really only there to soften up a unit before the dreadnought charges into combat. For a significant price increase, dual Plasma Blasters can be used on an assault Contemptor if you want to target heavy infantry.
Close combat weapon with built in Plasma Blaster, Havoc launcher, and heavy weapon of choice. This build is meant to be a close support for your troops as they move forward. It has a variety of options to help deal with a wide range of treats that may come up. The heavy weapon would depend on what unit the dreadnought will link with as well as the type of army you may be facing. Take a Lascannon or multi-melta if you think you’ll face a mech army, or take an autocannon or Kheres pattern assault cannon if you think you’ll face a lot of troops.
Dual heavy weapons and Havoc launcher. This build is based on the Dakka dreadnought. However, the Contemptor has a bit more options when it comes to weapons load out. You have dual twin linked lascannons if you want to hunt tanks. You have dual plasma cannons if you want to hunt light tanks and heavy infantry. Finally, you have dual Kheres pattern assault cannons if you want to hunt troops. The Havoc launcher is an option that can be dropped or added based on player preference, but the idea of it is that you have one more weapon to shoot.
The Contemptor is a powerful dreadnought that every army will probably have at lest one of. Like the regular dreadnought it has the capability to fill a number of roles, but unlike the regular dreadnought, players should see better results with it.
Terminator armor, the fruits of the Tactical Dreadnought Armor project, is a powerful and priceless addition to a legions arsenal. Impervious to all but the heaviest of enemy fire, legion veterans are able to march into the heart of an enemy force and destroy it with ruthless power.
A terminator squad is a terminator squad. We all know how good a strong a terminator squad can be. Sadly, legion terminator cannot be built into the god unit of 6th edition, thunder hammer/ storm shield terminators. However, we will look at what good builds are available.
The terminator squad comes with 5 men with combi-bolter and power weapon. They have two nice rules: Implacable Advance, which makes them scoring units in mission where Troops are scoring units, and Prototype Weaponry, which allows them to have the legion specific weapons.
Take an additional 5 men Depends on the points you have. Generally, the basic 5 guys will get the job done.
For every 5 models the unit can have
Heavy flamer A good option to take if you have the squad in a transport
Reaper autocannon An option to take if you are foot slogging the squad
Plasma Blaster My personal pick for this squad.
Any terminator can replace his combi-bolter with the following:
Combi-weapon A personal favorite for me and a lot of other people
Volkite Charger I actually would take this for the whole squad
Any terminator can replace his power weapon with the following:
Power fist At 5 points, this is a great option
Lightning claw I still have a hard time seeing the use of this option anymore unless paired with a second
Chainfist Personally, I’d leave this. You have so many other things that can take out vehicles
Thunder hammer A power fist is cheaper and does basically the same job
Any terminator can take a second lightning claw You can create traditional assault terminators which will eat through a unit
Terminator sergeant can have a grenade harness A nice little option to have since you can toss out 2 small blast templates
The whole squad can have Cataphractii armor You get a 4+ invulnerable save but become Slow and Purposeful. Personally, I would take it
If you ask five people how to load out a squad of terminators, you’ll probably get five different answers. We all have our favorite combination of weapons for terminators. However, there are a couple of key points to remember about a legion terminator squad. First, they can’t Deep Strike unless the mission, legion rule, or warlord trait says they can. Second, you can not have the thunder hammer/ storm shield build, so that will probably throw a monkey wrench in how some people generally play terminators.
With that in mind, we have to remind ourselves what terminators generally do. For the most part they either have a powerful HQ choice with them, or they roam around the board rolling over squads. I should also point out that the squad does need a Land Raider transport. This increases their survivability as well as gets them to where you need and want them. Finally with those points at the forefront of our minds like look at some builds.
5 man squad, sergeant with grenade harness, power fists, Plasma blaster, Cataphractii armor – My all-purpose squad. It rides around in its Land Raider jumping out here and there to take out a unit. With the Plasma blaster, you have the ability to take a couple of pop shots at a vehicle, or threaten anything with a 2+ armor value. Up the squad to 10 man to get another Plasma blaster.
5 man squad, sergeant with grenade harness and power fist, Heavy flamer, Volkite chargers, and Cataphractii armor – This build is mainly used to go after Troop choices or run in to claim and hold an objective. Volkite chargers allow for additional attacks for every un-saved wound, and you don’t have to worry about the one time use of the combi-weapon. As with the previous build, you can add five more guys to get another heavy flamer or plasma blaster. Lightning claws can be used in place of the standard power weapons if you are worried about wounding.
