You can, but then they will make the thunderhawk more vulnerable while they disembark, so there's more logistical sophistry required to plonk them down. Can still be useful, but more restrictive for how you end up deploying what quickly becomes a higher and higher investment of your point resources.
An excellent video as always. One point to note. The difference between plasma and missile launchers is that plasma guns are a light anti tank so will count their ap as 0 against tanks but not infantry, the missile launcher being anti tank will count its ap as 0 against infantry but not tanks. This means that plasma is a better anti heavy infantry with its ap. The missile launcher is better anti tank with its ap but also better horde infantry with its extra shot on flak.
Thanks! The reason that plasma is obsolete is that if you do the maths, the missile launcher’s extra shot will always outperform the -1AP in average damage even in ideal circumstances for the plasma (no cover). In the absolute best case for the plasma - shooting infantry that has a 2+ save, which obviously doesnt exist - it would still only be equal on average to the launcher. So the ML is already better vs all kinds of inf before you add that that the missile launcher CAN do 2 hits, has more range, AND ignores cover.
He does say that in the video, thunderhawk can carry 8 units of assault marines, think it alos applies to terminators, just dreadnoughts that go in 4s being a vehicle.
Due to everyone being out of LI I am putting one guy per base and will add others later as they become available. This speed up painting and building and gives you a lot more bases. The bases are out of stock also so Amazon has a bag of 100, 25mm by 2 mm discs for $6.
I'm sorely tempted to make missile/plasma stands up as 3 specialists plus 2 bolter marines, and assault with maybe 4 per stand. This would certainly make the sprues go further, and the stands easier to pose as well. I agree that all missile marines should really have the reduced CAF. This makes plasma marines slightly more useful and is easy to House Rule.
I’m sorely tempted to setup my marines with 4 guys to a base. Since each sprue has an extra model for the specialists, with the 2 you save going down to 4 per base and the extra two you get a while third base of guys. 50% more plasma, missiles, assault Marines, and terminators per box is a pretty big deal. Not to mention you get a couple extra tactical bases.
I did, in fact I ended up only using 3 marines per base with terminators and missiles so I could build up the bases a little and actually get a brush in there
Perhaps a breakdown how to (best) divvy up 4 sprues of Legion inf? I mean; I am guessing most ppl start with this. Either 2x core or a core and one box of inf...
Dispite looking through the book already I somehow still assumed there was a penalty for moving and shooting with missile launchers on these guys. I've been painting with a view to including plasmas as my basic upgrade for all tactical detachments and planning to run launchers in their own squads, but it seems I will have to reconsider that... I missed the reduced CAF on dedicated missile squads too!
You can get the same number of missiles plus 4 tacticals for only 25 extra points though, and they all have +1 CAF, and you were probably buying those tacticals anyway for a core slot. Its definitely not cut and dried, but I think the core is the best way to use missiles!
@Hearesy I think both options have merit and intend to try them both. I think the CAF difference is probably a typo that'll get errata. Not sure whether one will go up or the other down though.
@@Hearesy25 points is almost another full Assault Detachment. I would rather have those than 4 Tacticals that will literally do nothing but soak up wounds.
While mechanically I kinda unsderstand the decision, Infantry getting triple speed when marching kinda breaks my suspension of disbelief, not gonna lie.
Particularly in built-up areas, infantry are a LOT more mobile than vehicles because of the dangers of ambush. I think thematically this is OK - I mean if you think about it, the fact that a Rhino is omly twice the base speed of an infantry stand also makes no sense right? We’re in abstractsville anyway :) I think its a great rule mechanically on top of that though; it means that infantry can play a starring role and not be stranded without transports. And it gives infantry more advantage over vehicles, giving infantry more reasons to be used!
Think about it like this: infantry are much harder for the enemy to locate, and capable of moving easily over broken ground. The extra mobility doesn’t necessarily mean that the infantry are sprinting faster than a tank, but rather that your opponent is less certain of exactly where the infantry units are. The triple march represents the element of ambush and surprise which infantry excel at compared to heavier assets.
