Tuesday, 29 March 2016

Word Bearers synergy, combos and don't take units


As all legions can be said to wield the same weapon, it is up to you to wield that weapon in a way that will grant you victory (there's the dice too i guess, but come on that sounded cool). This is where making sure you use your legion rules is so important.

With the Word Bearers you are looking at getting into the assault with your opponent. With the rules that WBs have you will be better at sweeping enemy units, and they will be less likely to sweep you. Becaus of this you want to ensure that all of our units can make use of these rules. Take Tartarous terminators, Veteran squads/Assault squads with Power Swords. 

Because of our extra Chaplin/consul we need to create body guard squads for both of them, this is where WBs get expensive (points wise). Bikes are good as they are fast harassment units which can close down the flanks as your troops go down the middle. Diabolists cannot join them as they can't take bikes. Jet bikes are too expensive for my liking but they could be effective, but as they have heavy weapons you want to keep them out of the assault so they can use them. Doesn't work with WBs. Veteran squads are excellent with a min squad size of 5. Assault marines are also very good (you can't take any special characters with them though). Only veterans let you take special characters with them.

You could attach them to large blobs of tacticals but they will be slow and best at holding a position. Goes against WB style. Rhinos are questionable, they prevent characters from joining the unit, and you can't assault out of them. If you take rhinos take them in mass, get out, Wrath of The Legion your opponent, if there's 2 close units fire multiple squads at one target to bring them down. This part is the problem: you will now have to weather the return fire and the potential charge. You want to be placing your units 11&1/2 inches away from your opponent: 6inch move, 7inch average charge =11inches. This will just keep you in rapid fire range for 40 bolter shots. Either you will have scared your opponent off the objective or he will have moved closer to your unit, making for an easier charge.

Armoured spearhead sounds like a good way to get assault vehicles, but without the vehicle focussed rules if other legions like iron hands, these guys will be normal land raiders (still excellent in all sense of the word), but this tactic will mean that you haven't spent your points in the units that make use of our rules. Land raiders can't sweeping attack and don't have morale problems. 

Use your rhinos to use the above tactic to get our opponents off objectives, put your veterans in land raiders. 

Drop pods are good. Legion drop pods don't force you to disembark turn one and are assault vehicles for turn two. This is awesome, it does make you weak turn one with a smaller force in the table and can make you vulnerable to bad reserve rolls. Your opponent will need to bring heavy weapons against you to get rid of your objective securing pods as bolters can scratch them. And they will have to run away from them as there is no benefit from being near them when you come out turn two. Take Hol Beloth because he is cheaper than a paragon blade master crafted laser fist preator and will instant death them in combat with his power fist and most importantly he has master of the legion, unlocking Orbital Strike.

Your characters get psychic powers this is awesome because at time of writing no other legion has good psychic. Librarians are supporting officers and therefore don't count as compulsory HQ choices. We are the best psychic legion. Psychic shriek off telepathy is very nice and give you a chance at terrify (which supports our sweeping, but could make them run out of charge distance so be careful) invisibility speaks for it's self. Dominate is good as it can prevent over watch or return fire or counter assaults. 

Biomancy is awesome on characters: relentless tacticals yes please. They also have a 4+ FNP, awesome. Biomancy is very good, makes your characters better in challenges, give unit buffs and has some nice ap2 witchfires (one of which heals other characters). 

Demons are an amazing addition to Word Bearer forces. Blood letters are king; cheap, efficient and spamable. This is especially pronounced in smaller games where there just isn't enough fire power to take them down. Skarbrand is awesome, he will destroy anything that looks his way and gives all of you're units (and the enemies) Rage and Hatred, saving points in Dark Channeling and Locus' with Heralds.

Plague Bearers and nurglings are also amaizng objective holders, alowing your main forces to advance without having to run back and hold objectives.

Thanks for reading. 

It's always death, with you. Who needs to die this time? Whose death will set fate along the path you choose?
Betrayer by Aaron Dembski-Bowden pg 222