Translate

Tuesday, 29 March 2016

Word Bearers synergy, combos and don't take units

**EDITED**

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 

Word Bearer special/unique units (I do not rate them)

**EDITED**

As I wrap up with the word bearers, here is my overview of their Legion specific units.

So starting off we have the Ashen Circle: WS 5 assault marines all with hand flamers (str3 ap6 so they're pretty bad) and special chain axes, which reduce fall back distances by one inch (only ap4). Not great as it means they're closer to you for a counter charge but then again you have 5-10 hand flamers so charging you isn't really the best idea.

They can all get power axes for 5 points but as they only have 3+ armour terminators and ultramarine 2+ squads are going to eat you for breakfast before you get to attack at initiative 1 this may not be as good as it sounds.

When Ashen Circle deep strike, units within d6 take damage from their flamers, nice, but not that game breaking. Their hammer of wrath counts as flame damage so it's less effective against salamaders. Over all pretty meh. Can't be joined by HQ because they have the same rule as destroyers. Can purchase phospherex grenades, doesn't do a lot for them. 

Ashen circle are supposed to attack the things that give the enemy morale. Yet you can't burn down banners and they don't have ap3/2 on intitive so they can't kill HQ or bodyguard squads effectively. Over all I do not rate this sqaud, even as troops with Zaylak. (Dark channeling doesn't make up for how meh this unit is).

Honestly an expensive unit that loses most of its bite against a tactical squad of 15 is not a winner in my books.


Ashen Circle
Kill 3 with hand flamers
-1 to over watch
Kill 1.5 HoW

Kill 2.6666666667 Chain Axes
- 1.5833333333 return combat
Kill 5.7777777778 Power Axes
-1 Sergeant return combat

- 3.5833333333
Kill 11.4444444445

Win combat by: 7.8611111112

 2.77777778% Rally Chance (snake eyes for LD)

Odds of sweeping 66.66666667%

64.8148148166% winning combat.

Meh



Gal Vorbak:

2 wounds (3 on the sergeant) Str/toughness and Initative 5, weapons skill 5 demon marines the size of terminators. Awesome. One problem, 3+ save 5++ invol. These guys are wanta be terminators with 2 wounds and higher toughness.

They are good, they have deep-strike, cause fear and are fearless. A better option stick them in a spartan or land raider Phobos and charge them into TACTICALS, never charge a squad with lots of power swords. These guys will go down even with T5, the 5++ helps but against a veteran squad with power swords you will be massacred (especially if they charge you with furious charge).

You can take 1 in 5 weapons like melta guns (don't you'll waste shooting) or power swords (TAKE THESE). The captain can take lighting claws or a Power Fist. Power Fist is probably your best bet as it goes to str10, with rending. Unlike Sergeants the Dark Mytar has T5 and 3 wounds so he can easily afford to go last.


These guys have rending, which counters their lack of ap anything when they come stock. This doesn't mean you can charge terminators, it just means that you will be better against marines.

Coupled with Rage and 2 CQC weapons each model has a whopping 5 attacks each, meaning you can expect a decent amount of rending hits.
Also nice little gimmick is they have bolt pistols so they can shoot unlike 40k possessed.



Over all a good unit but one that needs to be upgraded before its any good.

A full squad can convincingly take out a large Tac squad in one round of combat.
My preferred load out is for a full squad: DM with Art armour and a Power Fist, 7 stock Gal Vorbak and 2 Gal Vorbak with Power Swords.

If need be, you can equip them for vehicle hunting, giving them Power Mauls (Str5+2+Rending) and a Powerfist (Str10+Rending)



Finally we have the Mal Ghara contemptor dreadnought. This guy is very expensive points wise so make sure you know what you want him to do.

 The rules for this guy seem to contradict how WBs work: he damages near by demons and psykers. Two of the main things that sets WBs apart from the other legions by having. *facepalm*

With 4 attacks on the charge at Str 10 he is nasty in the assault. Don't put him in combat with marines they will just tie down your expensive model all game. Charge tanks and blow them up.

He has a nice rule where you have to reroll successful invulnerable saves in close comabt with him if he has his close combat weapon. Also you must test for morale of the unit suffers ANY casualties from his shooting. Can take a plasma cannon, multi melta and auto cannon with this rule (las cannon doesn't get this rule). This rule is nice but you want your enemy to be close to you with Word Bearers as they are an assault legion.

