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Games Workshop Warhammer 40k - Space Marine Primaris Storm Speeder

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In the last year or so of 8th edition, Marines were very strong, particularly when using the Iron Hands and Raven Guard Chapter rules. This continued even after a number of significant FAQs, and the transition to 9th edition didn’t slow them down at all – although the previously unfavoured Salamanders became the top chapter, gaining significant upside from the 9th ed missions and rules as well as new units introduced in the Indomitus box. This is an extremely potent change, altering two driving rolls in the case of the multi-melta and dramatically enhancing output. Instead of re-rolling damage when under half range (and potentially dealing a single point of damage with a one shot anti-tank weapon), the melta weapon gets a flat +2 bonus and a 17% chance of dealing 8 damage points to a single target. The chart below shows the output for a unit of 3 Eradicators (a very common option for Space Marines) under the basic damage, current rule, and Codex rule. As you can see the output is significantly enhanced, with the chance of taking out a Repulsor in one shot doubling. The addition of 2 bonus damage makes melta weapons extremely nasty at close range and provides a much needed boost to a historically maligned weapon. Captain • Lieutenant • Chapter Ancient • Bladeguard Ancient • Company Ancient • Chapter Champion • Company Champion Add to this the volume of melee that can be available through the aforementioned Deathwatch Thunder Hammers, or Power Fists on the Proteus Kill Team, and there aren’t many targets that can’t be brought down given an even game.

Scions of the Forge. Models with this trait that have a damage table always count as having twice the number of wounds remaining for the purposes of their stats on the table. Fine but if you want this, you really should just play Iron Hands, where the other half of their tactic complements this better than anything else in the Successor list. C Deathwatch are an oddity in the Space Marines design space – in editions past they have had a strong focus on anti-Xenos rules, special ammunition boosting baseline squads to new heights and combined infantry units. All of these return in force for the 10th Edition Index, with some incredible flexibility and options presented for the faction. We’re not rating these for obvious reasons – you want to use them if you want more relics or traits on your list and if you don’t then they’re irrelevant. Marines have good traits and relics in abundance so it would be surprising if you never wanted to, but it all depends on what your list is doing. Strategic Ploy Stratagems This is a whole new section for 9th edition, and there’s lots going on here. Chapter Command represents the top-ranking officers in the Space Marine army, the highest respective person in their role, such as the Chapter Master or Chief Apothecary. These are upgrades to existing units that you’d take, making them more powerful and giving them access to new warlord traits and relics. Rules for these were first introduced in Faith and Fury for 8th, but they’ve been changed significantly here from that first iteration. The biggest change is that the upgrades for your chapter leaders are now paid for with regular-old army building points rather than by using stratagems for CP. They all return here, plus there’s a new section for Chapter Masters to come into their own, with some light restrictions – Deathwatch can’t take Chapter Masters and Blood Angels can’t take Chapter Ancients, since those already exist in different forms in their individual supplements. The degrading profile hurts while none of the weapon options are punchy enough, meaning it's flimsy and weak, rather than being a glass cannon. It's also too expensive, meaning it's use as a cheap unit for secondary scoring/board control/screen clearing etc. doesn't math out.Below is an example list that applies many of these ideas and concepts to try and offer as many tools to play the mission and deal damage as possible: Space Marines are the iconic faction of Warhammer 40,000. The very origins of the setting lie with the Space Marines, beginning with the C100 release which existed prior to Rogue Trader, and then the iconic RTB01 Imperial Space Marines box which did so much to define the early look of 40k. There are very few 40k players who have never painted a Space Marine, and they remain the best-selling and most popular faction by a long way. Is killing vehicles a struggle? Sure. Is it a little complicated to sequence? Also yes. Is it worth it? Absolutely. Sample List

