The Black Legion is a Traitor Legion of Chaos Space Marines that is the first in infamy, if not in treachery, whose name resounds as a curse throughout the scattered and war-torn realms of Humanity. The First Legion is more of a vanilla fighting force when compared to its 40k incarnation. Given the obvious parallels in both fluff and crunch, it's worth making a comparison between them and the proper Tyrant Siege Terminators. Basically, The Primarch's Wrath, but for Primaris, that doesn't need Bolter Discipline for 4 shots. : Mortis is a character sniper shot but on steroids (S5 Ap-2 D2 and additional MW on 6 to Wound); Executioners because fuck your stealth units (+1 to hit and ignore cover), and Hyperfrag for anti-infantry and overwatch (AP0, D1, but are Heavy D3 Blast). Spamming them may be a good strategy as Havoc Launchers are now options for those taken in the Elite slot. Your army needs a plan to combine your special rules and if you don't have that, your units will become horribly inefficient. Very popular, if not dominant by all means due to its slowness. 8th Edition Tactics are here. Note: Ultramarine units just HAVE to be better than their copies (Invictarus & Locutarus Storm Squad) because reasons and are heavily underpointed for what they are bar Fulmentarus Terminator.

Vanguard Veterans are little harder to come accross in the combinations you need A hobbiest and converter can take old school assault marines (cheap as noone wants them as a base model). One of their unique Rites touches on the "black rage" theme, giving you resilient and steadfast but tactically limited options with which to throw at your enemy with abandon. With Heavy Bolter Sponsons this will mathematically delete a 10 man squad of GEQs per turn. DC, like Chaos Berserkers, have to worry about overkill. Dangerous to monster and even vehicles sized targets, it's begging to be combined with a source of +1Str/to wound so it gets to harm MEQs on a 2+. If your opponent doesn't have a swarm army then you're already laughing. Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Blast away an infantry target, and then charge the last 2 surviving models for an easy few inches more movement. This thing is the ultimate counter to castling, and here's why...Here's an example: Your opponent has a tasty Whirlwind Scorpius you want to deliver a melta squad next to, but has surrounded it with marines. and the Red Thirst is the sweet sauce on top. While Volkites Chargers are nowhere good as Plasma Blasters (or the Casters for that matter) have the same almost the same range and number of shots. 5.

That, besides being Elites, you can also field them as. All units below include the stipulation that 'Only one of this unit can be included in your army.' They have the same stats for a few points less, and it's the only gun the normal dread can double upon. And they are the friendliest force in the Horus Heresy, with nine Sworn Brothers, only three Distrusted Allies (WE, DG, TS), and 0 "By the Emperor's Command's", Salamanders have a rich gamut of supplement options. (Differences between still existing tech, like Combat shields, are explained in the tabletop because of different ruling between Forgeworld and Games Workshop). In fact now that the FAQ has given Champions the Paragon Blade option its actually more expensive to give them a Glaive than that. This is especially shitty because he only gets a bolt pistol and knife - shooting's out of the picture. That way he comes on from reserve granting rerolls charges to the units that come alongside him and hopefully fells one granting them +1 to hit - broken. When your enemy's turn comes around (and thus it's the beginning of a new game turn) activate the cloaking array and survive that turn.

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black legion tactics 9th edition

Always stick this on someone. Consider accompanying him with a Forge Lord: not only can it help keeping the transport alive if it receives any damage, but with rad grenades it will allow you to ID your opponents at I6 on the charge, so anyone without EW or a very solid invulnerable save is pretty much fucked since you have 7A at WS6. You should put a Dread on board and as many Company Veterans as you can, but, of course, be aware that melee units that can't, You can also field this ranged style (see below), or mix the two; Sanguinary Guard can. 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). Your heavy firepower will be late to the party and your non-infantry units don't gain Outflank to make up for it. Nothing to get to Assault Doctrine faster. Similar to the planetstrike defender, providing a lot of stationary firepower and several fortifications.

While on a PT for PT comparison of above stats the above analysis is largely correct pt for pt DC are weaker. In big games with enough points to spare (~.