Over all I don't rate the Word Bearer special units (Expetion for Gal Vorbak). Unlike their special characters these units are over costed for what they do and don't really give you anything great that normal units couldn't do better for less points.

 I would say don't get these units, invest your points in legion units, give them dark channeling and artificer armour and power Axes, take the WB special characters and buy units that will work together.


This concludes my Word Bearer legion focus, if any new units are released I will come back and do an over view of them. Up next is Iron Hands, followed by their best friends/murderers the glorious Emperors Children. 

Hope you enjoyed this first legion overview, and I look forward to creating more.


Wednesday, 17 February 2016

Primarch Mortarion!

Alrighty... after a far too long wait... The Grim Reaper of the Great Crusade, The Pale King, The Primarch of the Death Guard, Mortarion the Reaper has arrived

-EDIT: MINOR SPACING FIXES AND WEEKENDER OFFICIALISING (is that a word? Close enough, you know what I mean)

Mortarion is one of the more pricy Primarchs, but boy does he come with a lot of tricks. First of Mortarion has 7 wounds and a toughness of 7, a step up from the normal primarch statline of T6,W6. Not only is he tougher, Mortarion Re-rolls any failed IWND rolls, making him even tougher! Not a problem you say, I'll just shoot at him with my Sniper Veteran Squad or my Poisoned Dark Eldar fleet... Not so fast! Mortarion is only wounded by weapons that wound on a fixed roll on a 6, meaning Sniper, Poison and Fleshbane weapons are nearly useless against him. This guy is nails.


To add to Mortarion's resilience, he is equipped with The Barbaran Plate, conferring Cataphractii level saves (its not actually Cataphractii TDA but the saves are the same)

 Continuing on Mortarion's wargear, old Morty is equipped with a massive Death Guard Power Scythe that works exactly the same but with the added rules; Sunder and Instant Death. When combined with Mortarion's 6(7, see below) attacks on the charge this will pretty much ruin any character's day, unless they have Eternal Warrior, in which case they may just cling to life.

 If you've kept up to date with the newest legion astartes book there have been some changes to Power Scythes: no more unwieldy and Sweeping attack, instead they have -1 initiative and if they're in base contact with more than 1 enemy model they gain +1 attack (yes this does make Mortarion strike at normal marine Initiative, but you were going at I1 before anyway) (this is all Death Guard Power Scythes, making Deathshroud even better, coming to 4 attacks on the charge)

For all your shooting needs Mortarion has an UNLIMITED supply of Phosphex Bombs (12", str5, ap2, blast with some other little rules, read your book if you want to know (just little nuances)) which is AWESOME. 

Mortarion also has a personal side arm in the form of a 18" str8 ap2 energy blaster, which is also AWESOME (also has sunder so feel free to take a pop at vehicles before charging them).


For his special rules Mortarion has the Primarch rule which, you guessed it, all Primarchs have. He also has a fancy little rule called Shadow of the Reaper. This rule reduces enemy LD by -1 for fear checks (eh) and ALLOWS MORTARION TO REDEPLOY WITHIN 10" in the shooting phase if he doesnt run or fire. To do this you have to pass a leadership test, (he's a LD10 PRIMARCH so thats almost a given to pass). If passed Mortarion can be redeployed within 10" of his starting position as long as theres space for him (and no he cant magically bring his unit with him, thats specified as part of the rule, i see you 10 man Deathshroud squad). Just to make this that extra bit more awesome Mortarion can still charge after doing this, but counts as disordered (who cares, with the new rules on Scythes its like he charged anyway (+1 attack if in base contact with 2+ enemy models))

This ironically makes Mortarion the fastest of the walking Primarchs (so excluding Corax, Levitating Lorgar and Sanguinius when he's released #timestamp).

As if he wasnt tough enough Mortarion passes any Deny the Witch roll on a 4(3)+, against Maeldictions. (It's a 3+ cause he also has Adamatium will) Against witchfires it's still a 5+

To finish off Mortarion buffs friendly Death Guard with Stubborn and makes any Frag Grenades, Frag missiles and Havoc launchers poisoned 4+ so yay? Its free so no drawbacks (as these keep their original strength as well you're still wounding punny normal humans (Auxila and Militia/Cults) on a 3+)



Thats it for the data on Mortarion, as for what I'd do with him in games, I'd probably just run him solo and abuse his "teleport" and go hunt Vehicles. While he could go and take on infantry, I'd leave that to your elite units (Deathshrouds come to mind). Mortarion is more likely to make up his points if you go in on the flank (explained below) and ice some vehicles and heavy support squads with his sunder power scythe and then move in to sandwich the enemy with the rest of your army.

