Welcome to the first [Tactical Exploration]. I would like this to be wide open to new ideas on how to use different units even if they aren't utilized heavily at the moment.
Let's explore the Blood Angel Techmarines together. They are definitely an underused unit on the table because of points cost, Elite slot competition, unusual army role, amount of utility versus an enemy may be somewhat unpredictable, etc.
Stats: The Techmarine has the standard Marine line except he has a 2+ save.
Special Rules: They are not independent characters. Although you can run Servitors (without mind-lock) with them. Bolster Defences actually got better considering that cover saves have generally been lightened. Blessing of the Omnissiah is basically the reason for a Techmarine's battlefield existence.
Wargear: Servo-arm- this allows you to fix your vehicles on a 5+ roll. You need to be in base contact and roll to fix during the shooting phase. If fixing a weapon destroyed, it will be able to fire immediately. The Servo-arm allows you an extra close combat attack at Strength 8 Initiative 1 but ignores Armour Saves. That's pretty valuable in a challenge. If you have a servo-harness, you can fix a vehicle on a 4+ roll, get two Servo-arm attacks, and a twin-linked plasma pistol and a flamer that can both be fired in the same shooting phase.
From the Blood Angels FAQ:
“Blessing of the Omnissiah: In each of your Shooting phases,
instead of firing his weapons, a Techmarine may choose to
repair a single friendly vehicle that he is in base contact with or
embarked upon."
Q: Can a Techmarine that is in base contact with multiple damaged vehicles attempt to repair them all?
A: No. A Techmarine can only ever make one repair attempt per turn.
If you want your Techmarine to be effective, you have to get those repair rolls chances in your favor.
On the whole, the new edition is friendly to the Blood Angels' version of the Techmarine. He has a nice 2+ save and his shooting repairs are now enacted immediately. The Servo-harness is a nice upgrade although that needs to be balanced by only having one wound.
If you take the Servo-harness, you might as well take a plain Servitor or two as an ablative wound and to help fulfill its main function of battlefield mechanic. Fulfilling this role will require a lot of movement, so despite the increase in power of the Plasma Cannon, it will still be hard to actually get shots off and it can't fire snap shots either. However, you shouldn't receive too much early fire from your opponent as your Techmarine will be lower on their target priority which will allow you to get premium positioning. Use this to your advantage. Remember, the Techmarine doesn't have the option of taking a dedicated transport, so they will have to borrow one. You'll have to think about how he will get around. Will it be on foot or will it be an assault squad razorback with twin-linked assault cannons or maybe twin-linked lascannon?
Your other main choice is then for your Techmarine to become like a Devastator squad. In this instance leave your Techmarine minimally armed to just absorb wounds and load up your servitors with Plasma Cannons to drop tons of damage on your opponent. This unit will serve as a distraction to your opponent because between two and four plasma cannon shots a turn will be hard to ignore. If you want to play more defensively, make sure they have a nice firing lane to where you think the enemy will be advancing into mid-field. If they make it there, they will pay for taking the advantage dearly.
What about unusual choices?
Landraiders- Well you could pack them inside of one, but it would make more sense to follow it in a razorback so you can keep your assaulty units tucked away inside of it instead. You can jump out and still get in base to base to fix it and then embark onto it after. If you have two Land's Raiders then you may want to dump them in quickly and let them zoom ahead first drawing fire.
Techmarine in a razorback with Death Company within a following razorback would be a major distraction to your opponent and allow a greater chance of getting to enemy lines.
Please add any great ideas you've used or seen for Techmarines in the comments.
Showing posts with label FAQ. Show all posts
Showing posts with label FAQ. Show all posts
Sunday, November 11, 2012
Wednesday, October 17, 2012
Power Weapon Profiles
In the rush of beloved armchair theoryhammerists to get information out quickly after FAQ's or other releases, they are not able to provide the level of detailed analysis needed to make the right choices for specific codices, especially one ours (because it's the best, right?).
Credit
Our Red Thirst blessings:
Deep within the psyche of every Blood Angel is a destructive yearning, a battle fury and blood-hunger that must be held in abeyance in every waking moment. Few Battle-Brothers can hold this Red Thirst in check unceasingly- it is far from unknown for Blood Angels to temporarily succumb to its lure at the height of battle.
