![]() With Long-range Marksmen now they are within range of those 2 Flamers they are each equipped with. On Turns 2 or 3 they can then come in off any battlefield edge, more than 9" away from enemy units. For 1 CP you can deploy these guys off the table. Why is this? Because of the Encirclement Stratagem. Now let's look at some specific combos that make Assault Centurions the devastating beasts they are in combat.Īssault Centurions will appear most frequently in White Scars armies. As for the second Successor Traits, that can be built maybe to maximize the other elements of your list, but I think Master Artisans is a good consideration. This makes a difference when we get into Codex Supplement details because there are many tricks you can use to get these guys in close out of reserves. ![]() This is extremely important as now those 2 Flamers each are 11" range instead of 8". This trait extends the range of all ranged weapons for any unit by 3". In particular we are looking at Long-range Marksmen. Regardless of which Chapter you decide to go for in order to really make these guys work we need to look at putting them into a detachment that is designed around custom Successor Traits. There are quite a few tricks you can use to make Assault Centurions go from medicore on paper to absolute nightmares to deal with on the table top!īefore we deep dive into some particularly nasty combos with Assault Centurions, we need to consider the basic considerations from Codex Space Marines. That's where the new Codex supplements come in. Wow these guys hit like a freight train if they can get in there! Sadly with a 4" move, that makes it pretty difficult. And when they do make combat, they have 4 attacks each (5 on the sgt) thanks to Shock Assault that hit at STR 10, -4 AP (-5 if the Assault Doctrine is active), and 3 Damage flat. In doing so, they lose the ability to cause a mortal wound on the charge, but thanks to Bolter Discipline, can fire off 12 shots each from 24" out! Not too shabby. Assault Centurions can replace their mediocre Assault Launchers for Hurricane Bolters. Their base profile is underwhelming, until we look at their wargear options. Centurion Assault Launchers allows you to roll for each model that is within 1" of an enemy unit after finishing a charge move and on a 4+ that unit suffers a mortal h. They have the Angels of Death special rule, Omniscope (which allows the unit to ignore cover), and the Combat Squads ability. A WS and BS of 3+, Strength and Toughness of 5, with 4 Wounds each, 3 Attacks each (4 on the Sgt), Leadership of 8, and a Save of 2+. They have a Move characteristic of 4" so they don't move especially fast. The unit contains 3 models each armed with Centurion Assault Launchers, 2 Flamers, and Siege Drills. The Centurion Assault Squad is an Elites choice in Codex Space Marines. ![]() Let's take a look at their basic profile. Not only are Assault Centurions good now, they are actually great and many lists are being built around them as the primary core component. With the release of the newest Space Marines codex, and particularly their respective codex supplements, Centurions are seeing play again, but this time it's in their assault loadout. Fast forward to 8th edition, Primaris marines are the new hotness, grav weaponry in general is just mediocre, and Centurions have been sitting on the shelf for years.
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