Watch as your opponent either swerves off to the side to counter Mortarion (especially after he moves 16" in one turn not counting assault distance) leaving their other flank and now side-on front units open to the rest of your army or they split their army and fire power; reducing the damage your main army takes.

 Moving on the flank also serves to reduce the amount of fire coming at Mortarion (going down the left edge for example means that units on the right side will have a much harder time getting in range and hitting through terrain in the other 2 strips (left, middle & right))

This tactic can be amplified further by sending in a Xiphon Interceptor before Morty hits the enemy vehicles to reduce their Hull points, meaning you're much more likely to destroy your target vehicle



(Mortarion is vulnerable to mass Las-cannon fire, deepstriking sucide melta/plasma squads so keep that in mind when playing him.)



Thats it for Mortarion, now onto his Loyalist brother; Vulkan and his Pyromanic legion the Salamaders!

Just as an FYI, I'll be doing some overhauls on previous posts that are affected by the Weekender, namely Emperor's Children and Death Guard. After that I'll be doing a post on the new Legion Rites, the new Generic Rites and their Synergies with Legions I have reviewed (and I'll cover any rites I didn't cover for legions before) so my apologies if you're waiting for Salamaders and bear with me while I make these adjustments. EDIT: Resolved

Thanks for reading!

-Argel Tal

Monday, 15 February 2016

Primarchs: Ferrus Manus, Fulgrim and Lorgar

-minor updates across this post-

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? 

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 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

Sunday, 14 February 2016

Quad Rapier Emergency! New rules, Phosphex shells!

Though I don't normally review non Legion specific units (as of writing), this has to be shown. Look at the new rules for the Quad Mortar Rapier Batteries.


Those Phosphex shells!! Add world burner = 3+ re-rollable ap3. And each of those templates can be moved 2" as per crawling fire! And the templates stay in play as difficult and dangerous terrain! Holy cow. Only 20 points, they could be 40 and I'd buy that.

Monday, 8 February 2016

Emperors children updates incoming

Hi everyone, you might have noticed some of the Emperors children posts were updated recently, this was because of the changes to Terminator armour, in particular being able to sweeping advance. 

However it looks like my job is not yet done, word from the Weekender is that Emperors Children have some major rules changes as of the upcoming books, namely a legion wide rule where assaulting units gain +1 initiative, Sonic Shriekers now reducing enemy weapon skill and new profiles for Kakophoni weapons (The Cacophany) hearing that it may become Heavy 2 and/or may lose Gets Hot/rite removes Gets Hot. Which in conjunction with relentless and being Troops in the new rite means they will need a total overhaul, especially if the weapon Ap changes.

Also the new rites will an effect how EC builds are made (jump infantry themed one could be used with Eidolon, Palentines and Assault marines (who might get a points reduction, here's hoping)), but I'll probably do a post on each legion I've done already or as a group on how to use and benifits/drawbacks of the new rites of war.


Because of this some more EC material will be rewritten or edited, until then just hold tight while I finish the updates and figure out Salamanders.

Cheers, -Argel Tal

Monday, 18 January 2016

Nathaniel Garro, Knight Errant, Hand of the Sigillite

Hello all, welcome back to the tactica blog. Today we're looking at Malcador's servant, Captain of the Death Guard 7th Battle Company. Nathaniel Garro is an Independent Character HQ choice counting as an agent of the emperor (he may not be warlord however).

Garro's stats are similar to that of a Praetor, but with one less point of weapon skill. His points come in at 75 points more than a stock Praetor. This cost is pretty balenced considering his wargear. (Bear it in mind that as Garro is unattached to any legion I will not be considering his benifits in context to allying to an particular legion force)

Garro comes with an Ap3 sword with rending that causes x2 wounds in a challenge. I myself am not a fan of this, RENDING DOES NOT SUBSTITUTE AP2, Rending relys on number of attacks and considering this is an attack from a single model even 5 attacks (4+1(charge bonus), the sword is twohanded no +1 for 2 CQWs) does not give enough attacks to get reliable wounds. I say this because in combat garro will be hitting on 4s against other HQs, dropping down to 2/3 hits which then will require 6s, which can then be saved against by the defender. This is why im predominantly not keen on Garro.

