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rendingon1+

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  1. If your legion has any AP2 at initiative or similar: use that. Otherwise, thunder hammer. I thought Chaplains had to use a power axe or maul? Nope, when upgraded to a chaplain they get a Power Weapon to use as a Crozius but you can still swap any other weapon to whatever you want where available.That was pre-errata, now you're stuck with a crozius forever. And combi bolter cannot be exchanged to melee weapon.
  2. Well, we have quad phospex ban in our group till april :-) and besides those cover saves and fnp makes it highly ineffective anyway.
  3. I decided to go full terminator chivalry with 7-8 cenobium (2-3 hammers). Why: 1) Plasma casters will still take some wounds semi reliably 2) terraswords will deny FnP at initiative and wound on 2+ (+ stasis blast will make them strike at the same time or before if he fumbles his "night" roll on turn 2-3) 3) Reapers of hosts naturally 4) Duelling sarge with hammer WS6, 4++ and 2 wounds will be a match for any character he has there and if Konrad takes up a challange overspill will not hurt as much. 5) Attachmed character: chaplain (most likely, to make every attack count also I don't want to mess up fear rolls vs Curze) 6) Transport: spartan I plan to charge them simultaneously with 1/2 cortus' if able, I must also invent some juicy bait for them to be where I want. If he runs 15 guys with 2 medics, a chaplain + curze as he did in 2 previous battles I think Knights and cortus will sort them out in one game turn counting both shooting and cc.
  4. Only moritat has that special rule, you can attach any character you like to the destroyer squad :-) I have to think on it, we have a game next monday, last one before the campaign and I really need that victory :-D Good news is no LoWs of any kind on campaign haha Tommorow I'll come here with a mindblowing solution, be sure of that. What can you expect of your BA opponent listwise? Are you dead set on interemptors?
  5. I’m curious what your plans are - I have a similar buddy that runs recon company Blood Angels with a giant assault blob and characters. Cover, perdition blades, and FNP are a pain in the ass. Weeeell... Not sure yet. Will probably use a hijacked phobos land raider (dude is big on skyfire interceptors) and will try to:a ) disembrk as close as I can and shoot b )knowing they willl die anyway charge them to get those rad grenades working Knowing this dude I plan to pull that off turn 2. I'll keep them at 7, no phospex, no missles, one big gun, attached master of signals (for+1BS and crazy orbital) with artificer, refractor and axe. Of course there will be other heavy hitting unit: cenobium(?hmmmmm) or some cortus talon. One stasis shot from any source will be necessary too. Ehhh... Scrap that. I did the math, not enough damage from the interemptors, lot of maneouvring, positioning and counting on my opponent playing curzestar like he did before. I tried to be smart:(
  6. Depends what you want them to do an vs who. I know I'll use them vs NL guy in my group who runs annoying Curzestar with 20 assaults + characters under terror assault.
  7. You can always say it goes right through and kills a guy behind or... https://en.wikipedia.org/wiki/Single-bullet_theory He's super sniper after all.lol
  8. Yes, you can. RAW Unlike updated blade of perdition, there's nothing in the rules that says it's not the case. And arguing about it considering how poor Exodus is, is bad taste.
  9. But I won't be using armistos and/or heavy bolter hss anyway. I'll save some money :)
  10. Never had problem with that really And the only master crafting I care about is on blades!
  11. True, damn it. I have never used Armistos, it's either reroll all with divintion librarian or no rerolls at all. Eh. Indeed Armistos interacting with acid shells HHS is pain in the ass for both players.
  12. Oh, I see. But it's still quite easy to solve: Let's say we have full 10 hb squad 0. Roll for AP. 4 HB ignore sv, 6 not. 1. Group your shots - those that ignore sv, those that does not. So: Group one 18 shots. Group two 12 shots. 2.Rerolls: group one (6hb) - 6rerolls group two (4hb) - 4 rerolls. I can't see a point of designating reroll to particular heavy bolter when grouped since you're shooting them at the same time. Am I making some mistake in my reasoning?
  13. It is called (needles) pedantry guys. When you're shooting at mono save unit like 3+ or 2+, you really only want two sets of colour dice - one that negates sv one that does not. Why would you ever need a different dice for non penetrating shells?
  14. I'm not saying this RoW is a trash but in my opinion buffs are limited by units/weapons that benefit from them. Let's take +1 BS - you have to take 2+ vehicle squadrons, it's all right since it's a tank row. Problem is, artillery, predator turrets, vindis and LR have either blast ot twin linked. Sure, it's always nice to have an option for reducing scatter by additional inch or rerollable 2+ to hit but is it REALLY that strong or necessary? BS5 autocannons are nice but as we know they are neither 3+ infantry killers or armour crackers. +1 to wound on rapid, salvo or pistols if weapon is <S6- sounds very nice but let's take a view what units (and weapons) might actually make use of it. So, considering limitations ie. one tank unit for every unit with infantry type that makes: -Troops: Tacticals, Breachers, Supports with rotors (covered by transports). Only weapons that they have is bolters (none of breacher special weapons will benefit) or rotors (which are useless) -Fast attacks: Seekers (covered by transport) with kraken or blasts only. Question: is this combo really so great that you need an expensive and fragile marksman unit which already has a go to option of Scorpius/ +combi (that do not benefit from +1 to wound)? I say no. -Heavy Support: none - Elites: Veterans and terminators - same as with tacticals, only bolters. Point can be made for veteran serpenta but it costs way too much points for extremely short range (probaly) only one salvo in the game. Because if they're in serpenta range that would mean they will charge (and fight, and take casualties) or will be charged/blasted next turn. -HQ: ??? This RoW could be quite nice IF they: lift infantry to armour ratio (especially not counting HQ for it)/ just make a rule that every infantry unit must be embarked at the start of the game instead OR Give land raiders as a transports AKA armoured breakthrough OR change rapid/salvo/pistol in exterminators to "all weapons with <S6"
  15. I'm thinking that except for tank hunting dreads Ironwing is kind of pointless. Limitations are severe, and bonuses are largely irrelevant.This RoW is a trap unless you are going vs other mech list.
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