@@Hearesy that's a good point. I suppose I come at this from having played Dropzone Commander where infantry only move 2" a turn... Infantry were absolutely vital to winning the game as basically only they could capture objectives, but it meant that moving them around the board became a really crucial part of the game. I can't say you're wrong, but allowing infantry to move so relatively quickly diminishes the importance that faster vehicles get, I think. Still, who knows? Once I get some games in, I might come round to thinking that this results in a better game!
@angelicdespot2735 a fellow DZC player! I think it worked great in DZC because the game was very much focused on the dropships and if infantry were too fast they would have been a bit less relevant. I definitely know what you mean though, but I think I kinda like that it isnt “transports or nothing” in this case - maybe just personal preference though!
Missile launcher troops are great. Assault troops less so! An extra plus 1 on assault isn’t really worth it, imho, considering the sacrifice in shooting ability. Agreed - terminators are great!
Going 7” and ignoring terrain, which is 21 in march and crucially outranges all other infantry in the game in assault range (without assault transports) plus being +5CAF (a net of even, or +1, vs the defender in most building assaults) are HUGE. Also being able to assault vehicles from 14” away is great. I like assault troops more than solar aux melee troops to be honest, even though solar aux troop CAF is silly.
You can deep strike assault marines if they are an upgrade. Even better they must deep strike at the location of the other models in the detachment so no scatter for them
I'm taking the same view as I do with heresy...The vast majority of my army is going to be stands of tacticals, as that's what makes up the majority of the legion. Shame about plasma being weaker missile launchers though. That sucks.
Thanks for the breakdown! I'm enjoying these videos as I assemble and paint my LI models without having read any of the rules yet 😅 Have you any thoughts on how to equip Rhinos? I don't really know how many to add Havoc and Melta weapons to in order to get the best vslue out of my first box of them. Does the Hunter/Killer missile even have rules, or is it decorative?
I haven't got the book yet but am struggling a bit with how marine detachments with support go together. Eg Assault marines can jump out of a flying transport but they have to be within 6" of the detachment command squad? How is that possible if the command squad can't jump with them?
This means if they are an upgrade to a regular tactical detachment they can't jump out, but if you ran them as their own detachment (in the support slot rather than core) they can
The tactical detachment, “independent” ones stay nearby tacticals. The support ones you buy as separate standalone detachments are the ones you put in planes.
Honestly it looks that marine will have a lot of edge in the infantry at least in shooting the misile launchers in tactical squads even going full are cheaper than a blop of solar auxilia and will remove them from cover quite easily with 16 shots that ignore cover and have twice the range I think that you should take it in a similar manner that the vasilisk and restrin a bit yourself specially if you play against normal humans becouse the quality diference of infantry while being cheaper is quite stupid
Maybe the Assault Marines are not Legionnaries because they operate in independent units? (they have rule Independent) So they dont move in formations but in small squads?
You can get 8 terminators in a Thunderhawk. It has the Large Assault Transport, Bulky counts as 1 but walkers count as 2.
So in my head you get 16 non-bulky Infantry 🤣
You can, but then they will make the thunderhawk more vulnerable while they disembark, so there's more logistical sophistry required to plonk them down. Can still be useful, but more restrictive for how you end up deploying what quickly becomes a higher and higher investment of your point resources.
More please
An excellent video as always.
One point to note. The difference between plasma and missile launchers is that plasma guns are a light anti tank so will count their ap as 0 against tanks but not infantry, the missile launcher being anti tank will count its ap as 0 against infantry but not tanks. This means that plasma is a better anti heavy infantry with its ap. The missile launcher is better anti tank with its ap but also better horde infantry with its extra shot on flak.
Thanks! The reason that plasma is obsolete is that if you do the maths, the missile launcher’s extra shot will always outperform the -1AP in average damage even in ideal circumstances for the plasma (no cover). In the absolute best case for the plasma - shooting infantry that has a 2+ save, which obviously doesnt exist - it would still only be equal on average to the launcher.