To combat Garro's weak offensive capability he comes with a super Iron Halo, conferring a 4++ which becomes a 3++ in a challenge. In addition when Garro dies he becomes Saint Celestine (no joke it's practically copy paste from Adepta Sororitus). When Garro dies you roll a leadership test and if it passes he is kept in play with a single wound left.

Keeping with the Rending trend Garro has an Assault 3 Rending Mastercrafted bolt gun. This allows to in theory out shoot other marines but those 3 shots will be against 20 man tactical squads Rending or no Rending. Garro does have precision shot so he can snipe out apothecaries or characters but that relys on 6s to hit and most likely 6s to wound, not good.

Garro's final and cool factor war gear is called; by falsehood cloaked. This wargear allows Garro to deepstrike with no scatter and forces all incoming shots that turn to be snapshots, meaning no Ap1 str10 blasts or Las-Cannons will kill him THAT TURN. This when combined with his resurrect ability and his IMPLACABLE ADVANCE RULE means that he is able to score 2/5 of his special objectives with realtive ease. These are of course Enemy DmZ and score an objective, more on these objectives in a second. This rules combo can net you from 1-3 victory points provided Garro doesnt die before the end of the game.



And now we come to Garro's major drawback (as if he wasnt crap already). At the start of the game you note down 1 of 5 secret objectives (your opponent doesnt know which one). Each one is worth a specific number of VPs if achieved, however if you fail to achieve your objective for Garro you MAY NOT CLAIM A VICTOY, FULL STOP, EVER, AT ALL. Because of this I would always say, pick either 1 or 3 as they are easily achievable considering Garro's ability to preform. These objectives are:

Be in the enemy Deployment Zone at the end of the game (1VP)

Pick another IC, if they survive you get 2VPs

Control an objective (why Implacable Advance is a rule for him), 2VP if the objective is out of
enemy DmZ and 3 if its in enemy DmZ

Kill enemy warlord in a challenge (3VPs)

and Slay a Primarch (3VP), Garro doesnt have to do all the wounds, just land the final blow.




Thanks for reading this little bonus post and Mortariton and Vulkan will be coming up soon. In the mean time Happy Wargaming everyone.


Sunday, 10 January 2016

Tactica Newflash FaQ Terminators

As of the newest Forge World FaQ Terminators (with unspecified patterns of TDA) can now be equipped with either Cataphractii Pattern Terminator armour or Tartaros Pattern Terminator armour, which in particular (here we go.....) ALLOWS SWEEPING ADVANCES!!!

Also as Grave Wardens and Pheonix Guard Terminators have UNSPECIFIED Terminator armour patterns, meaning they can choose which pattern they want!

Death guard I'd lean towards Cataphractii. However for Pheonix Guard Terminators this is amazing! Take the Tartaros every time. Bettwen their special charge rule which gives them Initiative 5 on the charge and Sonic Shreikers which give +1 for a crazy I6 on the charge (I5 charged). Which combined with Emperor's Children Astartes having Crusader means these guys are insane now!

(For a cheaper and just as effective option take Eilidon and Legion Terminators with Tartaros Pattern Armour and give them all 5pt Pheonix spears (equal to cost of power fist). With Eilidon's shreiker they go at I5 with ap2. With Eilidon going at I7 (5+1 for shreiker & +1 for being in a challenge) and EC having Crusader built in automatically you should be able to sweep almost anyone and anything (barring fearless so avoid that #chaplains). 

This is awesome stuff from Forge World.

One a sad note heresy era drop pod now work the same way as 40k drop pods where disembarkment is forced on arrival (negating assault vehicle on normal pods).

Also this update makes the main advantage of Gal Vorbak (being able to sweep with a durable unit) redundant so RIP them (they still have T5 and 2 wounds so they're not useless by any means But they're kinda meh now)

But who care we have SWEEPING ADVANCING TERMINATORS.

Thought I'd share this news and give some ideas on how to use the new ruling (expect surprised looks and be prepared to show opponents the FaQ).

If this post seems out of character I'm writing this at a very late hour (I'm a terrible person). Hope some of it made sense & happy wargaming and good night everyone!