10 man squad, sergeant with grenade harness, Cataphractii armor, and twin lightning claws – The good old vanilla assault terminator squad. You can have them charge out of a Land Raider and watch them go all Wolverine on a squad. You get a bonus for two close combat weapons and you get to strike at your initiative. The reason for a full ten man squad is the possibility of running into someone with a 2+ armor value. With 40 attacks coming, a failed armor save will come up.
The moment I said terminator squad most of you went into autopilot and figured out your favorite build, and I congratulate you for that. As you have probably seen I did not figure in a particular HQ choice with these squads as I personally would take a Legion Command Squad if I took a Legion Praetor or put the Legion Centurion a completely different squad depending on what consul I gave him. I personally see terminator like I see tactical squads. Don’t over complicate them. They’re a good solid unit that will get the job done.
The Legion Destroyer squad found its origins during the Unification Wars that wrecked Terra before the Great Crusade, but it but not with Imperial force but with the enemy. Most legions consider the squad and its use as dishonorable and eschew it use. The Destroyer squad is home to troublemakers, outcasts, and Astartes that the legion would like to forget about. Adding to this stigma, the squad uses dark and forbidden technology like Rad-weapons, bio-alchemic, and the clawing burning horror of the Phospex.
I see these squads as a mix between biochemical/nuclear infinity and insurgents, but neither this nor the fluff described in the book really translate well in terms of game play and option builds. In short, the Legion Destroyer squad is an assault squad with a little bit better shooting ability.
Take an additional 5 marines Good upgrade as it opens up a second special weapon
The WHOLE squad can take Melta bombs I really think this is a no brainer
Upgrade to Jump Packs A great option for this squad
For every 5 models one can take the following:
Missile Launcher with Suspensor wed & Rad missiles The go to weapon for this squad
Volkite Serpenta Leave at home
Hand flamer A nice little weapon for Over Watch
Plasma Pistol Another weapon to consider given you can take two
Sergeant may take one of the following
Power weapon The cheap and cheerful option
Power Fist I would only take this if you pay the points for Artificer armor
Single Lighting Claw I don’t see the point in taking just one, so leave at home
Thunder Hammer Power fist is cheaper
Artificer Armor Not expensive at is nice for challenges
Three Phosphex bombs You have to pay for each, but they are nice
As you can see, they are pretty much just what I said they were. Assault marines with a bit more shooting. They don’t have much going in the way of special rules except Counter-Attack, which is nice. To begin with, I’ve never been thrilled with the performance of Assault Marines, so I maybe a little jaded towards this unit. They have the same stats as a regular assault squad, the bonus for weapons, and the same for charging. Ultimately, things will be depended on what you want the squad to do.
10 man squad, Sergeant with Power Weapon and 3 Phosphex bombs, 2 Missile Launcher and Melta bombs. A relatively cheap build meant to move around and shoot up squads, and then move in to clean up the mess. The drawbacks of the unit would probably keep it to taking out Troop choices. It goes without saying that a Rhino would be a recommended purchase. For an additional 50 points you could get two missile launchers in this squad.
10 man squad with Jump Packs, Sergeant with Power Weapon, 3 Phosphex bombs, and Artificer armor. For those who are more inclined to use this unit for close combat here’s a build that shouldn’t disappoint. Your sergeant is built to survive a challenge while attacking at initiative step. If there looks to be anyone heading towards this squad with a 2+ armor, then chunk a Phosphex bomb at them. As for ranged weapons I would probably go with Plasma Pistols or Hand Flamers. Keep in mind that you can drop the Legion Centurion Moritat in the squad and bring a whole lot of hurt.
10 man squad with Jump Packs, 2 Missile Launchers, Melta bombs, Sergeant with Artificer armor; Power Fist; and3 Phosphex bombs. You have decided to completely flush points down the toilet for a squad built like this. It could probably jump around the board killing whatever it wants. Missiles firing AP 3 small blast templates. Melta bombs blowing up tanks or being slapped into the face of heavier troops. Sergeant with Power Fist and Phosphex bombs that can kill Terminators. Again, drop a Legion Centurion Moritat into this squad and the definition of pain will be changed.
