Post by mattblowers on Jun 25, 2015 12:47:17 GMT
I'm only a few games in against the new SM and they appear to be really strong if handled correctly. Now the players I've been up against are a bit rusty with them, but we have been game play testing them and they appear to be really nasty when you get them figured out. I don't think grav is the strongest thing we have to worry about, we can negate that with (please do not swear) saves, lord knows we have plenty of those to chose from.
40K is a dice game and the biggest thing for me in terms of competitive is anything that can negate the randomness of dice. SM has that in spades. Consider this: If you take an Ultramarine strike force with 2 demi-companies your tactical squads will have a minimum of 4 turns rerolls in the shooting phase. Devastators and centurions will get that for 2 turns (plus one model gets it a 3rd time for 3 point upgrade), and assault marines will get rerolls in the assault phase for few rounds. Everything else will get to re-roll ones for at least a few turns. Combat tactics specifically state that you can use them for each time they are listed in a formation. Ultramarines get them standard. Strike force gives them two you again, and then demi companies allow you to use the tactical doctrine 1x for each demi company and it effects ALL demi companies. I know this is confusing and we spent a good bit of time on it, but the rules are clear.
For clarification:
1. Take the strike force formation. This gives you combat doctrines 1x
2. Take Ultramaries. This gives you combat doctrines 1x.
3. Take 2x demi companies in the strike force (this also gives you rhinos/rhazorbacks/drop pods for FREE). This gives you tactical doctrine 2x.
That is 4x that you can use tactical doctrines. That's 4 turns of what is basically TL on a minimum of 6 units. Prescience was changed to a WP2 for a reason and this SM not care a wit about prescience.
**: I'm not a SM player and I may have some names off a bit or have may not have said everything exactly correctly, but the basic premise should be fine. Point me out if I am wrong though. I've spent a decent amount of time pouring over the rules, but I'd love to know I've gotten it wrong.
40K is a dice game and the biggest thing for me in terms of competitive is anything that can negate the randomness of dice. SM has that in spades. Consider this: If you take an Ultramarine strike force with 2 demi-companies your tactical squads will have a minimum of 4 turns rerolls in the shooting phase. Devastators and centurions will get that for 2 turns (plus one model gets it a 3rd time for 3 point upgrade), and assault marines will get rerolls in the assault phase for few rounds. Everything else will get to re-roll ones for at least a few turns. Combat tactics specifically state that you can use them for each time they are listed in a formation. Ultramarines get them standard. Strike force gives them two you again, and then demi companies allow you to use the tactical doctrine 1x for each demi company and it effects ALL demi companies. I know this is confusing and we spent a good bit of time on it, but the rules are clear.
For clarification:
1. Take the strike force formation. This gives you combat doctrines 1x
2. Take Ultramaries. This gives you combat doctrines 1x.
3. Take 2x demi companies in the strike force (this also gives you rhinos/rhazorbacks/drop pods for FREE). This gives you tactical doctrine 2x.
That is 4x that you can use tactical doctrines. That's 4 turns of what is basically TL on a minimum of 6 units. Prescience was changed to a WP2 for a reason and this SM not care a wit about prescience.
**: I'm not a SM player and I may have some names off a bit or have may not have said everything exactly correctly, but the basic premise should be fine. Point me out if I am wrong though. I've spent a decent amount of time pouring over the rules, but I'd love to know I've gotten it wrong.