Now that Iron Hands are finished, I will be moving onto Emperor's Children, the great exemplars of war and perfection. And how better to transition than by comparing their Primarchs.
As Lords Of War, in the Age Of Darkness Force Org they may only make up less than 25% of your army cost. This with their high point cost they can only be used in larger games. (Generally 2000+ point games) Even as they are very powerful they are best used to enhance something your army already does well (hopefully reflected in your choice of legion and army lists).
Kicking off with Lorgar as a missed out on him before: With 4 base attacks +1 for a pistol and +1 for charging, and Str 6+2(mace) and Ap he is a considerable force CQC (not as powerful as the other primarchs but he will stomp almost any other HQ). But what he does best is enhance your legionaries. Lorgar confers +1 combat resolution and +1 charge distance and ignores fear to all legion astartes Word Bearers who can draw line of sight to him. Also all Word Bearers may use his leadership if he isn't embarked in a transport, all of which is awesome
Stock Lorgar is a ML2 psyker who harnesses on a 5+, drawing from telekinesis and divination. If you purchase the 75 point upgrade (boarder line mandatory) he becomes ML3, harnesses on a 3+ which is totally AWESOMESAUCE, and he can CHOOSE HIS POWERS. Combined with adamantium will he has a 3+ deny to all ML2 and below psykers and 4+ against any ML3. His armour is 2+,4++ and it goes to a 3++ against force weapons and psychic powers (meaning he will never die to psychic anything) (also he is currently the only psychic Primarch).
With precognition he just will not die, and there are some other nice powers IE Psychic Shriek which is amazing at erasing terminators and marines due to it ignoring armour saves! The Haywire telekinesis power is very nice as it hits the whole squadron and as a maldiction it automatically hits flyers, making Lorgar able to dish out the pain to armoured columns.
Also as he can pick his psychic powers every game you're free to pick and choose based on what you're up against.
Ferrus Manus: the most bad a** mechanic in 30k-40k. He has a 3+ battlesmith which is actually 2+ because of his servo arm. Vehicles near him will never die. (Do this when needed, but do other things as he is far to expensive to be just a super mechanic). Vehicles with atleast one facing with Av13+ in the same army as Ferrus gain IWND, which stacks with Blessed Autosimulcra, making you're armoured columns insanely tough, Spartan tank anyone?
Ferrus Manus: the most bad a** mechanic in 30k-40k. He has a 3+ battlesmith which is actually 2+ because of his servo arm. Vehicles near him will never die. (Do this when needed, but do other things as he is far to expensive to be just a super mechanic). Vehicles with atleast one facing with Av13+ in the same army as Ferrus gain IWND, which stacks with Blessed Autosimulcra, making you're armoured columns insanely tough, Spartan tank anyone?
Any friendly Iron Hands astartes in an army with Ferrus gain a 6+FnP, which all together with Involite armour means that an army with this guy will be extremely hard to shift, infantry of mechanised.
Ferrus makes high armour lists extremely strong. A powerful tactic would be to run him as part of an Armoured Breakthrough Rite of War for plenty of fast Predator tank squadrons all with IWND and Blessed Autosimulcra.
With his higher toughness (7 instead of the normal primarch 6), 2+ save IWND, many wounds and -1 Str for shooting against him almost nothing will damage Ferrus outside of combat. Like his army this guy will not budge. Taking him will make your space marines tougher than Necrons. Terminators with -1str from shooting, 2+, 4++ and a 6+ FnP anyone? Breachers with 3+, 5/6++ 6+FnP and -1 Str and defensive grenades?! Armoured columns with IWND, Blessed Autosimulcra for a potential regen of 2 hull points per turn!
With his higher toughness (7 instead of the normal primarch 6), 2+ save IWND, many wounds and -1 Str for shooting against him almost nothing will damage Ferrus outside of combat. Like his army this guy will not budge. Taking him will make your space marines tougher than Necrons. Terminators with -1str from shooting, 2+, 4++ and a 6+ FnP anyone? Breachers with 3+, 5/6++ 6+FnP and -1 Str and defensive grenades?! Armoured columns with IWND, Blessed Autosimulcra for a potential regen of 2 hull points per turn!
With Toughness 7 and -1srt for all incoming shooting Ferrus cannot physically be damaged by strenght 4 weapons, al la the BOLT GUN. FERRUS MANUS IS IMMUNE TO BOLT GUNS, this is awesome! Enjoy your practically immortal Primarch *coughcoughFulgrimcough*
Just don't lose your head over his abilities. *que comedic drum/symbol noise*
Next everyone's favourite perfectionist: Fulgrim! The most noticeable thing about this guy is his insanely high Intitive and Weaon Skill, both 8! As if Fulgrim's 6 attacks on the charge wasn't high enoughm he gains an extra attack for each point that his Initiative is higher than his opponent's in a challenge. Meaning he has 10 attacks versus generic characters and 8 versus praetors.
Fulgrim comes with a rule similar to Emperor's Children characters, it forces him to accept and issue challenges, provided there is a challenger with weapon skill 5 or higher. But really there's no reason not to as Fulgrim only gets better in a challenge.
To add to Fulgrim's combat prowess he has Crusader, meaning he sweeps at I8+D6+D3!
His stock weapon is surprisingly lacklustre for a Primarch weapon with only Str user (has rending +Ap2 so yay?). But that doesn't matter cause you're taking Fireblade, you are taking this right? its a 0 point upgrade and like 10 times better. +2 Str, Ap2 specialist weapon and instant death on roll of 5/6 to wound. (He becomes str8 anyway but helps versus bikers and Magos'es)
Not only is Fulgrim an amazing CQC Primarch, he also confers +2* wound score for any Emperor's Children astartes in combat and himself, which is AWESOME. Which when combined with a special Emperor's childern Dreadnought is a 24 inch bubble of +1, gives your army +3 for wound score. Awesome. Add this to crusader and Fulgrim will curb stomp all the things
Also he can chose his warlord trait from crusade or strategic. (you can give units within 6" +1 to wound score, seeing a trend? +4 WOUND SCORE!). With Fulgrim you can lose comabt and still win it. (Extra points if you take Pheonix Termiantors so draws count as victories)
Most of the warlord traits are a bit mediocre, but there are some really awesome ones; Rerolling ones to wound with Pheonix Terminators, Outflanking d3 units +3 more for Maru Skara on turn 2 (Maru Skara you can pick turn of arrival and normal reserves can be rerolled with Fulgrim) is awesome for a combat army, as is +1 to seize, shred on D3 template/blast (both small and large variety, medusa tanks, plasma cannon support?). Pick as necessary.
Fulgrim's armour is so fabulous that any time he makes a save of a 6, the unit that targeted him must pass a blind test, making them WS1 (all the better to CQC them with). 10 points if you get this on overwatch and blind the unit you're charging.
His invulnerable save is a terrible 5++, but it increases to a 3++ in CQC. Because of his low stock invol Fulgrim NEEDS A TRANSPORT, if he's footslogging Fulgrim will eat far too many rending or low Ap shots, reducing him to a kill-able number of wounds. BUY THIS MAN/DEMIGOD/THING A TRANSPORT!
Overall, not only is Fulgrim an amazing CQC model capable of wiping out entire squads by himself with sweeping advances, he also hands out all kinds of candy to your army. This makes him one of the most versatile Primarchs.
That concludes this super Primarch post.
Thanks for reading.
Argel Tal out
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