Furthermore, the good stuff is expensive, so this army only really begins to shine after the 2000pts mark, and even then you'll have to make use of all the tricks you get, such as Rites of Wars and the like. One of your best options is to bring 20-man tactical squads with extra CCWs and equip the MoS for melee. In fact, if you ever charge a Rhino or another Rear AV 11-10 Vehicle (Like an Artillery piece or a Leman Russ), 2 Heavy Chainswords are better than a Lascutter, have other uses and cost the same. Agents are models useable by any HH army. The latest FAQ can be found here (February 2019). Given both the hard 12 cap on additional hits, plus the horrible Gets Hot!-specific penalties on Chain Firing, dual-using Plasma Pistols is both exceedingly risky AND inefficient. Going full speed, they can move 42 inches by turn 2. The best part? There are some boxes that need ticking in a list, Anti-Air, Anti-Horde and Anti-Deathstar. The first do well enough at cleaning up after themselves. Compulsory Troops must have the Scions of the Ravenwing rule. Although enemies going to ground will increase their cover save, the Iron Warriors can deal with using Thallax, Warsmith and Iron Havocs. to convert into a leader for my Night Lords Legion force. Sons of Horus can take them for their Reavers, non-terminator command squads, Seekers, and regular Boxnoughts. They are THE offensive-siege specialists, coming to make a mockery of the enemy's hiding places, make them keep their heads down and claim No Man's Land as their own without giving any terrain themselves with their special rules and wargear. However, you still need to score so keep your reduced number of troops well protected. Attach Erasmus Golg to a Red Butchers terminator squat in order to give them, Unless you're going against regular marines you should, As of Malevolence, Forge World has recognised how broken these things were and. They also shine in the Angel's Wrath RoW because as Jump Infantry they gain Hit and Run with that RoW and can charge again and again. If you want to micromanage your army list or play with lots of exclusive equipment like Plasma dakka and Power Weapons just like in 40k and you're capable of using a sound strategy as opposed to relying on Just as planned, the First Legion welcomes you. Unless you want an Achilles why are you not using them as DTs? The 5+ cover save won't protect you that much and being clumped together makes templates the bane of your forces but librarians with shrouding can provide the needed boost to keep your guys alive. Larry Vela 3 Minute Read October 28. Legion forces might have a kit of cool stuff but most of the units are far more restrictive in what they can do and what you can take. Thus grants you some access to each of their special rules and units. Axes as such are the go-to option, given that they are decent against almost everything (only light infantry fall outside the axe's cost-effective zone, and they can be dealt with by regular Chainswords anyway) AND they're the only choice that deals well with Terminators and HQs. Then your Unwieldy weapons are going to have quite some fun. Conversely, since it costs as much as two other dreads, if you're considering a mixed approach you might be better off actually buying two regular dreads, one built for close combat and one built for shooting. While having "Inertial Guidance System" rule described in frame near it's profile, Anvillus. In this case you should always give him a Power Axe to kill anything that isn't tabled after two rounds of Rad Grenades and a Chain Fire salvo. Furthermore, the bonus to Invulnerable saves doesn't stack with any other source that normally boosts Invulns, such as special rules, psychic powers or equipment like a Cyber Familiar (so just stick with an Iron Halo/Cataphractii Armour). Notice it says specifically "Outnumber at any initiative step." They can also be upgraded with Sunset and Sunrise blades which are power swords with some pretty nifty abilities and grant a bonus attack for 2 cc weapons. I am allways a Fan of the Alpha Legion Specific Saboteur (especially in Combination with Armillus Dynat). Horus, 12 Justaerin Terminators and a Chaplain just deep-struck in your deployment zone? Deadly against anything not wearing power armour, they can still get the upper hand in Astartes vs Astartes fights by forcing failed saves and winning close combats, and their wide access to FnP will make them stand out on infantry-heavy battles (especially on ZM's close quarters...if you play that), but struggle against mechanized