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2.5k Spearhead+Battalion GK vs DA Deathwing/Ravenwing


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Had my first game of 8th on Sunday night

 

My list was:

 

Spearhead detachment:

- Voldus, Gate, Purify Soul, Hammerhand, Smite

- (3) Dreadknight w/greatsword+dreadfist, heavy psycannon, teleporter, Gate, Smite

- Dreadknight w/greatsword+dreadfist, gatling psilencer, teleporter, Gate, Smite

- (2) Venerable Dreadnought w/twin lascannon, missile launcher, Gate, Smite

 

Battalion detachment:

- Brother-Captain w/hammer+storm bolter, Gate of Infinity, Smite

- Terminator Librarian w/warding stave+storm bolter, Veil of Time, Null Zone

- (3) Justicar w/twin falchions+storm bolter, 4x Strikes w/twin falchions+storm bolter, Hammerhand, Smite

 

His list was (roughly)

- Belial w/twin lightning claws

- Sammael w/Sablewing

- Terminator Chaplain

- 5x Deathwing Knights

- (3) 3x Black Knights

- Ravenwing Apothecary

- Deathwing Apothecary

- Deathwing Champion w/Halberd of Caliban, 4x Terminators (all different loadouts), heavy flamer

- Deathwing squad w/various loadouts, assault cannon

- Deathwing squad w/various loadouts, plasma cannon

- Phobos Land Raider

 

 

Turn 1 GK:

- Dreadknights and Dreadnoughts shifted position to get good lines of fire on the Land Raider centrally deployed. Brother-Captain and Strike squads all Teleport Strike into far right flank, clustered up to get within 12" of the Black Knight squad there and layer BC Psychic Focus aura. 

- Dreadnought lascannons and krak missiles absolutely devastate the Land Raider, forcing the Chaplain and Deathwing Knights to hop out. 'Smite' and massed storm bolter kill the Ravenwing Apothecary and Black Knights on the right flank (Rapid Fire 2 is absurd, I was averaging 2 unsaved wounds a squad). Dreadknight psycannon and gatling psilencer rip into the Chaplain and Deathwing Knights, killing three of them. 

 

Turn 1 Dark Angels:

- Chaplain and surviving Deathwing Knight hide in ruins in front of where the LR died, getting out of line of sight of most things. Black Knights all Turbo-boost into position to light up my Dreadknights with plasma talons. Sammael shoots off to the right flank to handle the Strikes and Brother-Captain. He lands his DW Champion squad on my left flank to threaten my Dreadnought there, and lands another DW squad with plasma cannon on my right flank with the DW Apothecary to threaten the Dreadnought hiding there. Belial and the final assault cannon DW squad land on the right flank to also help Sammael rip up the Strikes and Brother-Captain. 

- Sammael rips up three Strike Knights with his 12 shot assault cannon, they pass their Morale check though. The assault cannon fails to do anything however and I save against the two storm bolters. The Black Knights let rip on my central DK and take off 5 wounds, bringing him down to 7. The Deathwing Champion squad has a heavy flamer and thus are out of range, storm bolters rip a wound off Voldus. Plasma cannon DW squad rips four wounds off my Dreadnought, and then they roll 11 for charge roll. After the dust settles, my Venerable Dreadnought on the right is flaming wreckage and they're consolidating towards me. Going first in melee is huge. DW Apothecary gets left behind by the charge. 

 

Turn 2 GK: 

 

- With two DW squads coming in on my flanks, and still the Black Knights and Chaplain+DW Knights bearing down on me, I have to split my forces. My gatling psilencer DK and Librarian peel off to deal with the plasma cannon DW squad. The remaining Dreadnought stays still and takes aim, Voldus move up to grant his reroll aura, my DK on the left flank moves in on the Black Knights there, the central one stays still and the one on the left moves up to charge the Black Knights on that flank. Meanwhile way off on the right flank, the Brother-Captain and Strike squads move into rapid fire range of Belial and the assault cannon DW squad. I ignore the flamer DW squad, because they're out of range to charge and can be dealt with later. 

- Smite spam and the central DK+Dreadnought clean up the central Black Knight squad, while on the right flank the DK kills all three in an impressive display of shooting. Left flank DK only rips down one Black Knight, but he's well within charge range. Brother-Captain and Strikes kill two Terminators and put Belial on five wounds (Smite failed twice, one Peril causing three wounds on the Brother-Captain, but storm bolter for the win!). 

