At least the jump units did receive a small points decrease. Either GW doesn't want us to have special troops or they wanted us to not step on the toes of other army codexes. Even the "terminator wing" character from FW only makes them SCORING and not troops. Perhaps GW thought too much FOC shifting was not in the nature of vanilla marines, seeing as we ONLY have the one shift: bikes, and no special troops like DA/BA/GK/SW.
#40K DROP POD RULES UPDATE#
First is with Korvydae, who has not received an update but FW has said to treat him as Chapter Tactics: Raven Guard, and the second is Fire Hawks chapter tactics. I would have loved it, as I much prefer a HQ with a jump pack rather than one with a bike.Īs it stands, there are only two ways to get scoring/troop jumpers in C:SM. I'm running 2 squads of 5 ATM, and I think your idea of a jump captain unlocking jump troops is not outlandish and has been suggested before. Let me know your opinion on this, would you let the person across the table from you play these rules? What do you think should change? What would you do to make jump pack units better? There are rumours of improvements for close combat (or is it just desperate hope?) which may make all these modifications unnecessary. I am also wary about changing too many things around with 7th edition round the corner. I am tempted to add fleet to the list as well but I am not sure if that is too much to ask just from chapter tactics. Chainswords with a bit more bite and cheaper weapons for the Vanguard to utilise. So both these rules target the problem areas identified earlier. Lightning claws cost 5 less points each to purchase. The chapter takes special pride in the use and maintenance of these prized weapons. The Crimson Minotaur Armoury is bristling with lightning claws at Chapter Master Alcaeus's request. Models using chainswords in close combat have the shred special rule. Consequently the simple chainsword is an exceedingly familiar blade to every Crimson Minotaur. With this in mind I am looking to design my own chapter tactics with the goal of making jump pack and melee units more competitive whilst staying true to the character of my chapter.Įvery member of the chapter trains extensively with all standard melee weapons before moving onto more exotic arms. Scouting, Outflanking marines in dedicated transports leads to some awfully fun strategies. Incidentally, I do recommend trying their tactics at some point. However, as I have been further writing my back story and fluff as well as after playing a few games I have realised these tactics just don't suit the brash, bull like nature of the chapters personality. Now for my Minotaurs I have been playing Raven Guard chapter tactics, being the most jump pack orientated. Though even with this you should still just take bikes, they are just better. Still, assault squads need it just to become competitive. I suppose you can't have every kind of space marine in vanilla marines with the opportunity to score. However ravenwing and White Scars lost a bit of uniqueness with any chapter taking bike troops now. Perhaps it's to not offend the Blood Angels too much. I am unsure why they didn't do this as base really. To get assault troops back in the running we are playing that if you take a Captain or Chapter Master with a jump pack then assault units become scoring. (Although, laughably, Space Wolves doing the same thing come off even worse!). Vanguard Veterans are great but severely over priced with a fully decked out Vanguard with Lightning Claws or Thunder Hammer/Storm Shield combo coming out more expensive than their assault terminator equivalents who most people already regard as too expensive. Assault troops lack the bite to do anything in close combat. They also happen to be my favourite unit aesthetically. However what didn't come out very well from the update was anything with a Jump Pack.