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combat shield and iron halo

6.2K views 31 replies 11 participants last post by  csm walmart  
#1 ·
does the invunerable save from the iron halo stack with the save from a combat shield, i was just wondering and if you could help sort this out it would be great
 
#5 ·
thank, i was just wondering because it doesn't say you cant stack the combat shield w/ iron halo in the book, but it does say you cant stack the storm shield, so thanks for clearing it up for me
 
#9 ·
It's typically assumed that the best available save will be used when deciding which type of save to make. So if you have a 5+ cover save, a 3+ armour save and a 3+ invulnerable save, typically, that 3+ invulnerable save will be the save used. Obviously not always, of course - say, for example, against a Psycannon, your 3+ armour save will be the best save.

As said, and just to drive the point home, you may not take more than one save for a wound. You have to choose between an armour save, an invulnerable save, or a cover save (if applicable), and if you fail it you are not able to take another.

Exceptions to this rule are things such as Feel No Pain or We'll Be Back, which operate similarly to saves but are not classified as saves, instead they are just special rules.



 
#10 ·
Well what would be the best combo then, im using a power weapon for sure, if i use a storm shield than that takes up another weapon slot and my weapons are maxed but if i use artificer armor i get 2+ armor save and can have another weapon plus the iron halo.
 
#13 ·
Against a large margin of enemies you'll be throwing this guy at, however, the 2+ armour save will be ignored; with such a high Strength power weapon and such a fantastic invulnerable save, I imagine this guy taking on Monstrous Creatures and other HQ choices. I tend to leave the artificer armour at home, personally, just to save those few points.
 
#18 ·
See, I prefer Storm Shields over plasma purely because it makes them a much juicier target. Plasma is going to produce more casualties going into an assault, but on the occasions where you don't get to charge having a 3+/ 3++/ T4 FnP squad is just nasty. The Best Of Bikers thing on Stelek's blog is spot on with it's description of these mean mega-units; sitting them in front of stuff, say a gunline or a mob of Orks ready to WAAGH! over your Tactical Squads, gives your opponent the choice of either directing lots and lots of fire at the 3++ T4 FnP psychos with power weapons who are just about to hack their faces off in order to prevent said face-hacking, or directing their shooting at your Troops regardless which means the face-hacking is imminent. It works better with Bikers, but T4 models in a Land Raider will do it nicely too.
 
#19 ·
If you take a plasma gun versus a pistol, you can't assault after firing them. Personally, the bonus power weapon / relic blade attacks are more worth standing and waiting to get hit by an enemy squad in CC (or getting shot down at rapid fire range).

If you're going to use a Command Squad, roll with a primarily combat equipped squad including a Company Champion. These guys will hit hard and be relatively tough. I can understand taking the storm shields, too, but keep in mind that they will then be a very expensive, very juicy squad with still no more than six guys in them (counting your Captain).

Otherwise, I tend to run a relic blade Captain with a jump pack in a squad of Assault Marines. That usually does the trick for me.



 
#20 · (Edited)
If you're going to use a Command Squad, roll with a primarily combat equipped squad including a Company Champion. These guys will hit hard and be relatively tough. I can understand taking the storm shields, too, but keep in mind that they will then be a very expensive, very juicy squad with still no more than six guys in them (counting your Captain).
That's true (I think the total for a footslogging CS with all the gear comes to about 280-300pts), but they're worth it; 3+/ 3++/ T4 FnP requires a surprising investment of firepower to whittle down, moreso if you stick them on Bikes, and they can savage pretty much anything in CC. The general proviso is that taking one such squad is going to see them focus fired and murdered in short order, but taking two (or one alongside another difficult target such as Thunder-Shield Termies) is as close as the Smurf Codex comes to having an Avatar or Greater Daemon, something to draw fire and survive it.

Just remember to allocate wounds to your poor little Apothecary last and it's all good >_<

EDIT: Throw a cheap Powerfist Chaplain, or Cassius, in with them for extra fun :D
 
#27 ·
Actually, I tell a lie - honour guard are cheaper at an average of 35 points each, although it still works out at 185 for a squad of 5 which is the same as Vanguard, and they both cost 35 for each extra man. Command Squads pay 5 points more but get FnP and are limited to 5 models. But explain to me how you get Jump Packs on Honour Guard or Command Squads? Without those they're not an upgrade to the Assault Squads.

I've used Vanguard quite a bit, and they are sorely under-rated. PW/SS+JP make for an expensive but seriously bloody dangerous unit that need an inordinate amount of firepower to deal with before they reach enemy lines.
 
#28 ·
ya but i did the math with my friend to day and to counter his vanguard with a vanguard i will need like 600 and some odd poinst of them or some thing close, why pay that much when a assault squad will do the job of holding them off til you can bring some fire power down on them and the assualt is like half the points
 
#30 ·
alright redid the army list and heres what i got, any ideas or tips for it would be great thanks

Chapter Master:125
Storm Shield: 15
Power Weapon: 15
Artificer Armor: 15

Total 170

Honor Guard: 115
4 more Guard: 140

Total 255

Scout Squad: 75
Sniper rifle

Total 75

Scout Squad: 75
Sniper rifle

Total 75

Tactical Squad:180
flamer, missle launcher, power fist:25

Total 205

Tactical Squad: 180
flamer, missle launcher, power fist:25

Total 205

Tactical Squad: 180
Heavy bolter

Total 180

Devestator Squad:90
2 Plasma Cannon: 50
2 Heavy Bolter: 30

Total 170

Assualt Squad: 100
Power Weapon: 15
Storm Shield:15

Total: 130

Army Total: 1465
 
#31 ·
Chapter Master:125
Storm Shield, Power Weapon, Artificer Armor 45
If you've not got a 2nd CC weapon anyway, you might as well swap that PW for a LC. Hell, let's make it a Relic Blade for another 15 points.
Honor Guard: 115
4 more Guard: 140
Good, but drop 2 of them to pay for later upgrades and more units.
Scout Squad: 75
Sniper rifle

Scout Squad: 75
Sniper rifle
Get these guys camo cloaks, and preferably a Heavy Bolter too. Dropping 2 extra Honour Guard will pay for it.
Tactical Squad:180
flamer, missle launcher, power fist:25

Tactical Squad: 180
flamer, missle launcher, power fist:25
Good.
Tactical Squad: 180
Heavy bolter
You don't need 5 troop choices in 1500 points. Drop 'em.
Devestator Squad:90
2 Plasma Cannon: 50
2 Heavy Bolter: 30
Two totally different weapons in one squad means you'll be wasting shots - take the squad up to 10 men, and combat squad them.
Assualt Squad: 100
Power Weapon: 15
Storm Shield:15
Drop this, 5 Assault Marines don't really have a lot of punch.

That'll leave you with 270 points, which will get you a Land Raider Redeemer to move the Honour Guard in plus a Chapter Banner on the Honour Guard. 5 points left, gets the CM some MeltaBombs.