Infiltrate or Dreadclaw DTs (which can Heat Blast) will get them close, but being armed with Bolters means you'll have to choose either to Rapid fire Banestrike hoping for the best (~6.3 unsaved wounds) or charge and hope for the best too (~5.9). In all earnesty, the value of the four items presented here are so poor by the standards of other Legions that it isn't even funny. Put them onto a Spartan, keep the stock Heavy Bolters(you can't upgrade the Twin-Linked Heavy Flamers as far as we know) than add a pintle mounted Assault Cannon for a total of three, this will up the squad to 42 shots during the shooting phase. Considering that they are nowhere near as points-efficient as Veterans, take a look at this comparison and understand why Reavers are the unsung heroes of the Sons of Horus roster: A 15 man Assault Squad (Artificer Armour and Power Axe for the Sergeant) clocks in at 278pts. Sadly, he isn't Kyr, but if you stopped being a traitor and made Kyr the warlord you could play like you're him. While Destroyers now have the option of Grenade Launchers with Psk-Out munitions, buying Stasis Shells would be a waste of points compared to just taking two Rocket Launchers as Rad-Missiles are flat out better. 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. As Elites they do not normally score. With his ton of special rules, half of the Mutable tactics overlap. Allowing cyborg soldiers with better weapons, durable gene enhanced soldiers or to create the closest thing you'll ever get to a mutant army like Renegades and Heretics. Endurance in they way of holding the line with their noticeable morale buffs and being outright immune to Fear. Not a bargain, but a fair deal. You may not include any Primarch as part of your force, nor may it include any Blackshields. Compared to a plasmagun support squad, these guys benefit from ignores cover, a lack of gets hot, can deal better with terrain, have much better overwatch, a rad & stasis heavy weapon, and are cheaper. Normal Reserves are fine, though. First Founding Space Marine Legions Primarch. Remember that with no restrictions on Fast Attack slots, you can play with a good amount of Fast Attack units (which would normally require you to use no RoW or a generic RoW with the Xth Legion) like Land Speeders and flying units while your Immortal infantry absorbs charges and makes steady advances. Envision this. Heresy Armies can have tanks, lots and lots of tanks. -, This essentially breaks the RoW completely. Also, 1 point chainaxes are amazing for piling Strength 5 attacks on people. If you decide to ally Utterblight in with Daemons using your RoW, he becomes an HQ choice and automatically becomes the Warlord, giving his Daemons a d6 to re-roll when testing Instability and the ability to sub doubles on the Warp Storm table with Warp Surge (Giving all Daemons, which include your own guys with the Daemon USR, +1 on their Invul saves). 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. While he shines brightest as a support character, Ahriman is more than decent in a challenge should you roll Precognition; any T4 or less target without Eternal Warrior or a 3++ will likely fall to his Force Axe. This can be incredibly powerful against some enemies but against others a different trait may be more useful. Your two tac squads are good at one thing, and that is gunning down infantry, and they're not even good at that for their points. Sanguinius doesn't scatter, so stick him with a 10 man squad of Dawnbreakers armed with spears and a jump chaplain since you want to kill what you are charging due to the lack of invul on the Dawnbreakers. In games where both players are using an army with the same Allegiance, one of them will be treated as if they were fighting for the other allegiance for the purposes of that game (albeit without the normal restrictions that would otherwise apply). For a legion not known for their mobile, well anything, the Fire Raptor makes a surprisingly great unit for the Iron Warriors. As it has the same strength bonus, it’s straight up better against anything in less than power armour and has some more subtle benefits. A Plasma Support Squad will do more damage to T4 mathhammer wise, can be given paired Pistol/CCW for an extra attack (and Mastery of the Blade), can score, get better options for the Sergeant and Transports, and can be made to fit a different -Wing. Fitting their bias for melee, they also have access to a plethora of alternate deployment methods, by virtue of Fulgrim's strategic acumen and their very reliable outflanking available from one of their unique RoWs. Even before we include the Praetor's attacks, a basic charging Assault Squad with 2 axes, a fist and these buffs deals a little over 8.5 wounds to MEQ's (5.5 of these are AP2) compared to the 5 wounds the same Assault Squad does without these buffs (of which only 3.25 are AP2). Luckily 30k's Forts are pretty mean things, like the I can't believe it's not a Titan!