lists, since vehicles don't bleed. So your Moritat doesn't have to take the same damage he dishes out or. In most games it will limit you to three, so in the long run its still not a huge amount of points or models, just a lot of Rhinos or Land Raiders. If you wanted lots of flyers remember Caestii, Fire Raptors and Kharybdii are HS too. Malefic can be trickier to use because of its high warp charge costs and warp charges are things that Heresy armies do not generally have with, On the whole, it's best to keep these guys cheap and simple. You can find him here, underneath Farith Redloss. Do keep their cost in mind as a full unit with glaives can be pricey, though is now cheaper with power weapons and glaives going down by 5 points per model. Lascutters doesn't benefit from the Marauders' improved statline of A2, only hits on a 4+ and if you just had to charge that higher-AV vehicle you should've at least kept your meltabomb alive. Not being able to go to ground is mitigated by Inviolate Armour. If you're still using him anyway, give Biomancy a pass for Psychic Shriek (yes, even though he's only BS 4); Intimidating Presence makes it more likely the enemy will take an extra wound or two, assuming you hit, and you can spend your Psychic Phases pretending he's a weaker Librarian. Destroying a Lord of War nets the enemy some VPs depending of their type: 3 Lightnings can mean 3 easy VPs for the enemy, so be careful! For transport options these guys can take either the Proteus or Phobos models of Land Raider (hint: one of them is an assault vehicle) or if you want to get beaten over the head with a model from your own army they can have a Spartan Assault Tank. This isn't a great loss, if anything it means they're the best fit for being equipped with an Autocannon/Lascannon + Heavy Conversion Beamer to first pop enemy transports then nuke the squads running away. The first and most important thing to remember about a legion is this: Everything is expensive as fuck and not worth their points. So you can take as many you want, within reason of course. Said unique units are also surprisingly good in melee if you kit them out correctly, and while they're not going to out-assault the World Eaters, they can still take an unprepared opponent off guard. User account menu • Emperor’s Children Legion Centurion. The Sabre can also a take a pintle mounted weapon, which can either be a Combi-Weapon, a Havoc Launcher or a Twin-Linked Bolter. Something nice to remember is the effect of Interlocking Tactics on the Autocannons and Cyclones (when firing Krak Missiles only, as the tactics don't affect blasts as mentioned earlier) these guys can lug around, which essentially gives them Shred against Astartes infantry, and those Cyclones will ensure those big scary Tactical blobs with those cheeky apothecaries can be mowed down with pretty much guaranteed wounds that ignore both their armour and their Feel No Pain. Michael Flügger. For the Space Marine infantry unit, see Centurion. : Papa Sang can never claim the extra attack from 2 CCWs, due to Infernus not being a pistol, and his Spear is two-handed. If your Jink saves and AV12 kept you alive, on turn 2 you can move 6" (without burning anything), disembark-move 6", and then charge at some bitches. Your in a fortification, rerolling cover saves of 1 or upgrading its AV. Reapers of Hosts might be the best one for general use since it gives Cenobites 4 melee attacks each on the charge if they can get into BtB with 2 or more guys. Players can choose which orders they belong to, which you can at the start of the game and it's always in effect: +1S when attacking AV11+ vehicles in melee; +1 attack if they were charged; roll an extra dice for Deny the Witch (bear in mind they have Adamantium Will); re-roll 1s to hit if fighting (or in a challenge with) a WS5 or higher opponent; re-roll 1s to wound against T5 or higher opponents (Greatswords will be even more spooky for any Mechanicum or Daemons); +1 attack in a turn which they start the fight in base contact with more than one enemy; May re-roll all failed hits and wounds against an enemy unit that either contains a Psyker, Brotherhood of Psykers or is under the effects of a blessing (so Thousand Sons and Word Bearers really). This can be tactically challenging for some army types, but the Vlka Fenryka wouldn't have it any other way. If you are constantly forced to deal with such units then a Lightning can force your opponent to think again. One would think that it might be kind of risky to buy from these guys, but this