Do you like mortal wounds? Because this combo is one spicy way to dish them out in 40k. The Imperial Fists have the lock on dropping vehicles!
Space Marines are definitely better than before. And while we aren’t going into each faction or every single combo (which we are sure is good), here is a great combo for the Imperial fists that you should experiment with in your next game.
We’re going to list all of the key components and then breakdown why it’s all good. sit back, buckle up, and praise the Emperor.
Imperial Fists- Siegebreaker Cohort Spice
Remember that nothing that goes against your army will have a cover save. However, the real moneymaker is that bolt weapons get exploding 6’s to hit. -Just keep that in mind.
With the Legacy of Dorn rule, they get a bonus effect for heavy weapons while the Devastator Doctrine is active. If you shoot at a vehicle, you can add 1 to the damage for the attack. (That brings Heavy Bolters up to two damage a pop).
- Take a Chapter Master with Eye of Hypnoth relic.
- As many Heavy Bolter Centurions as your little heart desires.
- 1CP to make the detachment including these a Siegebreaker Cohort.
- A Handful of CP for these next Strats:
Bolter Drills (2CP): 6’s to hit with bolt weapons explode for another hit.
Tank Hunters (2CP): You can pick an enemy Vehicle and a friendly Imperial Fist unit. Add 1 to the wound roll for any attacks (shooting or melee) that target the Vehicle from that unit.
Seismic Devastation (1CP): 6’s to wound for weapons made by a Siegebreaker Cohort Formation cause a mortal wound in addition to other damage.
Ultimately, you’ll take six Heavy Bolter Centurions with a Chapter master holding the Eye of Hypnoth for rerolls of ALL hits and wounds of one. Pop Bolter Drills and combined with your Chapter Tactic, your bolt weapons will be exploding for three hits on each 6+. Next, pop the Tank Hunters strat to get +1 to wound enemy vehicles. Finally, pop Seismic Devastation for mortal wounds to proc on a 5+ against vehicles and buildings.
Just on Heavy Bolters alone, six Centurions will give you3 36 two-damage shots that proc mortal wounds on a 5+. In addition, each hit of a 6+ explodes for three hits. We’re talking about an unreal amount of damage for the points. The only downside is that it’s CP heavy but there’s not much-if anything, that can stand against that kind of firepower in a 2k pt game.
Check out the full breakdown from Kenny, Rob, and Wyatt in their own review of Space Marine combos.
With these three combos covered, what do you think is the strongest? Do you already have the units needed to run these? Let us know in the comments of our Facebook Hobby Group, and sign up to get your free hobby updates newsletter (with discount coupon codes) each morning as well!