® Primus Redoubt, and having so much AP3 weapons around means sometimes you want a little roof over your marines' heads. In many ways the Legions list is like a Craftworld Space Marine army, just manlier on a much larger scale (and manlier), and like the Eldar you need a good mix of units to be effective. Also, the Archaeotech Pistol is more accurate. Sicarans, predators and vindicator are all 3 HP and can start on the board to lay down some fire, with the sicarans being fast enough to keep up with the rest of the Legion. It can also sacrifice some of its cargo capacity for an Explorator Augury Web to get Scout and, as a bonus, ensue reserve shenanigans. It's probably best to check the Crusade Imperialis book (i.e. May not deploy more Tanks or Flyers combined than Infantry. Our Decurion equivalents are Rites of War and the alternate FOCs. Infantry that doesn't begin the game inside a transport begin the game in reserves. This relic is more useful when you go second: You could deepstrike your Moritat and Chain fire. "Legiones Astartes" rules that apply to models by virtue of being in the same detachment do not apply to Militia units. You need to figure out which unit to put your HQ into too, as only Assault Squads, Destroyer Squads, Angel's Tears, Command Squads, and Dawnbreakers, have Jump Packs at the moment, and as noted above you are already paying a lot for just your Troops so bring that command squad along may not be the best idea. Take into account that Primarchs and anyone without the Legion Astartes X rule can no longer get FNP from these guys so the deathstar or Primarch, Bodyguard and Primus Medicae is no longer a thing; although still useful for keeping the bodyguard alive though. Your cannon fodder, though most things compared to a Space Marine looks like cannon fodder. However Achea don't require a Consul at all. This page was last edited on 24 November 2020, at 22:47. For a completely free alternative, there’s no reason to skip on the chain axes unless you’re going for twin lightning claws. The Wolves are an assault legion with a focus on heavy infantry, and although the Emperor's Children may be faster once in combat, nobody gets stuck in as fast (with an alround running bonus, some units able to run'n'charge (! The Plasma comes off looking pretty good in this assessment, but the Archie is a safer bet for just mulching the ever-common basic Marine. However, this benefit does not apply to The Unbroken Vow, making that rite even worse. Very popular, if not dominant by all means due to its slowness. Remember, their purpose is not to outnumber the enemy, but keep them locked in combat so your 20-man Tactical blob can come in & finish the job. Not really. Favouring a fast, hard-hitting play-style using expensive units, can only be taken in missions where one player is designated as an attacker. He is also one of the few primarchs that comes with his choice of weapon: the legendary, In addition to the +1 to combat resolution, his, The Lion can take a squad of Deathwing Companions that can never leave him throughout the game. They are one of the very few options that can reliably threaten Spartans. There are some boxes that need ticking in a list, Anti-Air, Anti-Horde and Anti-Deathstar. FAQ (Nov '16) states that PE applies to the entire target unit if a single model has the IC rule, which is a huge buff for this ROW. This makes the Alphas. That said, you can take a Cortex Controller (available to Forgelords, Iron Hands and Iron Warriors), which will let you take any squad of unaugmented Thallax or Castellax in your Heavy support. If the enemy army has any units NOT falling back in its deployment zone then your opponent scores a victory point, if any of those units are scoring units, then they score +3 points. Remember also that Rapier platforms are elites choices, and are some of the most effective anti-vehicle choices around, even if they may not quite fit with the fast moving theme. This FOC follows the creed that you don't need flexibility when you have surplus firepower. Their AP is low, but Chainaxes were already getting stopped by power armor and better anyway, and with fleshbane combined with incarnate violence almost every hit will wound anything with a toughness value. Shooting squads also don't necessarily need a Transport, it'll only cut down on their shot count and you'll always reach the objective you want unless you intentionally deploy them poorly. Overall, Rampagers just aren’t a very good unit. It would be a decent Space Marine wood chipper if unnamed HQ's were allowed to take Plasma Blasters. Must take an additional compulsory Troops choice in this Detachment. Lascannons are also useful for taking down both tanks and annoying aircraft. Be careful though, as Assault Marines have tons of options, you'll be tempted to equip them all with your BA exclusive pistols and Power Weapons, but.