- I make my charge on the left flank DK, wiping out the two Black Knights easily. The full strength Strike squad makes its charge on Belial, ripping him down to 1 wound (so close). The other 4-man Strike squad make their charge on the Terminators, killing one, but the Brother-Captain fails his charge (I even wasted a Command Point to re-roll one of his charge dice, still fails...). On the right flank, Librarian fails his charge roll but the DK makes it and vapes the DW plasma cannon squad. The two surviving Deathwing rip the entire Strike squad to pieces and move up to engage the Brother-Captain.

 

Turn 3 DA:

- The Chaplain and surviving Deathwing Knight move out of cover and prepare to charge the left flank DK. The flamer DW squad move up and shoot my Dreadnought, causing a wound. Apothecary advances to try and get to Belial, rolls ok but still at least a turn away. Belial considers falling back, but elects to stay instead.

- The two surviving Deathwing gun down the Brother-Captain with the assault cannon (failed exactly 1 armour save, 2 damage finished him off). Chaplain and DW Knight charge my Dreadknight, causing five wounds. He takes the Chaplain down to 2 wounds with his return attacks. Belial kills three Strikes, they pass their Morale check however, and their return attacks do no damage. The Deathwing Champion and squad continue to do very little. 

 

Turn 4 GK:

- At this point pretty much all my infantry are dead, but the Spearhead is still kicking along. I leave my left flank DK to finish off the Chaplain and DW Knight, making sure I maintain Smite range. I shift my right flank DK's to hunt down the Apothecary and try to finish off the assault cannon squad. 

- I kill Belial with a single Smite, freeing up the Strikes to storm bolter and charge the Terminators (who proceed to die horribly, assault cannon missed Overwatch and I saved the storm bolter wound). Dreadknight harassing the Apothecary gets one wound past, leaving him on 3. Other right flank DK doesn't achieve much. Smite also takes the Chaplains second last wound, the DK goes down to 3 wounds but kills him (DW Knight is still going strong). I also kill the front two DW guys in the Champion squad, putting them out of charge range next turn. 

 

Turn 4 DA:

- At this point he basically concedes but finishes a few things. Sammael kills the last two of the squad he mauled earlier. Deathwing Champion and two other guys try to charge, but die on Overwatch. DW Knight finishes off Dreadknight. 

 

Turn 5 GK: I Smite his DW Knight to death, my two right flank DK's charge their respective targets and wipe out both Sammael and the DW Apothecary. 

 

 

Lessons learned:

 

- Storm bolter is a hell of a drug. They're always getting full armour save, but when you're forcing so many saves, it doesn't matter. 

- Smite is even more of a drug. They really didn't think that through at all. Mortal Wounds are just so strong, I can kill most characters at will and not even shoot or charge them. 

- Dreadnoughts are amazing in 8th. Two lascannon and a krak missile cause immense damage to big single targets, and even against smaller stuff its like three guaranteed kills if you hit. Venerables with their 2+ to hit and Voldus granting re-rolls is especially nasty, I think I missed one krak shot all game. I wouldn't spam them necessarily, probably 2-3 at most. But for specific haterade on enemy big stuff, don't leave home without them. One-shotting Land Raiders Turn 1 is gold. 

- Dreadknights are totally viable, greatsword did fine. The hammer is more consistent with damage, but hitting on 2's is huge with only four attacks. In the same way as Dreadnoughts, I'm actually considering scaling back to three Dreadknights. Four was kinda overkill, I lacked massed firepower. I might consider swapping in a Storm Raven. 

- Voldus is cool, but I never got to charge with him, so I might opt for a Grandmaster with hammer and psycannon instead. Never really using three powers a turn. 

- Librarian was okay, Veil is handy for re-rolling charge distances and going first in melee in the enemy turn (assuming you make you charge). 

- Forcing consolidation towards the enemy avoids people gaming the Consolidate move to avoid bad combat. Onwards to glory!

- Getting the charge is absolutely clutch. If you fail from Overwatch or a bad roll, you're gonna get counter-charged and die every time. Also, while I'm unsure, it would appear that units go first in melee depending on which player's turn it is (we couldn't see anything to say otherwise). So likewise, if you fluff your charge, you will get rekt in their turn. Also charging from Deepstrike is scary as hell, was not expecting to lose one of my Dreads so easily. 