The extra strength of the hellstorm bolt rifles offsets the added shots of Intercessors, but both are blown away by an equivalent value of Aggressors. The Intercessors would fare better against horde models with a lower toughness, but in that scenario the boltstorm gauntlet variant would be even nastier. The analysis above assumes that all of the units are moving so the Aggressors don’t get the option to fire twice. Overall for players who are looking to field a lot of Gravis units it wouldn’t be the worst idea to give Heavy Intercessors executor bolt rifles for heavy targets while Aggressors mop up the chaff. Oath of Moment is a limited use resource, not an army wide buff: Only so many units in your army can have Oath of Moment be part of their plan. It’s unlikely that many games can be won only dealing with 5 units (or 6 with Tome of Ectoclades), and at some point you need a plan that doesn’t involve it to deal damage. Do not think of every unit through the lens of Oath of Moment.Unlike the Land Speeder, Storm Speeders do have a Damage Chart. You can see the degradation from the Hammerstrike example earlier in the article. However, when a Storm Speeder begins experiencing degradation after 5 Wounds, the Land Speeder would be on its last one. Meanwhile, Storm Speeders still have 5 to go. Mission Tactics make every turn a go turn: With a turn each of Sustained Hits 1, Lethal Hits, and the little cousin Precision on a Critical Hit, you can have two incredibly high damage turns that make other marine armies pale in comparison. While Combat Doctrines add flexibility and reach, they cannot match the destructive force of Mission Tactics

The model is nice though, so it will certainly look nice on the shelf until it gets a substantial points drop or some stat changes. For even more anti-infantry firepower, the storm bolters and autolaunchers may be swapped out for fragstorm grenade launchers. One of your ironhail heavy stubbers may also be changed out for an onslaught gatling cannon. Adept of the Omnissiah (Iron Hands) – A non-Techmarine Warlord can heal a friendly Iron Hands vehicle within 1″ for 1 wound. A Techmarine Warlord gets D3+1 insteaed of its normal D3. Veteran Marines ( Sternguard Veteran • Vanguard Veteran • Veteran Intercessor • Veteran Assault Intercessor • Bladeguard Veteran) • Terminator Squad • Terminator Assault SquadThe Phobos traits are largely cool rather than optimal, but there’s definitely fun things you can do with them, especially if you’ve gone in hard with Phobos units. Chapter Warlord Traits If like us, you thought the basic Crusade rules in the Warhammer 40,000 Core Book were already pretty rad, you’re gonna love all the extra narrative goodness in the new codexes! Primarch’s Wrath: A powered-up boltgun at Rapid Fire 2, S5 AP-2 D2. Has always been fine. Is still fine. Lots of things in this section are fine, but with like 40 choices this isn’t the one you’re leaning on. C Land Raider/Land Raider Crusader/Land Raider Redeemer/Land Raider Proteus (FW)/Land Raider Achilles (FW) Rapid Assault. Units with this tactic don’t suffer the penalty from Advancing and shooting Assault weapons. This is a neat ability. It’s good in White Scars but there it’s paired with the insanely good Advance and charge – here in the Successors it’s a bit more whatever. B-

Land Speeders are based on STC data recovered in M31 by the famous Techno-archaeologist Arkhan Land, and afterwards became widely produced and used throughout the Imperium. Land Speeders were also originally used by the Imperial Guard, but since then the plasma and anti-gravity technologies required to produce them have become increasingly rare and hard to maintain. Only extremely resource rich planets like Ryza or organisations such as the Space Marines can afford to create them. There are 50 plus Land Speeders in a typical Chapter. This article is about the Space Marine content since GW’s reveal contained a lot of actionable information, but I wanted to show off just how RIDICULOUSLY GORGEOUS the Necron models are. Credit: Warhammer Community For armaments, a Repulsor starts with a heavy onslaught gatling cannon (12 shots!), Icarus ironhail heavy stubber for limited air defense, a regular ironhail heavy stubber, 2 krakstorm grenade launchers, 2 storm bolters, twin heavy bolters, autolaunchers (for smokescreens), and a single shot hunter-slayer missile with Strength 10. All told, that is a lot of firepower. But wait, you can swap weapons out!The new Storm Speeder looks like it’s the Primaris Replacement for the Land Speeder – it’s even got the ‘Speeder’ name, too! While it did add the third crew member, the resemblance is clear. The Storm Speeder is the descendant of the Land Speeder. Dreadnought: Redemptor Dreadnought With Toughness 8, 16 Wounds, transport capacity, and tons of weapons, Repulsors are the Primaris equivalent of the Space Marine Land Raider. If your infantry absolutely has to cross the battlefield, put them in a Repulsor or Repulsor Executioner. Repulsor 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.

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