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![[Post New]](/s/i/i.gif) 2008/04/01 21:28:20
Subject: Warlocks what are they good at?
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Newbie Black Templar Neophyte
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I just bought a warlock for my army and I was planning oon giving him destructor and uprading him to a spirit seer that way he could hang back with my guardians and my wraithlord and when someone attempts to charge the guardians or wraithlord I destructor them. good idea or bad idea
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"There is no art more beautiful and diverse as the art of death." Laconfir of Biel-Tan
no pity! no remorse! no fear! |
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![[Post New]](/s/i/i.gif) 2008/04/01 21:45:14
Subject: Re:Warlocks what are they good at?
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Longtime Dakkanaut
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flamer templates on units that can only move 6" is generally a bad idea. A great many of the units that will plan to get close and assault you are able to move faster than 6". They will be able to charge you without you getting an effective round of shooting at close range.
For guardians, two very popular choices are conceal and embolden. if you play guardians without an avatar, embolden gives your guardians a boost to their already suspect leadership. If you do play with an avatar, you could use conceal and place your guardians in the open, saving the cover in your deployment for other shooty units like rangers that you might add to your list.
Spiritseer is a good idea if you have a wraithlord that you think will be nearby.
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![[Post New]](/s/i/i.gif) 2008/04/01 22:22:50
Subject: Warlocks what are they good at?
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Smokin' Skorcha Driver
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Warlocks serve several different functions:
Shep above mentioned the leadership enhancing and the cover providing warlocks. Destructor is useful when the warlock is in a jetbike unit, in that case he has the mobility to pounce and flame targets that it can hurt to maximum effectivness AND still jump back a little or assault with the rest of the squad.
I usually don't find the cover you get from conceal is worth the points expendature exccept in large battles over 1500 points.
Spirit seers are a must if you are runnign wraithlords! Having 155 points of anti-tank wraithlord picking its nose for a turn is not a good thing!
Another warlock function is anti armor on the charge ... doesnt happen that often, but going off at Str 9 can be useful against mech armies that put vehicles in your face and your shooting fails you. Charging vehicles is a good way of getting your guardians closer to their 12" shooting range so having a warlock in there is handy. Give hime a spear and he is more likely to do some tank hunting.
Warlocks can also form a body guard for the farseer (or eldred)... with fortune a re-rollable 4+ on several models can be a tarpit for some armies. This tactic is expensive though and an army with lots of shooting attacks or lots of close combat attacks WILL get through it, in only a turn or two. I won't use this stategy myself, but I know some who think it works well for them.
An enhance warlock helps storm guardians if an when you field them. It bumps them to init. 5 and ws 4 so they go before most opponents and usually make MEQ's need 4's to hit them instead of 3's. With Eldred fortuning the storm guardians and doomign their target they can do some damage and roll with SOME of the enemys attacks. They will die eventually, but they can actually do something this way. Same tactic applies to Dire Avengers and works even better since they shoot more, and can get an invul. 5+.
hope this helps,
Meph
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![[Post New]](/s/i/i.gif) 2008/04/01 22:44:13
Subject: Re:Warlocks what are they good at?
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Executing Exarch
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There are a few places where warlocks are good.
Configuration 1 is several warlocks (I run 5) with a farseer. The farseer takes fortune and one warlock takes enhance. This gives you a squad that is well neigh unkillable and will rip through vehicles like a hot knife though butter. They are also good at dealing with high toughness targets.
Configuration 2 is a warlock with destructor and a singing spear in a guardian jet bike squad. The provide the squad with anti horde power and anti tank power all in one go.
Configuration 3 is a spirit seer with conceal in a large wraithguard squad (a fortune farseer also helps). The conceal ensures that the wraith guard will always have a save against incoming fire and this really helps them get across the board to do their job on the enemy.
Most other setups are, unfortunately for you, not really worth including a warlock in.
While I may have advised you not to use your shiny new model (something I'm loathe to do), you may decide to not heed my advice. If that's the case, lets look into what you can do with the warlock if you decide you must field him. The only place he can really go is into the guardian squad (since stacking him with the farseer is completely out of the question). The things he can possibly bring to the squad are his spirit seer ability (well he brings this to the near by dreadnaught but that's beside the point), destructor, enhance, embolden, conceal, some witch blade based hand to hand attacks, and/or a singing spear. Let’s take a look at each.
Spirit seer will keep your dreadnaught from doing nothing for 1 turn out of 6 on average. If that ends up being a round where he would have done some good, then it is totally worth it. If it ends up being a round where he wasn't doing anything interesting, then it's just wasted points. So we can chock spirit seer up to being somewhat useful.