 

I think I might start the Strikes on foot next time. DK's really wanna get up in the enemy's face and charge from Teleport Strike, 8" a turn is kinda bleh (wish it was still 12"). Grandmaster re-roll aura is fantastic, and layering that with Psychic Focus aura would make all my Smite same range as the storm bolters. 

 

For my next game, I'm gonna change to taking a Vanguard detachment and trying out Paladins. Strikes did fine, they just melt to enemy heavy infantry is all. Paladins and Dreadknights seems kinda strong, I don't know how you successfully deal with both. 

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Lessons learned:

 

- Storm bolter is a hell of a drug. They're always getting full armour save, but when you're forcing so many saves, it doesn't matter. 

- Smite is even more of a drug. They really didn't think that through at all. Mortal Wounds are just so strong, I can kill most characters at will and not even shoot or charge them. 

- Dreadnoughts are amazing in 8th. Two lascannon and a krak missile cause immense damage to big single targets, and even against smaller stuff its like three guaranteed kills if you hit. Venerables with their 2+ to hit and Voldus granting re-rolls is especially nasty, I think I missed one krak shot all game. I wouldn't spam them necessarily, probably 2-3 at most. But for specific haterade on enemy big stuff, don't leave home without them. One-shotting Land Raiders Turn 1 is gold. 

- Dreadknights are totally viable, greatsword did fine. The hammer is more consistent with damage, but hitting on 2's is huge with only four attacks. In the same way as Dreadnoughts, I'm actually considering scaling back to three Dreadknights. Four was kinda overkill, I lacked massed firepower. I might consider swapping in a Storm Raven. 

- Voldus is cool, but I never got to charge with him, so I might opt for a Grandmaster with hammer and psycannon instead. Never really using three powers a turn. 

- Librarian was okay, Veil is handy for re-rolling charge distances and going first in melee in the enemy turn (assuming you make you charge). 

- Forcing consolidation towards the enemy avoids people gaming the Consolidate move to avoid bad combat. Onwards to glory!

- Getting the charge is absolutely clutch. If you fail from Overwatch or a bad roll, you're gonna get counter-charged and die every time. Also, while I'm unsure, it would appear that units go first in melee depending on which player's turn it is (we couldn't see anything to say otherwise). So likewise, if you fluff your charge, you will get rekt in their turn. Also charging from Deepstrike is scary as hell, was not expecting to lose one of my Dreads so easily. 

 

I think I might start the Strikes on foot next time. DK's really wanna get up in the enemy's face and charge from Teleport Strike, 8" a turn is kinda bleh (wish it was still 12"). Grandmaster re-roll aura is fantastic, and layering that with Psychic Focus aura would make all my Smite same range as the storm bolters. 

 

For my next game, I'm gonna change to taking a Vanguard detachment and trying out Paladins. Strikes did fine, they just melt to enemy heavy infantry is all. Paladins and Dreadknights seems kinda strong, I don't know how you successfully deal with both. 

 

Nice write up! The other army would have been a sight to see, with Deathwing and Black Knights actually being the best looking models from Dark Angels imo. Black Knights in particular would have been probably the best value for points from Dark Angels in last edition.

 

It's good to know our Dreadknights can still pull their weight on the table! 

 

I'm looking forward to see how a combination of TDA infantry and Dreadknights do hand in hand in this edition so i'll be very interested in your next results as well. 

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- Getting the charge is absolutely clutch. If you fail from Overwatch or a bad roll, you're gonna get counter-charged and die every time. Also, while I'm unsure, it would appear that units go first in melee depending on which player's turn it is (we couldn't see anything to say otherwise). So likewise, if you fluff your charge, you will get rekt in their turn. Also charging from Deepstrike is scary as hell, was not expecting to lose one of my Dreads so easily. 

 

 

How that works is 1) all of the units that charged fight first, then, out of all of the units left, starting with the player whose turn it is, you alternate activations of the remaining units until there are none left eligible to fight.

 

So, as an example, let's say we've got three ongoing combats going on from previous turns.  GK units A, B, and C are still engaged with enemy units 1, 2, and 3.  Then during our turn we make three more charges with GK units D, E, and F against enemy units 4, 5, and 6.  Assuming the enemy doesn't have any Command Points to spend on interrupting the process, or some unit special ability, the GK player can Fight/Attack with units D, E, and F in any order he wants to first.  Then we start alternating activations, but we start with the GK player since it is his turn, so now he can fight with either A, B, or C next.  That means the GK player just activated 4 of his 6 units in combat before the enemy player could activate any.  Now, however, the enemy gets to activate his first, and he can pick any unit 1-6.  Then the GK player activates his 5th unit, the enemy his 2nd, the GK player his 6th/final unit, then the enemy gets to activate all of his remaining 4 units, since the GK has already fought with all of the units he had available, and the enemy finishes up last with 4 units that hadn't gone yet.