Red Thirst provides the Fearless and Furious Charge rules to replace And They Shall Know No Fear. For today, we only want to look at the Furious Charge rules:
Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
You will have to balance different kinds of reliabilities. Do you want to reliably strike, or do you reliably want to kill? Do you mix your weapon types up to provide balance to your squad or will you take one type and specialize?
A really durable unit like Death Company it might be advantageous to take Power axes because you have a good chance at surviving to strike at initiative one. However, your Sergeants might be interested in a Power sword, lance or maul to make sure they get a chance to swing at enemies.
Let's look again at the list if we are getting a Furious Charge off (remember, no multi-charges or you lose the bonus).
Power sword S+1 AP3
Power axe S+2 AP2 initiative one
Power maul S+3 AP4 concussive
Power lance S+2/User AP3/4
Looking at the To Wound Chart
Credit
Our Red Thirst blessings:
Deep within the psyche of every Blood Angel is a destructive yearning, a battle fury and blood-hunger that must be held in abeyance in every waking moment. Few Battle-Brothers can hold this Red Thirst in check unceasingly- it is far from unknown for Blood Angels to temporarily succumb to its lure at the height of battle.
Red Thirst provides the Fearless and Furious Charge rules to replace And They Shall Know No Fear. For today, we only want to look at the Furious Charge rules:
Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
A really durable unit like Death Company it might be advantageous to take Power axes because you have a good chance at surviving to strike at initiative one. However, your Sergeants might be interested in a Power sword, lance or maul to make sure they get a chance to swing at enemies.
Let's look again at the list if we are getting a Furious Charge off (remember, no multi-charges or you lose the bonus).
Power sword S+1 AP3
Power axe S+2 AP2 initiative one
Power maul S+3 AP4 concussive
Power lance S+2/User AP3/4
Looking at the To Wound Chart
we know it is just like our blessed bolters- Strength four is generally adequate and you need to be prepared to bring something stronger when the vile horde/xenos/traitor scum bring something tough.
Strength five and six are nice sweet spots to be hitting if you hitting at initiative and cutting through 3+ armour. That makes your regular Power sword a nice weapon to have if your enemy makes it to the second round. The Power lance really isn't enough of a buff to go back to AP4 for subsequent rounds when there is so much 3+ power armour running around. Taking a Power axe and Power maul are going to be for specific reasons which will be for a later post.
Strength five and six are nice sweet spots to be hitting if you hitting at initiative and cutting through 3+ armour. That makes your regular Power sword a nice weapon to have if your enemy makes it to the second round. The Power lance really isn't enough of a buff to go back to AP4 for subsequent rounds when there is so much 3+ power armour running around. Taking a Power axe and Power maul are going to be for specific reasons which will be for a later post.
Monday, September 17, 2012
Gabriel Seth
Gabriel Seth is definitely one of the over-looked named characters in the Blood Angels codex. Even though this is the first time he's been someone you can take, being part of the Flesh Tearers instead of just the more generic Blood Angels really hurts him seeing the table more often. He doesn't seem to have a place that fits in a way with the rest of the army unless it's a Flesh Tearers dedicated one. GW has continued support for the Flesh Tearers with even their shoulder pads going into Finecast as opposed to oblivion. Maybe the Flesh Tearers are more popular in England, hence the continued commitment to them. For the next codex, I would like to see more moderate yet somewhat unique characters like Seth to be able to take rather than 250 point characters. Characters like Seth are good for the game in that they can be torrented down, he can shoot, but is stronger in hand-to-hand, so he has some strengths and weaknesses but not extreme. I would just like to see more options like being able to take a jump pack or upgrade his weapons or change to Artificer armour, etc.
The Flesh Tearers are not of Baal origin. Their home planet is Cretacia.
Photo Credit
Let's get to his statline- WS6 T4 W4 I5 A4 and a 3+ 4++ save. While ferocious instincts is of limited use, the Whirlwind of Gore is a nice choice to have against vehicles and tough to hurt characters for a more modest point cost of 160 versus 250+ for some of the other big stick named characters.
Mr. Black:
Stelek:
Seth. Whirlwind got nerfed due to pile-in moves. No, he can’t hurt flyers because he can’t assault them.