is not the case. Jump Packs are an amazing choice on these guys. 3++ Cataphractii and. Dare enter my Astartes Fortress? FW have decided in their infinite wisdom to make it viable to be able to field an entire detachment of Imperial Knights, and so we get this: Hoo Boy. Close. As a tank, it can be taken in an Armoured Breakthrough list for alpha-striking capabilities with Predators as compulsory troops. You probably won't even notice that they exist, but you could instead take heavy chainswords which are essentially meteor hammers that give up their special initiative rules in exchange for costing half as much; don't bother, if you're on a budget you're better off sticking with the default axes. Because it's not mandatory for them to accompany him, you can make Remus join another unit and thus have two separate Fearless bubbles, great for assaults. There are only two things to keep in mind, the first is that Cortus Dreads are BS4, this will noticeably affect their damage output in comparison to a Contemptor-Primus (the normal variant) and they can only take one Heavy Conversion Beamer. Don't be an ass and use 40k models as a majority in your army, especially if they are unconverted. In addition, certain Consuls are outright replaced (whether or not the Fenrisian version is better is up for debate). Bring a Damocles Rhino as one of your HQ, allowing you to bring yet another non-tank unit while also improving your reserves (stacking with the Proteus' bonus) and giving you an Orbital Strike, thus ensuring the only non-wrecked vehicles on the table are yours. Their ranged weapon is only 12" but the volley they unleash is insane due to the ignores cover, only Strength 4 but phew that's a lot of AP2 shots even before the combats begun, so this unit can really dictate and control favorable fights. Not a problem for most for the most part as you can take Assault Marines or Magnus so troops won't have to foot slog. Then join the ranks of the Unbroken Blades and let doom stalk a million worlds! Cause Night Fight automatically on turn one, continuing on turn two on a 4+. Bonus consideration: don’t forget how well this works with attached Apothecaries and other units with feel no pain. No, you can't give them Terminator Armour, but Artificer Armour + Refractor Field will help sustain their presence long enough to earn back points. You still have to have a solid, core plan, and stick to it, but it is the fringe elements of the army that are flexible and more readily arranged to assist a solid core. Abusing, sorry, utilising this to the maximum is a sign of the cold logic the Iron Tenth is known for. As Maloghurst is unable to Run or Sweeping Advance, the best unit to put him with is one equipped with Cataphractii or void hardened armour; his Fearless will make them into a solid anvil, and his disabilities will not impede them in any way. Volkites Chargers are only good when using a full squad and can get five(4 plus the Combi-Weapon). Aquilas (like on banners, chests and every inch of every vehicle) if you're a Traitor. curse Forge World for not making rules for the real Deliverers. That all being said, the shield does NOT interfere with your two weapon bonus the same way as Boarding Shields do, so you get the same protection as Tartaros Terminator Armour for less points and more attacks, with the added bonus of a 4++ against shooting. Do you think the new edition's Primaris lore sucks ass and want to bring back the old glory days of the Badab War's flavour and model customization? 92 of Legiones Astartes: Age of Darkness Legions, so if you want to play Loyalists, choose another Legion. Master of Signal * Power Armour. While there are plenty of units in the 30K game with Implacable Advance, with fancy Legion-exclusive Terminators as prime examples, the standard Terminator squad sits at the heart of of, VERY important note, 30k techmarines are NOT Independent characters nor can they take bikes, "reinforce" ruins or join squads, which is a shame since their augury scanners (to guard their tanks chums from infiltrating meltas) and specially, The Servo-Automata have several weapon options, most of them geared to hold the line like Rotor cannons, Heavy Bolters, Multi-Meltas and Missile Launchers (Frag & Krak), the latter which has the added bonus of being able to swap those munitions for Rad Missiles if their Techmarine also has Rad Grenades, means you can create miniature Devastator squads and. The army may not take a fortification or an allied detachment. 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