 

Hopefully it's clearer now.

 

V

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I actually haven't found smite to be crazy yet. I find a savvy opponent puts chaff in the way and you're stuck hitting the closest model typically so you can mitigate that damage to a degree.

 

I've used 'deep strike' to deliver a more precise Smite attack, but again I think as people learn, my opponents are using infiltration/spacing to make deep strike very hard to count on.

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Very interesting game, thanks for the batrep RD.

 

I've been thinking about whether or not to being dreadknights as well, because i do worry about lack of mobility.

 

Also, as a side note, the GK librarians we take are not subject to rites of banishment - i.e. They have the full smite, which can also be boosted to 36" range by the brother-captain. ;)

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How do you hit on 2s with Dreadknights? They are 3+.

 

Also Grey knights librarians must take santic powers, not librarius ones.

 

Imperials have it good this edition. So the way factions work is that any unit that shares at least ONE faction keyword is part of that faction. So a Guard Squad from Astra Militarum has Faction Imperium, and a Primaris Squad from Space Marines has faction Imperium, therefore they can both be in the same list! It is the "Imperial Soup" where you can mix and match units. You can take HQ units from one Imperial faction and then grab troops from another, so on and so forth. 

 

So OP declared that his Librarian was from *Chapter whatever that isn't GKs* and took it as an HQ. At this point it ISN'T a GK unit, so it doesn't roll on that psychic table. Therefore he is able to take the Librarius Discipline. Notice here that the Librarius Discipline is only looking for Faction: Adeptus Astartes keywords, which GKs have. 

 

HOWEVER, there are restrictions. Certain abilities effect certain KEYWORD units. For example Grey Knight psychic power buffs only effect Grey Knight models. 

 

And yes, smite is strong. The Frontlinegaming guys play tested the normal rules for smite with GK and it was just too dang good. That is why it is toned down. Reece specifically said that he rates GKs as a 10 on offense, but a 3 on defense. 

 

I am on other forums and it seems to be par of the course that everyone's faction is simultaneously going down the :cusster, and everyone else is OP as heck. Initial "mathhammer" and theory-crafting only tells part of the story. It is really important to get some games in and get lots of them in before you make any "official" assessment on the state of the game.

 

Seriously, units that look amazing on paper are often not THAT good and vice versa. 

 

In fact, GKs have a few advantages going into 8th. For starters, being an elite army (relatively few units) means that we have the opportunity to go first often (whoever deploys all their units first goes first). Secondly, we rely heavily on deepstrike reserves which is a good thing. When you are doing deployment you alternate between setting up troops on the table or in reserves. ALWAYS SET UP UNITS IN RESERVES FIRST. This gives you a chance to see where your opponent is placing troops so you can counter deploy your troops accordingly. We're still scary in close combat, and still dominate the psychic phase by having units that can cast smite and other powers (even tho rule of 1). We also have a good chance of denying psychic tests since we will have psykers all over the place, which I personally think is pretty huge.

 

To top it all off the indexs are merely just a hold over until official codexes release. It says so in the actual rule book for 8th. The official codex has army specific stratagems, relics, and warlord traits. I'd imagine it has a more fleshed out psychic table as well. So I say, enjoy the game, get some practice in and have some fun. 

Edited by TheMostGood
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Thanks for the responses guys. I admit to making plenty of mistakes, I was reading rules off my phone so sometimes the stats or WS/BS may have been off. 

 

Paladin to Teleport Attack in, Dreadnoughts to shoot from Range.

 

Would you keep your GM back with the Venerable Dreadnoughts?

 

Keep BCs with the Pallies to extend Smite range?  Or not necessary if you DS the Pallies in?

 

That is the plan. I'll do some lists up and see if I like how many Paladins I get for dropping out Dreadknights and the Strikes. 

Nice write up! The other army would have been a sight to see, with Deathwing and Black Knights actually being the best looking models from Dark Angels imo. Black Knights in particular would have been probably the best value for points from Dark Angels in last edition.