Destructor is a heavy flamer…it has a range of 8”. Think about how often you get to shoot your shuriken catapults from your guardians. You’ll get even less chance to shoot a destructor. With that in mind, we can place destructor in the category of “not worth it”.
Enhance gives your guardians +1WS and +1 I. This means that they can fight a bit better in hand to hand. Given their already very bad hand to hand skills this might seem like a good idea, but since they are completely not equipped to fight in hand to hand (T3, 5+ save, and no hand to hand weapons) this is not a good idea. Enhance therefore falls directly into the “not worth it” category.
Embolden lets your guardians reroll moral tests (pinning, 25% casualties, losing hand to hand). There are not a whole lot of pinning weapons out there so I don’t think it’s worth investing points in defending against them. If guardians end up in hand to hand, they’ve lost already so there is no need to have them stick around much longer. Taking 25% casualties from shooting however may happen fairly often. The thing is, will it happen enough to cripple the squad or break it permanently? All in all, I don’t think so. If the squad is over half strength and it breaks, it can rally. Even if it does break and runs, you can still fire your heavy weapon while falling back so a routed guardian unit is still just about as dangerous as one that’s standing around and still shooting. With all this, I put embolden also in the “not worth it” pile.
Conceal has some potential. The thing is that it is only useful if you are not already in cover. So the question is, how likely are your guardians to be outside of cover? If you find that the games you play have very little cover and you have other units competing for it, then maybe conceal is a good idea. If you are playing a mechanized army and all your other units are running around in transports elsewhere, then there will be plenty of cover around for the guardians and conceal is a waste. So we can call conceal a situational power.
The additional hand to hand power provided by a warlock with a witchblade or singing spear will not be enough to keep your guardians alive (or productive) if they end up in hand to hand and the warlock is just going to be adding to the victory points your opponent gets for killing the squad.
The fire power gained from a singing spear is minimal. Sure it’s a great weapon against vehicles, but how many vehicles do you think will be within 18” of your guardians? Hopefully very few (and if there are, they will be transports). So the singing spear also falls into the “not worth it” pile.
So as you can see, there isn’t much you can do with a warlock in a guardian squad to make them useful. If you do insist on using one, I would leave him with a witch blade, make him a spirit seer so he can keep your dreadnaught functional and call it a day. Any extra powers or points spent on him are just going to be a waste in the long run.
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This message was edited 1 time. Last update was at 2008/04/01 22:47:45
**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2008/04/01 23:57:28
Subject: Re:Warlocks what are they good at?
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Newbie Black Templar Neophyte
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thanks for all the advice guys especialy you pheonix youve given me the information that I need in every topic I have started unlike some people who just b ch and tell me to read my codex
so thank you for your support pheonix
foxwolf
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"There is no art more beautiful and diverse as the art of death." Laconfir of Biel-Tan
no pity! no remorse! no fear! |
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![[Post New]](/s/i/i.gif) 2008/04/02 00:39:57
Subject: Re:Warlocks what are they good at?
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Deadly Dire Avenger
Athel Querque
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LOL@Fox
If someone is obviously just trying to avoid buying the codex or rule book - they deserve to be blasted.
You have obviously read something (and so have I). Sometimes the codex and rules are not super clear.
We unfortunately fall victim to the few on here (not to name names but the initials are TC) that get their entire jollies and self esteem putting other people down.
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![[Post New]](/s/i/i.gif) 2008/04/02 06:45:23
Subject: Warlocks what are they good at?
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Infiltrating Oniwaban
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Look, he may be harshly critical, but t-C gives excellent advice too. The harsh tone is part of Dakka culture. Asking for advice on this board is also inviting a bit of harassment. Take the good, chuck the bad, and give as good as you get. Welcome to Dakka.
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Infinity: Way, way better than 40K and more affordable to boot!
"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze |
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![[Post New]](/s/i/i.gif) 2008/04/02 06:55:30
Subject: Warlocks what are they good at?
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Stalwart Space Marine
KILL! MAIM! BURN! KILL! MAIM! BURN! I... I mean... For the Emperor?..
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He could still take a 10-man unit of Warlocks on Jetbikes. Give them all destructor. Against stealer shock and horde armies like that they will be absolute evil, since horde armies as a rule rather than exception rely on cover and LoS denial. Have them fire the Destructors and then dance away on the jetbikes. It's an expensive unit but could be the difference between your Dire Avengers being eaten or not. Yarr!