Sons of Sanguinius:
This guy has been basically unaffected by the new edition. However he has probably gone up in ranking among the characters in the codex. Strength 8 rending causing instant death to any toughness 4 or less I can see as being kind of a big deal, considering how hard 2+ saves are going to be to bypass. Definitely making people think twice about challenging him and allowing him to worry both characters and vehicles in combat. Still a very solid choice and relatively cheap to boot!
3++ (updated link):
Seth still awful.
BA Devastators: With 6th and vehicles being able to be hit more easily in assault along with challenges, Seth is left looking on the outside until an update. At least he is somewhat unique for a marine character in his powers although not in his statline.
The Flesh Tearers are not of Baal origin. Their home planet is Cretacia.
Photo Credit
Let's get to his statline- WS6 T4 W4 I5 A4 and a 3+ 4++ save. While ferocious instincts is of limited use, the Whirlwind of Gore is a nice choice to have against vehicles and tough to hurt characters for a more modest point cost of 160 versus 250+ for some of the other big stick named characters.
Mr. Black:
Mmm, I really didn't want to talk about Seth, but I suppose if I make an all-inclusive list I have to, don't I? I've never really liked Seth, and this edition didn't change that. Sure, it upped his survivability, as it did with every other character, but other than that he really didn't change much... Sure, his weapon now had a bit more of a bite against vehicles, but he shouldn't be focusing on those.... And to top that off there is still the matter of his Lash Out ability, which states that if an attack directed at him rolls a 1 he gets to strike back... ...Except now you never "direct attacks" at a character, except in a Challenge... So by current wording that ability took a hit as well. What else is there to say? I'm not a fan of this character and I think, for the points, you're better off going with a generic HQ or Tycho.
Is that review short? Yes, but you know what they say if you can't say anything nice about someone...
Stelek:
Seth. Whirlwind got nerfed due to pile-in moves. No, he can’t hurt flyers because he can’t assault them.
Sons of Sanguinius:
This guy has been basically unaffected by the new edition. However he has probably gone up in ranking among the characters in the codex. Strength 8 rending causing instant death to any toughness 4 or less I can see as being kind of a big deal, considering how hard 2+ saves are going to be to bypass. Definitely making people think twice about challenging him and allowing him to worry both characters and vehicles in combat. Still a very solid choice and relatively cheap to boot!
3++ (updated link):
Seth still awful.
BA Devastators: With 6th and vehicles being able to be hit more easily in assault along with challenges, Seth is left looking on the outside until an update. At least he is somewhat unique for a marine character in his powers although not in his statline.
Monday, September 10, 2012
Blood Angels and the FAQ
It's disappointing, but it is expected. Blood Angels will pretty much have to get worse to get better (the next codex). Once the codex has a few years, it gets left behind in power and GW support and rulings. This is clearly one of those frustrating times where things go against your army.
BA FAQ Link
Dante and Astorath have now lost their initiative with their AP2 axes. Point adjustments aren't made through the FAQ's so your models may gain a fine layer of dust for a little while. At least there is no need for trying to figure out what they are fighting with along with the Sanguinary Guard. The other good news is that there is still model support coming out with somewhat fine cast models replacing some metal models:
New Releases Link
The Sanguinor
Sang Priest
Mephiston
Lemartes
Seth
Corbulo
Tycho
Vanguard Vet
BA shoulder pads
Sternguard equipment
meltaguns
plasmaguns
lightning claws
thunder hammers and storm shields
At least your army can look great, right? Corbulo and Lemartes would be nice additions to have, though.
BA FAQ Link
Dante and Astorath have now lost their initiative with their AP2 axes. Point adjustments aren't made through the FAQ's so your models may gain a fine layer of dust for a little while. At least there is no need for trying to figure out what they are fighting with along with the Sanguinary Guard. The other good news is that there is still model support coming out with somewhat fine cast models replacing some metal models:
New Releases Link
The Sanguinor
Sang Priest
Mephiston
Lemartes
Seth
Corbulo
Tycho
Vanguard Vet
BA shoulder pads
Sternguard equipment
meltaguns
plasmaguns
lightning claws
thunder hammers and storm shields
At least your army can look great, right? Corbulo and Lemartes would be nice additions to have, though.
Tuesday, July 3, 2012
Sunday, July 1, 2012
Saturday, June 30, 2012
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