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AlmightyWalrus

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  1. The Chaplains can pivot to other squads if they have to though. Sure, it's a deathstar list, but GK seem to be doing well enough with their Paladin bombs. EDIT: On a side-note, can you use Devout Push in your opponent's fight phase to fall OUT of melee range, thus in theory saving a unit from being attacked in melee for a measly 1 CP? If so, holy moly.
  2. But you'd only have to advance them on turn 1, and even then you can skip out on the 3.5" from advancing and still be in the enemy lines turn 2.
  3. I dunno, they don't have an invul which leaves them pretty vunerable in the open, even with a 5+ FNP They do if you bring an Apothecary, and there's the Shroud for a one-turn 4++. Besides, how many AP-4 or better weapons are there out there? A 2+ armour save is still a 5+ against AP-3.
  4. The Devout Push slingshot (move+run and then 2x Devout Push while near a Chaplain with the Litany doubling Pile In distance) has to be a thing on Assault Centurions. It counters their immense lack of movement while also letting you buff them up with the 5+++ Litany and Transhuman Physiology. We already know what Raven Guard could do with them, and we've got a bunch of melee buffs they don't.
  5. Even with this extra rule we shouldn't be paying what we are; Scouts have Infiltrate for 11 PPM, our Neophytes now have Paired Combattants for 11 PPM. Even if we assume that these are worth 1 PPM each (and I'd argue that Infiltrate is much better) that still leaves our Neophytes at 13 PPM to a Tactical Marine's 12 PPM with literally the same statline and special rules, with only weapon options differing.
  6. And most of those 249 points are in Troops and an HQ, which you need to make batallions anyway.
  7. But it CAN still be used to bypass Overwatch and to pseudo-charge after running assuming you manage to get within 3", right?
  8. Aw, rereading the Fight! phase rules I'm forced to agree. Shame.
  9. Deep Strike in 10 TH/SS Terminators, pop Devout Push, walk into combat without suffering Overwatch, force the enemy to stay in combat to stay safe. There's a lot of interesting shenanigans that can be pulled off that I'd completely overlooked. EDIT: Actually, couldn't it go like this? Deep Strike in, Devout Push into combat, kill whatever you blobbed into, get another 6" consolidate into another unit, pop Honour the Chapter, kill that unit dead, get ANOTHER 6" consolidate, move into a third unit and lock it in combat on a 2+ (assuming it's an Infantry unit). I think I need to go lie down. I can only handle so much Glory at once.
  10. Assuming that Devout Push works the way it has been hypothesized in this thread, wouldn't that mean that we can guarantee that a unit can get in from Deep Strike, assuming it's 9.000...1 inches away from the enemy? Deep Strike, pile in 3", consolidate 6" and you're in combat directly from Deep Strike bypassing Overwatch. Possible return of the Thunder Hammer/Storm Shield Terminators with a vengeance? You can splurge a lot of CP on further stratagems (+1 to hit, stopping fallbacks, fight again, and so on) to make the Terminators be a real headache for the enemy.
  11. A 10-man unit of Intercessors (possibly Veterans if you feel like it) sounds like it'd be a good idea to shoot some chaff with turn 1. You can move up, spend 3 CP and get 40 S4 AP-1 shots up to 30" away and since you've not moved like mad you should still be in range of buff characters. What's people's thoughts on normal Bike squads? They seem pretty decent; they're fast, with 14" movement, and a min squad with a Storm Bolter is less than 80 points and pumping out 16 shots with a 38" threat radius. Should be able to help us thin out screens to allow some nasties to come in from Deep Strike.
  12. What about Ironclad Dreadnoughts? Previously their main limitation has been the difficulty of getting them in to combat - with our new Warlord Trait/Litany and a Lucius Pod, getting an Ironclad into combat with something big should be doable, right?
  13. +1" to charges from something was the number one thing on my wishlist, because it makes our Deep Strike charges actually work. I might actually be able to use my TH/SS or Lightning Claw Terminators again, because by far their biggest issue has been delivery, and now we can reliably get them into combat. Yes, a lot of the others are meh, but I'm just extatic about Frontline Commander at the moment. I'll go back to griping once the novelty wears off.
  14. I second the idea of using Company Veterans on bikes for some first-turn shenanigans. They can have the <SWORD BRETHREN> keyword since they're Company Veterans, so with double chainswords you can have 6 attacks each on the charge rerolling wounds.
  15. Check the previous page, they can move, advance and charge up 26' on turn 1, or do that out of an LRC on turn 2. Yeah, but 27" isn't enough for reliable turn 1 charges, and you're investing two Chaplains, a relic, and a warlord trait on making it happen, and even then you're barely getting across the deployment zone assuming you roll a 6 for advance and a 12 for your charge with +1" to charge/advance and +2" to charge. With average rolls you're getting closer to 21"-22", and that's not enough to get to something turn 1.
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