 

It's good to know our Dreadknights can still pull their weight on the table! 

 

I'm looking forward to see how a combination of TDA infantry and Dreadknights do hand in hand in this edition so i'll be very interested in your next results as well. 

 

Thanks man :) yeah Ben's army is very nice looking, he's a commission painter. It was a visually striking list. He said he was pretty happy with performance. 

 

Yeah DK's still do the business, you just have to get them into melee safely. Some armies come to you (like Terminators etc), but I wonder if Dreadnoughts or more infantry might go better against ranged lists. 

How that works is 1) all of the units that charged fight first, then, out of all of the units left, starting with the player whose turn it is, you alternate activations of the remaining units until there are none left eligible to fight.

 

So, as an example, let's say we've got three ongoing combats going on from previous turns.  GK units A, B, and C are still engaged with enemy units 1, 2, and 3.  Then during our turn we make three more charges with GK units D, E, and F against enemy units 4, 5, and 6.  Assuming the enemy doesn't have any Command Points to spend on interrupting the process, or some unit special ability, the GK player can Fight/Attack with units D, E, and F in any order he wants to first.  Then we start alternating activations, but we start with the GK player since it is his turn, so now he can fight with either A, B, or C next.  That means the GK player just activated 4 of his 6 units in combat before the enemy player could activate any.  Now, however, the enemy gets to activate his first, and he can pick any unit 1-6.  Then the GK player activates his 5th unit, the enemy his 2nd, the GK player his 6th/final unit, then the enemy gets to activate all of his remaining 4 units, since the GKhas already fought with all of the units he had available, and the enemy finishes up last with 4 units that hadn't gone yet.

 

Hopefully it's clearer now.

 

V

 

Somewhat. I feel like I'm still gonna take a while to get used to no Initiative. It's not obvious how it works at first glance. 

I actually haven't found smite to be crazy yet. I find a savvy opponent puts chaff in the way and you're stuck hitting the closest model typically so you can mitigate that damage to a degree.

 

I've used 'deep strike' to deliver a more precise Smite attack, but again I think as people learn, my opponents are using infiltration/spacing to make deep strike very hard to count on.

 

Smite alone won't win you games, and big stuff with like 8 wounds or more (especially in multiples) you still need actual heavy weapons to kill. But for grinding down tough 2W targets, its quite handy. Bikers and Terminators are both 2W models now, so I definitely found it good to soften up a unit like that (or outright kill a model or two) before laying in the storm bolter and heavy psycannon. 

Very interesting game, thanks for the batrep RD.

I've been thinking about whether or not to being dreadknights as well, because i do worry about lack of mobility.

Also, as a side note, the GK librarians we take are not subject to rites of banishment - i.e. They have the full smite, which can also be boosted to 36" range by the brother-captain. :wink: 

 

Thanks dude, I had a lot of fun. Yeah I forgot about their non-nerfed Smite. They also don't have Daemon Hunters which is odd, but I suppose its not terribly relevant (you take GM's and BC's for combat heroes anyway). 

 

DK mobility is okay, like usually you'll want to bait a charge on them and hopefully the enemy either fail or die on Overwatch. 8" is noticeably lower threat range though, so be cautious and try and get them to put themselves in the killzone. Units coming off Teleport Strike for example are likely to shoot you and barring a high roll won't make their charge. Then you just move 8" and barring snake eyes, you're in (very few things will kill or even wound a DK much on Overwatch). 

How do you hit on 2s with Dreadknights? They are 3+.

 

Also Grey knights librarians must take santic powers, not librarius ones.

 

Yeah that's what I get for reading off my phone. 

 

On the second point, no actually they get Librarius. We use the generic Terminator Librarian entry, he just swaps his force stave for a warding stave by default, can swap for any nemesis weapon, and gets frags+kraks+psyk-out grenades. He doesn't have 'Rites of Banishment' or access to Sanctic powers. 

In fact, GKs have a few advantages going into 8th. For starters, being an elite army (relatively few units) means that we have the opportunity to go first often (whoever deploys all their units first goes first). Secondly, we rely heavily on deepstrike reserves which is a good thing. When you are doing deployment you alternate between setting up troops on the table or in reserves. ALWAYS SET UP UNITS IN RESERVES FIRST. This gives you a chance to see where your opponent is placing troops so you can counter deploy your troops accordingly. We're still scary in close combat, and still dominate the psychic phase by having units that can cast smite and other powers (even tho rule of 1). We also have a good chance of denying psychic tests since we will have psykers all over the place, which I personally think is pretty huge.

