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View Full Version : Unsung Options in the SM codex



Laughingmonk
11-09-2009, 05:27
After a break from 40k I have returned to a new edition.. and a new codex. My Iron Hands are on the rise again, and many of the new(ish) options in the codex open up new avenues to purge the weak.

However, while some things changed drastically, like the new storm shield, and the re-do on pretty much every space marine character, several units and weapons that I wouldn't have considered before have changed in slight ways to make them more desirable.

Here a few that I intend to use:

1.) Land speeders. The option to take a second heavy bolter on these babies excites me. I will make a squadron of 2, each armed with 2 heavy bolters. This is a very cheap squadron with the firepower of a devastator squad, and the range to halfway keep out of harm's way.

2.) Dreadnoughts. Many sing the praise of the new ironclad, but the 'nilla dread's new option to take a pair of twin linked autocannons will most likely appear in every list I write. I foresee many uses with this guy. I may even use two.

3.) Heavy bolters, and more heavy bolters. They are cheap, and since everything seems to get a cover save nowadays, not to mention being severly outnumbered vs. everyone else, taking as many heavy bolters and assault cannons as possible seems to be the way to go. If a vehicle needs to be destroyed, that is why they invented powerfists (or a rear armor value!). Or I could just stun lock its shooting with machine curse. Most everything else will 'splode from the sheer firepower of heavy bolters, autocannons, and assault cannons. At least, that is what I am hoping.


So, what are your hidden gems? What simple options (or rules) pushed a unit over the edge for you to use, that you didn't use before?

threewolftats
11-09-2009, 06:02
definately heavy bolters for me..... I had chosen my devestator squad with Plasma cannons and Missile launchers..... and watched as they missed 5 out of every six shots because of scatter..... while my scout with heavy bolter just mowed down nids.....

Khorneflakes
11-09-2009, 08:09
whirlwinds for me, and a ironclad in a droppod. played ork in the weekend and on the 1st turn cooked me 60 of them !

DEADMARSH
11-09-2009, 10:08
After a break from 40k I have returned to a new edition.. and a new codex. My Iron Hands are on the rise again, and many of the new(ish) options in the codex open up new avenues to purge the weak.

However, while some things changed drastically, like the new storm shield, and the re-do on pretty much every space marine character, several units and weapons that I wouldn't have considered before have changed in slight ways to make them more desirable.

Here a few that I intend to use:

1.) Land speeders. The option to take a second heavy bolter on these babies excites me. I will make a squadron of 2, each armed with 2 heavy bolters. This is a very cheap squadron with the firepower of a devastator squad, and the range to halfway keep out of harm's way.

2.) Dreadnoughts. Many sing the praise of the new ironclad, but the 'nilla dread's new option to take a pair of twin linked autocannons will most likely appear in every list I write. I foresee many uses with this guy. I may even use two.

3.) Heavy bolters, and more heavy bolters. They are cheap, and since everything seems to get a cover save nowadays, not to mention being severly outnumbered vs. everyone else, taking as many heavy bolters and assault cannons as possible seems to be the way to go. If a vehicle needs to be destroyed, that is why they invented powerfists (or a rear armor value!). Or I could just stun lock its shooting with machine curse. Most everything else will 'splode from the sheer firepower of heavy bolters, autocannons, and assault cannons. At least, that is what I am hoping.


So, what are your hidden gems? What simple options (or rules) pushed a unit over the edge for you to use, that you didn't use before?

Razorbacks are something I never would've bothered with before, but now they don't seem half bad. Dunno about paying for the upgrade weapons, but 40 points for a twin-linked HB transport doesn't seem like a bad thing in my book.

DISCLAIMER: I am one of those guys who plays mech vets Guard. :)

Vorenus
11-09-2009, 12:58
Agreed, Deadmarsh. A Devastator squad in a Razorback with Lascannons, or a CC specialist cCommand Squad in a heavy bolter equipped one. Mmmmm.... I also like the very flexible weapons options in the two Veteran squad options. Expensive, yes, but so very killy. I was pondering the Thunderfire last night. It seems like a very cheap way to field a Techmarine. Not bad points cost for the cannon itself, and when it gets destroyed you've got an awesome CC unit.

e2055261
11-09-2009, 13:06
I always thought that a predator annihilator with heavy bolters a cheap and effective platform...

Razorbacks are worth it in the new edition and they always seem to survive somehow.

pookie
11-09-2009, 15:56
LC and SS armed Command Sqd with attached Chappy - reroll to hit and wound, very nice! ( expensive! - but a nice littel unit, plus will look very good imo )