So the ML is already better vs all kinds of inf before you add that that the missile launcher CAN do 2 hits, has more range, AND ignores cover.
Great information video. I think thunderhawks have a rule enabling them to take bulky infantry in one transport spot.
He does say that in the video, thunderhawk can carry 8 units of assault marines, think it alos applies to terminators, just dreadnoughts that go in 4s being a vehicle.
Yup, I believe the Thawk can take 8 terminators.
Yep you're right, I'd misread that as only applying to jump packs for some reason!
Yeah it's stupid imo as you sure as heck can't do that with a Thunderhawk in 28mm. Bulky is Bulky.
Due to everyone being out of LI I am putting one guy per base and will add others later as they become available. This speed up painting and building and gives you a lot more bases. The bases are out of stock also so Amazon has a bag of 100, 25mm by 2 mm discs for $6.
Im loving these videos! Glad to see you are back I really like this format!
I'm sorely tempted to make missile/plasma stands up as 3 specialists plus 2 bolter marines, and assault with maybe 4 per stand. This would certainly make the sprues go further, and the stands easier to pose as well. I agree that all missile marines should really have the reduced CAF. This makes plasma marines slightly more useful and is easy to House Rule.
I’m sorely tempted to setup my marines with 4 guys to a base. Since each sprue has an extra model for the specialists, with the 2 you save going down to 4 per base and the extra two you get a while third base of guys. 50% more plasma, missiles, assault Marines, and terminators per box is a pretty big deal. Not to mention you get a couple extra tactical bases.
I did, in fact I ended up only using 3 marines per base with terminators and missiles so I could build up the bases a little and actually get a brush in there
Perhaps a breakdown how to (best) divvy up 4 sprues of Legion inf?
I mean; I am guessing most ppl start with this. Either 2x core or a core and one box of inf...
Great series of videos on Legions Imeperialis...lots of good advice and math😛...really helping me as i put together my army.
Awesome! Painting Blood Angels as I watch!
Nice to have you back
Thanks for another insightful breakdoen 👍
thanks for the analysis, appreciate the insight.
Glorious vid!!!
Thanks!
Great video, thanks. Very helpful.
Dispite looking through the book already I somehow still assumed there was a penalty for moving and shooting with missile launchers on these guys. I've been painting with a view to including plasmas as my basic upgrade for all tactical detachments and planning to run launchers in their own squads, but it seems I will have to reconsider that... I missed the reduced CAF on dedicated missile squads too!
I needed this one! Thanks!
Good stuff. Given their great range i think there is also a good case to be made for missiles as a separate detachment
You can get the same number of missiles plus 4 tacticals for only 25 extra points though, and they all have +1 CAF, and you were probably buying those tacticals anyway for a core slot.
Its definitely not cut and dried, but I think the core is the best way to use missiles!
@Hearesy I think both options have merit and intend to try them both. I think the CAF difference is probably a typo that'll get errata. Not sure whether one will go up or the other down though.
@@Hearesy25 points is almost another full Assault Detachment. I would rather have those than 4 Tacticals that will literally do nothing but soak up wounds.
These are great articles, great watch while fiddling with tiny tinier mans.
While mechanically I kinda unsderstand the decision, Infantry getting triple speed when marching kinda breaks my suspension of disbelief, not gonna lie.
Me too, not a fan of this design decision.
Particularly in built-up areas, infantry are a LOT more mobile than vehicles because of the dangers of ambush. I think thematically this is OK - I mean if you think about it, the fact that a Rhino is omly twice the base speed of an infantry stand also makes no sense right? We’re in abstractsville anyway :)
I think its a great rule mechanically on top of that though; it means that infantry can play a starring role and not be stranded without transports. And it gives infantry more advantage over vehicles, giving infantry more reasons to be used!
Think about it like this: infantry are much harder for the enemy to locate, and capable of moving easily over broken ground. The extra mobility doesn’t necessarily mean that the infantry are sprinting faster than a tank, but rather that your opponent is less certain of exactly where the infantry units are. The triple march represents the element of ambush and surprise which infantry excel at compared to heavier assets.
