Major disadvantages.
ASPIRE TO GLORY: Only 0-1 Terminator squad OR Dread. Only 0-1 Vets. No relics (Iron Halo). Not with Heed the Wisdom of the Ancients.
Often heralded as the worst disadvantage there is. But if you want to go for a fluffy army, this one can;t be beat. You can't take assault Termies or Termie command squads, and you can barely fir the elites bar with the full list you can take. That and the lack of an Iron Halo or Terminator Armour. This weakness is severe, so if you want a Termie squad with this divergence, go full power. Everything Chainfists & 2 assault Cannons. When you have an Elites choice, be prepared to use it to it's fullest.
EYE TO EYE: Only 0-1 Land Speeder wing OR Attack Bike Squad OR Bike squad. Not with 'swift as the wind'.
The most often taken weakness. Luckily, there is no cap on Scout bikes or Assault Marines, so you can still take heaps of them. Some see this as the 'anti-cheese' trait, as it caps having those infamous LSTs to 3, in 1 unit. Makes a balanced army, that's for sure.
FLESH OVER STEEL: Only 1 tank from this list: Whirlwind, Predator Destructor, Vindicator, Land Raider Domintor (basic). Each transport (including Drop-pods) takes up a Fast attack slot.
Wow. Another crippling one there. Only do this if you have infiltrating Dev Squads or some other way to ignore using vehicles. This kind of trait is welcomed by those who hate SM vehicles, so expect to have a lot of infantry.
Minor Disadvantages.
DEATH BEFORE DISHONOUR: Like 'never despair', but working for the enemy.
If your opponent feels the time given isn't enough to blast you out of the water completely, this extra turn that comes up 50% of te time will certainly help. Not that major if he needs to buy some more time, ut there is still the chance of being wiped out because of it.
DIE STANDING: No Drop pods.
Simple. If you don't like drop pods, take this 'disadvantage'.
FAITHFUL UNTO DEATH: May have 1 less terrible trinity (Elites, Fast attack, & Heavy support), than the regular FoC you're building for.
This one puts a hamper on your FoC, with some organisations leaving you without entire unit types. If you're confident, or want a real disadvantage, then this is the one for you. The best way around this is to use your Troops to their full advantage, & plaayers who will like to do this anyway won't feel the pain.
HAVE FAITH IN SUSPICION: No psykers. No allies with Psykers.
If you hate Librarians, go for it. The Jump-pack Chaplain is more acclaimed anyway. This trait removes a HQ choice from your codex. So if you want this trait, be warned: Enemy psykers aren't stopped EVER, no psychic hoods.
HAVE PRIDE IN YOUR COLOURS: No 'Infiltrators' or 'Scouts' rules. Not with See but don't be seen.
Forces you to footslog. You play the game the way it was meant to be played, no flitting about in multiple areas at once, you start from the start. Can be really annoying and removes much of the Scouts' purpose from the game, but it's there.
WE STAND ALONE: No allies.
You're on your own. This trait is usually taken by those who see Marines as good enough on their own (which they should be). I'm not sure how this works in mega-battles...
<E!_Mance>'s guide to Trait Mixing.
Don't just go all higeldy-pigelty with the disadvantages. Find them according to your way of playing. And since the best way to teach this is by showing is to give 3 examples of traits in my area:So there you have it. Traits explained.
- HEED THE WISDOM OF THE ANCIENTS; TRUST YOUR BATTLE-BROTHERS; EYE TO EYE; WE STAND ALONE. My own traits. I like to use my Veterans & Termies (2-1 split) and still want a Dread. This lets me. Also, if I want just a few Elites, and want 2 Dreads, I can take that. And any Dread can be Venerable (which keeps them alive longer OR blows them up better). My troops like to run up to bolter range & open fire like crazy & rob enemy assault specialists of a charge. I don't like Land speeders or Bike squads, & The only thing other than Marines I'd use is either a Culexus or Vindicare, but I can easily live without them.
- TAKE THE FIGHT TO THEM; CLEANSE & PURIFY; ASPIRE TO GLORY; DEATH BEFORE DISHONOUR. This player likes to assault. He loves it. His tactical squads are decked out like Jump pack deprived Assault Marines with their 2 flamers or Meltaguns coming from a drop pod. His leader is a Chaplain with Artificer armour (who needs Terminator armour?) leading a beefy Rhino-suited command squad along with 2 more assaulty Tacitcals. He is the epitome of assault-loving Marines in his own mind, and he can use it well.
- BLESSED BE THE WARRIORS; DIE STANDING. This player uses so many assault Marines it's not funny. And he deepstrikes them all, too. With this, he has no need to use Drop pods, leaving the rest of his army to advance less molested then usual.
So if you want to make your own Chapter, but are still unable to decide, PM me with what you want to do.

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