Master Artisans (reroll one hit & wound per phase).They’re “secretly” Alpha Legion successors, which means they can handily adapt their style of warfare to whichever supplement turns out to be most powerful.Please hark and bear witness to the most storied of the Emperor’s servants, Wings’ very own lovingly crafted successor chapter, original characters, do not steal. Realistically, for the heavily “box with too much gun” skewed field that is the Forge World roster, there’s really only one game in town for Successor combos. We’ve talked about the Ultramarines and White Scars above, but obviously thanks to the Successor Chapter rules you don’t have to be a down the line member of one of those chapters to get access to the stratagems or doctrines, which is the big draw. We’d be astonished if Fists or Iron Hands didn’t get at least one stratagem for “make tank good”, but it’ll be especially worth keeping an eye on the Doctrines they get – any big boosts to Devastator or Tactical are likely to be of the greatest benefit to FW units. That means both chapters have some appeal if you’re running FW tools, but obviously we’ve got four more supplements to come. ![]() If you’re playing a casual or narrative game big enough to pack one of the LOW flying transports this does let you do some wild stuff – the stratagem doesn’t work on things with the FLYER role, but these are big enough to be Lords of War, so fair game!īoth chapters also have stratagems that allow falling back and shooting, which is an important trick to have up your sleeve when packing non-flying gunline vehicles. ![]() Finally, they could theoretically make use of the Lightning Debarkation stratagem to deploy a large number of troops from one of the massive FW transports after it moves, but in practice none of them are even close to competitive in normal game sizes. Their “double move” is also great for re-deploying shorter ranged things in a hurry if you can afford to skip a turn of shooting. They also have a pretty handy combo they can use to defend a key unit (or get one into position) – advancing and activating both Hunter’s Fusillade and Ride Fast, Ride Hard will let you shoot your heavy weapons as normal, and also get -1 to hit against your opponent’s return fire. White Scars also get some neat tricks – while nothing has the raw power of the Doctrine, being able to Deep Strike some of these gunline elements on the edge of the battlefield can be handy in hostile matchups. Some of the gigantic guns that FW vehicles tend to mount also work very well with the “Martial Precision” stratagem that guarantees a hit on a single roll. Ultramarines armies bring an extra bonus to the table, gifting vehicles with the ability to move and shoot with no penalty while in Tactical Doctrine, which they can apply early via a warlord trait if needed. These guns, which tend to offer S6 or S7 shooting with either an AP of -1 or -2, get a massive boost from Combat Doctrines, which can essentially turn them into brutally efficient killing machines against light armor and heavy infantry. The big thing to note for Forge World Space Marine units is that they’re packed with lots of autocannons and autocannon-like weapons that Space Marines don’t normally have access to. ![]() Our assumption is that this refers to the Indexes that preceded the main Codexes rather than the Forge World ones, a theory we feel is backed up by GW errata-ing “Angels of Death” onto the Forge World marine options but not the old Index ones. Late Note: While we were in the process of finalising this, the announcement about Index Options moving to “Warhammer Legends” came out. Yes, we know they haven’t technically added Angels of Death to it yet, but that’s obviously just a mistake, and the Resin Albatross must soar.
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