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forgeworld chapter tactics

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Post  dusktiger Wed Oct 23, 2013 8:08 am

forgeworld just released a pdf containing the chapter tactics for the chapters they released: chapter tactics

red scorpions:

now get to make any tactical squad sergeants apothecaries for free, and this does 'not' affect their other wargear and options. (apothecary sargeants with wargear options, yay!). also, may re-roll all failed Pinning tests, but cannot voluntarily Go to Ground and cannot be equipped with camo cloaks.  so no cloaked sniper scouts for me.

Space Sharks:

gain the Fear special rule, any model in a Tactical squad can swap a bolter for a chainsword for free or be equipped with an additional chainsword for +1 point per model. must be represented on the model.  gain the Rage special rule after they have either destroyed an enemy infantry unit (of any type) in assault, or forced one to Fall Back. Place a suitable marker on any unit that gains the Rage special rule; When one of these marked units makes a Consolidation move, it must move towards the nearest enemy unit that it is capable of damaging in an assault. A Space Marines force which uses this Chapter Tactic may only ally or be allied with other Imperial armies, and in all cases their relationship is that of Desperate Allies

Howling Griffons, Fire Angels, Marines Errant:

Use ultramarines.

Lamenters:

Use Blood Angels.

Raptors:

modified version of the raven guard ones:
Models in this detachment have the Scout special rule. In addition, on the first game turn, models in the detachment have the Stealth special rule. Note that units which contain models with any variant of the Bulkyspecial rule do not benefit from either rule. 
Any unit with this special rule that does not move in the Movement phase of their turn may choose to gain the Rending special rule when firing in the Shooting phase of that turn with bolters, combi-bolters fired as bolters, or bolt pistols. When using this rule, all bolters, combi-bolters fired as bolters, and bolt pistols fired are counted as being Heavy 1 weapons instead of Rapid Fire or Pistol type weapons for that turn.

Exorcists:

whatever you want.

Mantis Warriors

Infantry models in this detachment gain the Move Through Cover and Hammer of Wrath special rules. In addition, on any turn in which they declare a charge from within a terrain feature that grants a cover save (not including any terrain piece purchased as a Fortification choice), they gain the Furious Charge special rule. Note that units which contain models with any variant of the Bulky special rule do not benefit from this special rule.

A force whose primary detachment has Chapter Tactics (Mantis Warriors) may re-roll failed attempts to Seize the Initiative where this is a factor in the mission being played.

In addition, any Mantis Warriors Librarians may generate Psychic powers from the Divination discipline instead of the disciplines listed in Codex: Space Marines if the controlling player chooses.
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Post  Lore Weaver Wed Oct 23, 2013 8:49 am

I heard that Minotaurs get PE (Marines).
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Post  Planes Wed Oct 23, 2013 9:44 am

Kind of sad that the Exorcists didn't get anything specially of their own, especially when the Red Hunters got army wide Adamanite Will, which fluff wise the Exorcists could totally rock.

The Firehawks are rather impressive, with the only chapter tactics that changes available wargear options. I suddenly see visions of 10 man Assault Squads with 50 points of hand flamers and no one wanting to charge them.
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Post  Roland Wed Oct 23, 2013 9:47 am

Exorcist sgts should be lvl 1 psykers.
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Post  Planes Wed Oct 23, 2013 11:10 am

I thought the whole schtick of the Exorcists was they were the anti-psyker chapter, having zero psychic presence.
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Post  Roland Wed Oct 23, 2013 11:49 am

They expose neophytes to daemons, in hoping of making them stronger, or dying in the process. Rumored to be a successor to GK.

They have librarians, but none of them have a psychic signature.
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Post  Paz Wed Oct 23, 2013 12:12 pm

Aaaand now I can play fire hawks. And they are awesome. Duck yeah.
Couldn't have got better news. Imagine sternguard with heavy flamers out of a drop pod... Sheeuuut.
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Post  Aegwymourn Wed Oct 23, 2013 12:49 pm

Fire Hawks are the big winner from what I see. A nice bonus to alpha strike units and a free force organization swap for two units. Heck yea.

Red Scorpions are pretty rad too.
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Post  Paz Wed Oct 23, 2013 1:45 pm

spec characters are up as well...

HOLLYYY SHITTTTT.

night commander elam courbey.

same loadout as baddab, but wait...

the sword excellus: S-user, ap 3. rend, soulblaze, smash!!!

warlord trait: firefall. before deep striking elam, and his unit, drop a s5 barrage large blast, scattering full 2d6 if miss. after that, elam (can, doesnt have to) deep strike within 6 inches of blast without scattering... so basically a double chance to land well via deepstrike.

I was on the fence a few months ago if I wanted to continue with fire hawks (already built chapter master scibor lazaerek) but now... damn.

hhhaaannnddddd flamers. time to do a bitz order, I'll need like a bajillion.


check the characters, exorcists get a ton of special rules through their captain, that big tubby bastard with the hammer. space sharks still get 1 squad of lightning claws termies as troops!

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Post  Aegwymourn Wed Oct 23, 2013 2:06 pm

linky?
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Post  Lore Weaver Wed Oct 23, 2013 2:22 pm

Paz, don't forget your Eldar, the peoples on Reddit will not be pleased.

Don't be the "OP that didn't deliver" :-) *laughs*
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Post  Paz Wed Oct 23, 2013 2:31 pm

meh, my eldar were fun to model, but the army is pretty boring to play...

Spehs merinesss....

all character updates
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Post  Planes Wed Oct 23, 2013 4:09 pm

I suppose Silas bringing an army wide reroll on DTW is alright, and in the light of this running Exorcists as a Black Templar successor chapter, it would make them arguably the most psychicly resiliant space marine chapter...
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Post  Lore Weaver Wed Oct 23, 2013 5:39 pm

Paz wrote:meh, my eldar were fun to model, but the army is pretty boring to play...

