Good day, fellow wolves in sheep’s clothing! Today I’m going to address a few of the points that were brought up by commentators on my piece about the suckitude of Tactical Squads. I don’t address every single thing that was discussed up but I tried to cover what I felt needed more indepth analysis. I may revisit this topic again sometime in the future, though. Without further adieus:
Many peeps have brought up the fact that Marines have awesome buff auras available to them and that leaving them out of the equation in my article was distorting reality. Normally that would be a valid point, but it leaves out the fact that I did not take into account any sort of buff for the Guardsmen (such as FRFSF, Yarrick’s aura, Cadian doctrine, etc) either. In any case, I went back and did the math, and I have some bad news for you if you thought Captains/Lieutenants were going to save the day…
Good day, fellow apex predators! Today I do a bit of math-hammering to figure out why it is that my Tactical Squads perform so poorly on the tabletop. While I am using Tactical Marines in my calculations, I believe much of what I’m about to write could hold true for a lot of elite infantry units.
If you’ve read my last post, you will already know I’m in a bit of a sour mood lately as far as 40k is concerned. Aside from the issues I brought up in that maudlin essay, one thing that has bugged me a lot is how badly the infantry in my army (Space Marines, in case you weren’t tracking) has been performing – and Tactical Squads chief amongst those.
Now, don’t get me wrong: not ALL Marine infantry sucks. Scouts, for example, are a great unit – though even then, the reason they are good has a lot more to do with the impact they have over your overall survivability (by denying a huge amount of real estate for enemy Deep Strikers) than with any other intrinsic qualities the unit possesses.
Yes! An actual detailed and involved post – apologies for being quiet lately but took a six week holiday and just getting back into the swing of normal life.
As a precursor and ongoing to our Grey Knights codex review (well the units at least…), let’s break down the Grey Knights weapons. A lot of them are very similar to your standard Imperial weapons but their access levels are significantly different (i.e. meltaguns, plasmaguns, flamers are not readily available in a pure Grey Knights list). Instead, they have a different series of weapons which replaces the tried and true Imperial Weapons.
The Stormraven is king of the skies currently, with T7, W14 and a 3+Sv, on paper it is more durable than a Leman Russ. Throw in it’s hard to hit rule and it’s durability goes up considerably. It is however, expensive but Space Marines (and Grey Knights) have two other options in flyer support – the Stormhawk Interceptor and Stormtalon Gunship. The Interceptor is designed to be more effective against other Flyers with its Interceptor rule (+1 to hit against units with the Fly special rule) while the Stormtalon is more effective against ground targets with its Strafing run (+1 to hit against units without Fly special rule). Right off the bat if you’re going against multiple Fly units, the Interceptor seems like the clear winner but let’s dig through and see if there’s an actual difference.
Following on from our Sisters review and our mathammer articles (specifically the Tau one) I thought it was time to have a look at how we analyse weapons. This maybe really apparent to many people but it’s good to discuss.
So first things first, what is in a weapon profile.
Today I’m looking at some of the best ways to use the Command Re-roll stratagem.
Once upon a time, Brother Corbulo had a unique ability. He let you re-roll ANY single dice during the game. I remember the first time I heard of someone re-rolling the “does the game end” roll. It was at the Australian Team Championships, and turned a loss into a win. Now, that ability is available to everyone!
I really wanted to delay this again just for Prom :).
So finally – we have Tau weapons. We are going to start at the entire reason everyone plays Tau – the Crisis suit (if you don’t play Tau for Crisis Suits, I am not talking to you).
Hi all, unfortunately Neil has noticed a mistake in the weapons spreadsheet which has made D6 damage weapons seem a little bit better than they actually are.
The updated spreadsheet is here with the explanation below. If anyone has used the previous spreadsheet, please make sure to fix this error or use the new spreadsheet. Same as for people you have shared this with. Apologies!
Anything with D6 damage was being calculated with the Quake Cannon’s “Minimum 3 Damage” rule.
The problem is D6 appears on the lookupo table twice, the second one should read “D6(min3)” – I’m not sure when I introduced the error exactly, but it affects the IG article onwards. Means Lascannons and such are 12.5% better than they should be.
Also mention that if people have already started entering other race’s weapons etc, they can fix the lookup table themselves, by changing cell J26 from “D6” to “D6(min3)” on the Lookup Table sheet.
Using Neil’s awesome spreadsheet, I’ll be doing two posts on weapons of 8th edition – one for Eldar and one for Tau. You can also find the spreadsheet for general use here.
We will start with Eldar.
Unlike the Imperium armies, Eldar have a lot less weapon variety to go through but there is a specific group of weapons that are options repeatedly – the Eldar Missile Launcher, Bright Lance, Starcannon, Scatter Laser and Shuriken Cannon. Let’s check these first.
Hi everyone! I’m back with some more weapon comparisons. The most popular request in the previous columns was for Astra Militarum. I’ve decided to look at their heaviest weapons.
How to Read the Table
A refresher for those who haven’t read the previous article, here we see how some basic Astra Militarum weapons stack up against various enemies. The weapon stats are shown in blue, with a column in green and red for each enemy. For example, a Guard with Toughness 3, 5+ Save and 1 Wound. Pay attention just to the Toughness, Save and Wound listed about each column; the T7 3+ 8W column is relevant for the majority of Marine and Tau vehicles we’ve seen so far.