@@Hearesy that's a good point. I suppose I come at this from having played Dropzone Commander where infantry only move 2" a turn... Infantry were absolutely vital to winning the game as basically only they could capture objectives, but it meant that moving them around the board became a really crucial part of the game.
I can't say you're wrong, but allowing infantry to move so relatively quickly diminishes the importance that faster vehicles get, I think. Still, who knows? Once I get some games in, I might come round to thinking that this results in a better game!
@angelicdespot2735 a fellow DZC player! I think it worked great in DZC because the game was very much focused on the dropships and if infantry were too fast they would have been a bit less relevant. I definitely know what you mean though, but I think I kinda like that it isnt “transports or nothing” in this case - maybe just personal preference though!
If a Detachement even has 1 Termi Unit the whole detachement gains Implacable =)
It does, one of the many reasons that Terminators are awesome!
Thanks for the info dump!
Really useful videos cheers man keep it up.
Thanks, and love your bases!
Missile launcher troops are great. Assault troops less so! An extra plus 1 on assault isn’t really worth it, imho, considering the sacrifice in shooting ability. Agreed - terminators are great!
Going 7” and ignoring terrain, which is 21 in march and crucially outranges all other infantry in the game in assault range (without assault transports) plus being +5CAF (a net of even, or +1, vs the defender in most building assaults) are HUGE.
Also being able to assault vehicles from 14” away is great.
I like assault troops more than solar aux melee troops to be honest, even though solar aux troop CAF is silly.
You can deep strike assault marines if they are an upgrade. Even better they must deep strike at the location of the other models in the detachment so no scatter for them
Assault marines cant deepstrike in LI as far as Im aware, unless I missed something!
@@Hearesy I stand corrected jump packs in LI can’t deepstrike. Bummer I guess terminators with tactical detachments it is than!
Yeh! Although it stops you putting them in rhinos which is kind of annoying
Enjoyed the vid! Solar aux infantry up nxt?
Coming soon yep!
Nice video, i hadnt appreciated the core missile marines have the better CAF over missile detachments.
It feels like a misprint
I'm taking the same view as I do with heresy...The vast majority of my army is going to be stands of tacticals, as that's what makes up the majority of the legion. Shame about plasma being weaker missile launchers though. That sucks.
Thanks for the breakdown! I'm enjoying these videos as I assemble and paint my LI models without having read any of the rules yet 😅
Have you any thoughts on how to equip Rhinos? I don't really know how many to add Havoc and Melta weapons to in order to get the best vslue out of my first box of them.
Does the Hunter/Killer missile even have rules, or is it decorative?
It has rules! All of the rhino weapons are good, theyre really awesome.
I enjoyed it.
I haven't got the book yet but am struggling a bit with how marine detachments with support go together. Eg Assault marines can jump out of a flying transport but they have to be within 6" of the detachment command squad? How is that possible if the command squad can't jump with them?
This means if they are an upgrade to a regular tactical detachment they can't jump out, but if you ran them as their own detachment (in the support slot rather than core) they can
The tactical detachment, “independent” ones stay nearby tacticals. The support ones you buy as separate standalone detachments are the ones you put in planes.
Honestly it looks that marine will have a lot of edge in the infantry at least in shooting the misile launchers in tactical squads even going full are cheaper than a blop of solar auxilia and will remove them from cover quite easily with 16 shots that ignore cover and have twice the range
I think that you should take it in a similar manner that the vasilisk and restrin a bit yourself specially if you play against normal humans becouse the quality diference of infantry while being cheaper is quite stupid
Maybe the Assault Marines are not Legionnaries because they operate in independent units? (they have rule Independent) So they dont move in formations but in small squads?
Do missile legionaries get two shots or a choice of the two shots? I think it’s the latter.
They get a choice- between frag and krak. They can't do both, but the frag option has two shots!
They would be crazy if they got to do both! It’s a Frag or Krak situation, as is tradition.
*Promo SM* 😭