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Games Workshop Warhammer 40k - Space Marine Primaris Storm Speeder

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Hero of the Chapter – 1CP –Use before the battle if your Warlord has the Adeptus Astartes keyword. One ADEPTUS ASTARTES CHARACTER (excluding named characters) can be given a Warlord Trait. You can only use this once per game in Combat Patrol/Incursion, twice in Strike Force, and three times in Onslaught. As with relics you can’t have duplicate traits or double up on traits on one guy. For your secondary plan, Deathwatch will typically run many units that are happy to skirt the edges of the board to score secondaries like Engage on all Fronts or Investigate Signals. Coupled with the mid-board brawling of the various Kill Teams for the more active objectives like No Prisoners, Capture Enemy Outpost et al, if an appropriate mix of units is in your list, tactical secondaries come fairly naturally during standard play. There are other damage dealing units that have shown up in lists, such as Sternguard Veterans, and Indomitor Kill Teams that are definitely worth considering, but have not shown to have the pedigree of the above. The Gladiator Lancer is the vehicle that has popped up the most, as the most reliable anti armour option available to the faction, and is definitely a unit to consider. Proteus Kill Teams: for 33PPM, we can solve the resilience problem, adding in 4 terminators (3 Assault Cannons/Power Fist and 1 Thunder Hammer and Storm Shield) and a Bike to the squad. Typically keeping the 4 Frag Cannons and 1 Deathwatch Thunder Hammer. This unit loses battle line and a point of OC, and trades in its rerolls for +1 to hit vs units above half strength. This synergises a little better with Oath of Moment, and adds some much needed resilience to the squad, at the expense of a heavy points premium. The bike and its 14” move adds a decent amount of shenanigans to the squad with its ability to push a little further and reduce charges.

Not currently, no. My local meta has favored T3 and T4 hordes with a smattering of TEQ armies; the combo of Plasma, Blast, Fly, and T5 has made inceptors just crazy efficient for me, and normal bikes/outriders can fill the screen clearing/board control role about as good as the ATV can.

Five Things You Need To Know to Play Deathwatch

The Storm Speeder Hailstrike is so heavily armed that it can annhilate entire swathes of enemy infantry in fusillades of blistering projectiles. Speeding over the battlefield, its specialised loadout shatters charging infantry formations and shreds barricades and other infantry defences. Echo of the Ravenspire (Raven Guard) – Once per battle, the Warlord can be removed from the table if it is not within 6″ of any enemy models, and then be set up again in the Reinforcements step of the next Movement phase more than 9″ away from enemy models

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test. Where the Lancer hunts the largest prey, Reapers stalk the smallest. Armed with twin heavy onslaught gatling cannons for 24 Strength 6 shots, Reapers wipe light infantry off the board and have enough shots to remove heavier models. the secondary and upgrade weapons fit right into the primary mission so add them on as well. Gladiator Valiant Whether they’re fighting as the vanguard of a Tyranid swarm or as the killer elite of a cult uprising, Genestealers are swift as a blur and utterly deadly. Now that they’re only 13 points per model – or 15 for the Purestrain variety – we’re sure the maximum unit size of 20 Genestealers is looking all the more tempting. Big Beautiful Marine aficionados will now be able to field full patrols, battalions, and brigades thanks to the addition of the Heavy Intercessor Squad, a Troop choice that includes heavy upgrades to the Intercessor bolt rifle options as well as the option for 1 in 5 models to field a boosted heavy bolter. While we don’t have actual point values just yet, Power Level roughly translates to 1 PL per 20 points so it’s likely that individual Heavy Intercessors will cost around 28 points per model. The Datasheet below is from Warhammer Community.

Deathwatch Units fall into a few categories, Support Units, Characters, and Damage Dealers. It’s important in any list to have a mix of everything in a list, for as good as your damage dealers can be, they don’t hold ground very well, and they rarely want to take a turn off to score a mission action or similar. Damage Dealers Born Heroes/Whirlwind of Rage, which has become quite common in Iron Hands successor builds to give them extra mele punch to go with their powerful shooting. Designed as a heavy armor killer, Gladiator Lancers mount a laser destroyer in their turret. This weapon fires 2 Strength 10 shots for d3+3 damage each. Even Knights and Superheavy vehicles will suffer wounds on a 3+. Let’s not think about hitting a character with it. Rapid Fire – 2CP –One INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD can fire again at the end of the Shooting phase (see Honour the Chapter, how hard was that??) Intercessors bring decent shooting and getting to double-shoot them is good for getting the most out of them. For 2CP you really want there to be a lot of them, though. B

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