The Legion Destroyer squad is a strong unit on its own, but linking it with a Legion Centurion Moritat or Assault squad and it becomes even stronger. You can use this unit jet up the flank striking at units that are seperated from the main force, jet up the flank and attack units or objectives that are in the opponent’s deployment zone, or simply have them jumping around the board bullying units until your troops or heavier elites come in to clean things up. Another thing to keep in mind about this unit and any other that is reviewed in this tactica is that Legion specific rules are not being applied. I can only imagine how this or some of the other units will turn out when placed into a specific Legion. That alone has the possibility to change the dynamic of many units. My experience with Space Marine assault squads has been that of lackluster, so I’m still a bit leery. However, I’m sure this unit would change that perspective.
The Legion Veteran Tactical Squad is where exceptional and experienced warriors will be found. They are awarded further training in all the various arts of war, and can look to one day be inducted into special warrior brotherhoods, martial cults, or specific veteran companies. They are the ones that all Astartes aspire to become, and they make up the pool of future commanders.
So how does this epic level of martial ability and training translates into the game. Honestly, the Veteran Squad has the stats and wargear that I think all marines should have, but sadly Games Workshop never consulted me. When you look at it however, that is ultimately what this squad is: a tooled up Tactical Squad. Let’s jump in and see what me get and can do.
Right out of the box these guys come with Power Armor, Bolter, Bolt Pistol, and Close combat weapon along with the special rule Veteran Tactics, which we will look over.
Take an additional 5 marines Take as this opens up an additional special weapon
Nuncio-vox Nice option for this unit
Legion Vexilla Not necessary
All models can have Melta Bombs Overkill. 1-3 models having them is enough
All models can have Power Weapons Overkill. 1-3 models having them is enough
For every 5 models the unit can have one of the following:
Volkite Charger Much better options
Melta Gun Still a good choice to take even in 6th edition
Plasma Gun Very good choice
Heavy Flamer Leave this at home
Heavy Bolter w/ Suspensor web This is what you’ll want. You can move and shot, or you can have…
Missile Launcher w/ Suspensor web Again, you have the ability to have 2 of these with a full squad and can move and shoot
Sergeant can have:
Power Fist A good choice for the points
Lightning Claw A good choice if you are worried about initiative attacks
Thunder hammer Too much for this particular unit
Artificer armor I would not take since only the sergeant can have it
Combi-weapon Smart choice since it can basically give you 3 special weapons
Plasma Pistol Pointless with the other special weapons you might have
Upgrade missile launcher to Flakk A wise choice since Skyfire units are hard to find
The Veteran Tactics special rule allows you to choice one of the following Universal Special rules for the Legion Veteran squad: Fearless, Sniper, Furious Charge, Outflank, Tank Hunters.
As I said before, this is a tooled up Tactical Squad, and the Veteran Tactics special rule makes them a bit better at a particular job. To put it simply, this unit is more likely better used to support you HQ choice or treated a bit like Sternguard, which is the reason for the picture. Yes, they may have 2 Attacks and 2 Close combat weapons, but I personally would not throw these guys willy-nilly into close combat. Out of the Universal Special rules you can get, there are only 3 that speak to me as fitting this squad and the best way to use this squad: Fearless, Sniper, and Outflank. Let’s talk business and get some builds out of these guys.
Sergeant w/ Combi-weapon and Melta Bombs. 10 man squad. 2 Plasma guns. Special Rule Outflank or Sniper. The special weapons in this build could be switched with the Heavy Bolter or Missile Launcher. The point of this unit is simple, move to an objective and hold it. The Sniper rule is particularly nasty for this as you can get Precision Shots and Rending on Plasma guns, Heavy Bolter, and Missile shots.
Sergeant w/ Power Weapon. 10 man squad. 2 power weapons. 2 Heavy Bolters. Special Rule: Fearless. This costs a bit more, but has an equally simple approach, move around the board and kill infantry units. I shouldn’t have to say that you probably won’t want to send this unit towards heavy infantry or even HQ units, but it should make short work of regular Troop Choices or Devastator like squads. Shoot the unit and then assault it and repeat.
I’m sure there are many other builds that many of you will point out. However, given other units available in the Horus Heresy army list. I really only see this unit as a sold fire support unit that moves in and clears out objectives for friendly units to come in and claim.
It is best to keep this guys cheap and simple. They will survive and kill in close combat, but it is best to have these guys shooting. Increasing the squad to a 10 man squad is a most since you will then be able to have 2 special weapons. It will then be best to give them a special veteran rule and weapons that will aid them in killing infantry and Troop choice units.