 

Interesting, didn't know that's how that worked. Worthwhile to keep in mind for my next game. Really reminds me of 4th (IIRC), where you'd alternate deploying units. Was the same in WHFB as well I think. 

 

Yeah, having zero psychic defense is a huge problem. I think my DA opponent will be taking his Terminator Librarian next time. Also, DA have Watchers in the Dark, which let them shut down the first psychic power that targets their attached unit (one use though). 

To top it all off the indexs are merely just a hold over until official codexes release. It says so in the actual rule book for 8th. The official codex has army specific stratagems, relics, and warlord traits. I'd imagine it has a more fleshed out psychic table as well. So I say, enjoy the game, get some practice in and have some fun. 

 

Agreed. That's how every army feels, its rough rules to get us started in 8th, GW is still working on fine tuning the army books based off these trial rules. That's why I didn't buy the indexes ;) I'm only gonna get the core rulebook. 

RDs libby couldnt have a warding staff then. As that's gk only equipment. 

 

No he had a warding stave. He's a GK Terminator Librarian. As I mentioned earlier, they don't get Sanctic powers, Rites of Banishment or Daemon Hunter. I think its pretty good actually, the loss of re-rolling to wound Daemons in melee is minor compared to a better force stave built in (+1 to invul puts him to a 4+, with a storm shield he's on a 2+). Plus Librarius powers are fantastic, and he gets non-nerfed Smite which goes to 36" with the Brother-Captain nearby. 

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Mate;

 

"Grey Knight Psykers generate their psychic powers from the Sanctic Disciple (right) instead of the Librarius discipline"

 

If the unit has the Grey Knight keyword, it can only access Santic.

 

Sorry! :wink:

 

Edit: Last line of the "Grey Knights Chapter" section, just above the list of units we can take from the SM list.

Edited by Gentlemanloser
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Mate;

 

"Grey Knight Psykers generate their psychic powers from the Sanctic Disciple (right) instead of the Librarius discipline"

 

If the unit has the Grey Knight keyword, it can only access Santic.

 

Sorry! :wink:

 

Edit: Last line of the "Grey Knights Chapter" section, just above the list of units we can take from the SM list.

 

Oh wow, so GK Librarians are kinda trash then. Because our list already overflows with redundant copies of Sanctic powers. 

 

Might just take an Exorcist Librarian then ;) my Librarian doesn't see much combat, he's mostly a Veil generator and if I do get in combat, I cast 'Null Zone' first. 

 

Not being able to be Gated isn't a huge deal, just Teleport Strike into position in the first place, or hang out with the GM on foot to support the advance of the deployed half. 

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You could take Coteaz as a second Hq for 100 points.  Their powers aren't overwhelming, but would give some extra stuff for pretty cheap.

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Yeah, why I was making the point in the Rule of 1 thread why it's better for us to take SM libbies rather than GK ones.

 

Have Voldus, and you're Libby is more or less locked out of anything bar Smite.

 

It's why I'm gonna house rule those restrictions. Sucks the usefulness and fun out of otherwise perfectly viable characters. In the mean time, Exorcist Libby it is. 

Coteaz is kinda wasted without an acolyte unit to spy network with. 

 

Maybe a generic inq in TDA

 

Haven't really looked into Inquisition yet. Which psychic discipline do they use?

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Telethesia:

 

Terrify: -1 Ld and can't fire Overwatch

Mental Fortitude: Target unit auto-passes Morale

Dominate: Select enemy Character, shoot a weapon or 1 CC attack against enemy unit.

 

Definitely has its benefits, I like Terrify a lot for buffing Purge Soul and helping us charge.

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Terrify: -1 Ld and can't fire Overwatch

Mental Fortitude: Target unit auto-passes Morale

Dominate: Select enemy Character, shoot a weapon or 1 CC attack against enemy unit.

 

Terrify seems good, Mental Fortitude is unnecessary with re-rolls already on our units, Dominate is potentially amusing.

 

I have an old metal TDA Inquisitor I could use, might give him a go.  

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  • 2 weeks later...

I actually haven't found smite to be crazy yet. I find a savvy opponent puts chaff in the way and you're stuck hitting the closest model typically so you can mitigate that damage to a degree.

 

[...]

 

Heh, play against GK with something like Primaris and say that again :P

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