Spehs merinesss....

all character updates
I blame this on not enough Warp Spiders.
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Post  Aegwymourn Wed Oct 23, 2013 5:50 pm

Paz wrote:meh, my eldar were fun to model, but the army is pretty boring to play...

Spehs merinesss....

all character updates
I felt the same way after I got the new Eldar 'dex. Nothing jumped out as fun to play. There were lots of powerful combos and units just nothing... exciting. Except maybe an all wraith army, but there are already what 2-3 people here doing one. Meh.

On the other hand I have giant robots with Tau. Everyone loves giant robots!

edit: thanks for the link Very Happy 
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Post  Paz Wed Oct 23, 2013 6:36 pm

its not a lack of good units, its just the auto win button some units feel like. I just feel like theyre not as tactical an army as I'd prefer, just gunline and bum rush people, and your big units crush from afar. Not saying broken or shitty, just not what I want in an army.
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Post  Lore Weaver Wed Oct 23, 2013 6:49 pm

Paz wrote:its not a lack of good units, its just the auto win button some units feel like. I just feel like theyre not as tactical an army as I'd prefer, just gunline and bum rush people, and your big units crush from afar. Not saying broken or shitty, just not what I want in an army.
Fair enough, I'm just teasing. I was chatting with Beau the other day and Eldar being "auto win" came up. They could, potentially, be the Grey Knights of 6th. So far though, I haven't felt or seen the same level of "fear".

Playing against GK near the end of 5th, it often felt like the game was over before you'd even deploy. I don't get that sense deploying against Eldar.
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Post  miv305 Wed Oct 23, 2013 8:37 pm

I can't believe they didn't fix Loth (the Scorpion Psyker guy)...2+ invulnerable saves are not fun for anyone!  He also gets to pick his powers, I imagine he'll likely be the most common allied Libby besides Tiggy.

@Paz - I think Eldar are a lot more fun then you make 'em out to be, you just have to ignore people who whine about Wave Serpents, it's the only transport they have and a person can't be faulted for taking 1 or 2 (or 5-6) Smile
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Post  Aegwymourn Wed Oct 23, 2013 8:43 pm

Well he still is only two wounds. And with the new combi guns from sisters that 2+ invul isn't going to help much. They are so going to be allies for everyone that can take them. 

As you said Mike serpents only get obnoxious when you take more that 2-3. But there are a lot of units like that right now (serpents, scythes, riptides, drakes, etc). Its not like it is terribly hard to glance 2-3 AV12 vehicles to death.
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Post  Aegwymourn Wed Oct 23, 2013 8:48 pm

Ugh, if I had the disposable income I would so start a Salamander army with Bray'arth and Harath (the Dreadnought and apothecary). Super ironclad dread and giving a unit 4+ FNP (those ten TH/SS termis just got a whole lot better) on top of salamander traits. Heck yea. Plus fire is fun! Razz
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Post  Lore Weaver Wed Oct 23, 2013 8:50 pm

I'm semi-seriously eyeing up the 6 ironclad iron hands list. :-)
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Post  Aegwymourn Wed Oct 23, 2013 8:52 pm

Ironclads are pretty darn good. Stuff 1 or 3 in drop pods with Heavy Flamers and walk the rest. With that much AV13 saturation that is decent in close combat a lot of lists will be a bit lost. That and IWND with that many hulls would be interesting. Not to mention the mandatory chapter master on bike.
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Post  Lore Weaver Wed Oct 23, 2013 9:03 pm

Aegwymourn wrote:Ironclads are pretty darn good. Stuff 1 or 3 in drop pods with Heavy Flamers and walk the rest. With that much AV13 saturation that is decent in close combat a lot of lists will be a bit lost. That and IWND with that many hulls would be interesting. Not to mention the mandatory chapter master on bike.
All of those things, but all 6 in drop-pods, 3 melta, 3 flamer. + a tac squad in a drop pod (so 4 drop on turn 1) and a pair of scout squads for scoring (or something). I haven't figured out the details yet.
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Post  dusktiger Wed Oct 23, 2013 9:54 pm

Planes wrote:The Firehawks are rather impressive, with the only chapter tactics that changes available wargear options.  I suddenly see visions of 10 man Assault Squads with 50 points of hand flamers and no one wanting to charge them.
you mean vanguard veterans, i assume, since the hand flamers are just added to the ranged weapons list of wargear. normal assault squads cant take 10 of these, only 2 plus the sgt's options.
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Post  Planes Wed Oct 23, 2013 10:23 pm

Ah, right, forgot about that silly war gear list layout that GW has gone back to using. I'm still used to books just having the list of items a unit can take on their entry, rather than in a central appendix at the front. Clearly I need to play my Chaos more. Still, scoring, jumping Vanguards would be a sight to see with such an abundance of flame, especially with the +1 Str on the turn they deep strike in.

The more and more I look at the Exorcist chapter tactics, though, the more I grow to appreciate the gift of versatility it provides. Want to work the purify with fire angle? Use Fire Hawks. Want to work the whole bit where their only major deviation from the Codex Astarties is the extra companies full of initiates due to the high mortality rate associated with becoming a full blown Exorcist? Black Templars do a good job of that with Crusader squads. Want to rock a solid psychic defense and close ties to the Inquisition like their fluff says they should have? The Red Hunters combined with Silas Alberec does the job amazingly well.

Damn it, Forge World, why did you have to make buying Space Marines even more appealing to me than lulzy drop pod ironclad allies?
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