You wouldn't use unconverted WW2 models for a WW1 army, would you? Now thats 120 points for 5 guys without jump packs and only 1 wound each, but this unit can deal a ton of damage. The Heavy Conversion Beamer occupies a specific niche, which can be extremely useful when making long range, corner-to-corner shots where it acquires S10 AP1 large blast that makes. 9th Edition decided that instead of spending CP, you're instead required to spend points/PL in order to get these upgrades. Cortus Dreads have the same option as regular Contemptor Dreads, so all of the advice that goes for them goes here. This is the only practical way to get him to buff melee combat; the best fellow buffer he can have for that is generally a Sanguinary Priest for +1S. More valuable on low AP weapons. Try multi-charging, though be sure to mitigate overwatch whenever possible. Ouch - Spawn are a lot less charming when they're eating up your own units. Don't think you are restricted to the 'stereotypical' army for a legion, however. If Sevatar is taken, he can take a squad of these bad boys as a command unit. Other options may be cheaper, but only Troop choices have the slots to spare, and the heavier options are better off taking advantage of the rerolls rather than merely marking targets (eg. The only thing you can say for certain about Alpha legion tactics is that they're an infantry-heavy army with more CC attacks than you'd expect, though mechanized-infantry and Deep Striking lists are quite viable, and potentially devastating when pulled off. Finally, it should be noted that Loyalist Word Bearers are nonexistent, which reflects how in the backstory the Word Bearers had 40 years to cleanse their Legion of any loyalist dissidents, see note on pg. Instead work up the board normally using your character status as protection, or jump out of a stormraven. Hang back in LR crusaders or use Jump Packs and let loose turn three; frankly, it's like 7th when trying to add up and account for all the modifiers and +1s your marines will be under, but when you get it right, you will crush everything. Having strong ties with the Mechanicum (especially the Ordo Reductor), mechanized formations are also within their scope of warfare, as well the inclusion of battle automata, although common builds include lots of Heavy support choices as well as lots of Barrage weapons. It's not likely to be of much importance, but it's worth knowing about. They'll think twice when charging with a T3 unit against 4D3 flamer hits. Infantry units without Heavy, Salvo or Ordnance weapons get Hit & Run and Outflank. You still have to plan ahead so your Hidden Blade forces arrive at just the right time, though. No more than a single unit each of Bikes, Jetbikes, or Flyers may be taken. Volkite Charger. Keep your horde on the other side of a debris, such as a crater, from a unit you that is a melee threat to them, this will give you more time to focus fire on the model, so that you can thin it out before risking a melee that you ultimately don't want. Psykers face restrictions on Daemonology: only units with the Daemon type or someone with explicit acess to it (i.e. However, if you parse the text without the formatting and you're left with (paraphrased) "if units in this unit’s Detachment has either the Chaos and Renegades or Unaligned keywords, this unit gains the Objective Secured ability." On the broad picture ALL your infantry gets better for assault, and if you bring means to reroll hits, like a Chaplain or use Berserker Assault (Hatred) you'll earn a, It's not something to use all the time but it has uses and it's worth remembering it. As we can see, it's an impressive unit with compelling abilities... but dear lord, it's expensive. Extra protection vs witchery. Don't puss around though... Take 15 with bolt pistols and as many power weapons/fists/hammers as you can afford. In this era, the Legio Prima has a high degree of customisation with each unit/character being able to have his own history and special rules and they have a wide variety of cool toys both melee and ranged (mostly plasma), an uncommon balance available to few others. However, through design or bad writing, that rule is not stated to apply to BA successors so if you want this Flesh tearer it is. Sky Slayers are also a good choice for the heavy slot. When playing against a Heresy list, most players wonder 'How am I going to crack open an Armoured Ceramite'd LR?'.

The Black Legion is a Traitor Legion of Chaos Space Marines that is the first in infamy, if not in treachery, whose name resounds as a curse throughout the scattered and war-torn realms of Humanity. The First Legion is more of a vanilla fighting force when compared to its 40k incarnation. Given the obvious parallels in both fluff and crunch, it's worth making a comparison between them and the proper Tyrant Siege Terminators. Basically, The Primarch's Wrath, but for Primaris, that doesn't need Bolter Discipline for 4 shots. : Mortis is a character sniper shot but on steroids (S5 Ap-2 D2 and additional MW on 6 to Wound); Executioners because fuck your stealth units (+1 to hit and ignore cover), and Hyperfrag for anti-infantry and overwatch (AP0, D1, but are Heavy D3 Blast). Spamming them may be a good strategy as Havoc Launchers are now options for those taken in the Elite slot. Your army needs a plan to combine your special rules and if you don't have that, your units will become horribly inefficient. Very popular, if not dominant by all means due to its slowness. 8th Edition Tactics are here. Note: Ultramarine units just HAVE to be better than their copies (Invictarus & Locutarus Storm Squad) because reasons and are heavily underpointed for what they are bar Fulmentarus Terminator.

Vanguard Veterans are little harder to come accross in the combinations you need A hobbiest and converter can take old school assault marines (cheap as noone wants them as a base model). One of their unique Rites touches on the "black rage" theme, giving you resilient and steadfast but tactically limited options with which to throw at your enemy with abandon. With Heavy Bolter Sponsons this will mathematically delete a 10 man squad of GEQs per turn. DC, like Chaos Berserkers, have to worry about overkill. Dangerous to monster and even vehicles sized targets, it's begging to be combined with a source of +1Str/to wound so it gets to harm MEQs on a 2+. If your opponent doesn't have a swarm army then you're already laughing. Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Blast away an infantry target, and then charge the last 2 surviving models for an easy few inches more movement. This thing is the ultimate counter to castling, and here's why...Here's an example: Your opponent has a tasty Whirlwind Scorpius you want to deliver a melta squad next to, but has surrounded it with marines. and the Red Thirst is the sweet sauce on top. While Volkites Chargers are nowhere good as Plasma Blasters (or the Casters for that matter) have the same almost the same range and number of shots. 5.

That, besides being Elites, you can also field them as. All units below include the stipulation that 'Only one of this unit can be included in your army.' They have the same stats for a few points less, and it's the only gun the normal dread can double upon. And they are the friendliest force in the Horus Heresy, with nine Sworn Brothers, only three Distrusted Allies (WE, DG, TS), and 0 "By the Emperor's Command's", Salamanders have a rich gamut of supplement options. (Differences between still existing tech, like Combat shields, are explained in the tabletop because of different ruling between Forgeworld and Games Workshop). In fact now that the FAQ has given Champions the Paragon Blade option its actually more expensive to give them a Glaive than that. This is especially shitty because he only gets a bolt pistol and knife - shooting's out of the picture. That way he comes on from reserve granting rerolls charges to the units that come alongside him and hopefully fells one granting them +1 to hit - broken. When your enemy's turn comes around (and thus it's the beginning of a new game turn) activate the cloaking array and survive that turn.

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