will be much, much more vulnerable to the White Scars player than other armies. Firstly, all As well as Chapter Tactics, there’s a range of ways to further customise your White Scars.
I know it butchers the fluff, but it is the case with Imperial Fists as well. Nothing ever wrong with another save roll for Iron Hands but does not stand up to UM / RG / WS IMO.Here's hoping the Chapter Stratagems go some way toward making up the difference… though from the sounds of it, the White Scars and Raven Guard ones are already pretty powerful.I think Salamander's is insanely good. He hits decently hard in combat so get him in there is you can, but remember: he’s there to buff the other units. If the Shield Eternal isn’t the right tool for the job, the Armour Indomitus is great if you are facing horde style armies for that sweet 2+ save.Suffice it to say, this gentleman is an all-star. Also somewhat constrained by my collection. The formidable anti-infantry firepower a squad represents has thus made them at least somewhat popular, and they’re obviously good in Scars as well. Oh yeah – Salamanders characters are going to be brutal in melee. It all adds up to something that looks genuinely compelling, and I’d be keen to try this out.Blood Angels Reivers.
Weird. Iron Hands tactic is still way better than anyone gives it credit for, just like last edition. While I am forced to take them and they are expensive in this list I have a lot of 2 wound models or units with storm shields. I've been playing since 3rd edition (I was mid 20's) and yeah, I DID walk away for 7th. However, I think it's more likely that each other faction will simply get one universal ability (and one or more stratagems) that is common to all their units. As we went in to some depth about the Captain above, suffice it to say he’s a stud. The various Traitor Legions have some…So, look, I'm not real happy about these chapter tactics. In fact perhaps one of the main things we should take away from these discussions about chapter tactics is that their effects will be very uneven -how useful they are will in many cases depend on the opponent's army at least as much as your own. For some quick math, brings the odds of a meltagun/multimelta getting a wound through on a standard tank from 44% to 79%, a staggering 80% increase in effective damage. It makes the old Thunderbubble concept with shooting Terminators insanely powerful potentially.Black Templar have always been the orks of space Marines.White Scars seem really solid, but this edition they can’t hide in hth. As a melee army, I'm not really bothered by either – I'm generally doing enough wounds to drown a couple of 6++ (except vehicles, but fortunately they don't get. Or perhaps the overcharged pistols are enough.Lastly, I’m having trouble using scouts effectively.
How do you use them? JeezJust wanted all that ^^ guff to end in a way that would provide closure for anyone else reading the thread. 15% damage reduction is still a powerful tool, because it means all your squads are that much tougher to remove. Now, t’were I made “King of GW,” I’d actually hold off until the second year of Eighth Edition to release Codices for “Vanilla” Imperial Guard with separate supplements for Catachans and Tallarn (with tiny fluff sections for a few other “barbaric” Regiments) and one for Elysians and Storm Troopers (with small bits about other “advanced” Regiments). The Catachan Regiments have restrictions on what they can take from their list.