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The Ten Commandments of the Space Marine
1. Thou shalt never, ever, ever argue with the Machine Spirit!
2. Thou shalt always remember that the only thing Flamers are sanctioned to cook is Tyranids. Or, lacking these, thine local contingent of Imperial Guardsmen.
3. Thou shalt always stick "Honk if you think i'm Sexy" stickers on the sides of Rhino's carrying Sisters of Battle.
4. Thou shalt, whenever in doubt, hit on the blonde Battle Sister.
5. Thou shalt not slap the most holy of buttocks of thine Sisters the Battle Sisters and utter the blasphemous words "OMG l33t a55!", unless thou wishest to clean the treads of thine Rhino with thine tongue!
6. Thou shallst not use the chainfists of thine holy Terminator brethren as impromptu can openers.
7. Thou may haveth two livers, but thou shallst not therefore drink twice as much.
8. Thou shallst not refer to Sisters of Battle as the Cavalry.
9. Thou shallst on pain of death not paint the heretical words: "Your Farseer is my other ride!" upon thine Rhino!
10. Thou shallst always remember these wise words: Spase Marines are t3h uberz! Hurr! |
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![[Post New]](/s/i/i.gif) 2008/04/02 06:58:13
Subject: Warlocks what are they good at?
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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Two Daemons in a Bar wrote:He could still take a 10-man unit of Warlocks on Jetbikes. Give them all destructor. Against stealer shock and horde armies like that they will be absolute evil, since horde armies as a rule rather than exception rely on cover and LoS denial. Have them fire the Destructors and then dance away on the jetbikes. It's an expensive unit but could be the difference between your Dire Avengers being eaten or not. Yarr!
heck, take two!
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![[Post New]](/s/i/i.gif) 2008/04/02 07:32:04
Subject: Warlocks what are they good at?
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Infiltrating Oniwaban
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Two Daemons in a Bar wrote:He could still take a 10-man unit of Warlocks on Jetbikes. Give them all destructor. Against stealer shock and horde armies like that they will be absolute evil, since horde armies as a rule rather than exception rely on cover and LoS denial. Have them fire the Destructors and then dance away on the jetbikes. It's an expensive unit but could be the difference between your Dire Avengers being eaten or not. Yarr!
Sigh.
This unit will never earn its points (560+) back. It is not a good choice, especially to protect Dire Avengers.
Tacobake, I was tempted to join you in the pits of sarcasm, but Jeebus forbid someone take this guy seriously.
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Infinity: Way, way better than 40K and more affordable to boot!
"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze |
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![[Post New]](/s/i/i.gif) 2008/04/02 07:39:19
Subject: Warlocks what are they good at?
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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Savnock wrote:Two Daemons in a Bar wrote:He could still take a 10-man unit of Warlocks on Jetbikes. Give them all destructor. Against stealer shock and horde armies like that they will be absolute evil, since horde armies as a rule rather than exception rely on cover and LoS denial. Have them fire the Destructors and then dance away on the jetbikes. It's an expensive unit but could be the difference between your Dire Avengers being eaten or not. Yarr!
Sigh.
This unit will never earn its points (560+) back. It is not a good choice, especially to protect Dire Avengers.
Tacobake, I was tempted to join you in the pits of sarcasm, but Jeebus forbid someone take this guy seriously.
heh. One or two destructors are ok. Don't forget you can also take doom w/ the TL Shuricats, too. Problem with shooting you can't split fire which you can with close combat attacks.
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![[Post New]](/s/i/i.gif) 2008/04/02 17:37:01
Subject: Warlocks what are they good at?
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Plastictrees
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To add a few variations to what Phoenix said:
-Even if they can still shoot, a falling back unit of guardians can't hold objectives or count for victory points, so I'm personally a fan of embolden.
-The value of conceal in a guardian squad changes with the number of guardians in the squad. The cost of conceal for a small guardian squad doesn't provide as much survival payoff as just spending those points on more guardians. But with a big guardian squad, the cost of conceal becomes more worthwhile. The break point where conceal becomes a better value is somewhere around 14-15 guardians. Bigger than this, consider conceal. Smaller, don't bother--just buy another squad.
-Str 9 weapons are rare in the Eldar list, and not available to guardians at all except in the form of a warlock's singing spear. A small walking squad with a str 6 weapon (like a scatterlaser) can't threaten AR13+ vehicles at all unless they have the spear. With a singing spear, the unit becomes a "zone control" unit that discourages heavy vehicles from coming with spear range. They can charge a dreadnought or other walker and kill it. They have a (small) chance of hurting a landraider or monolith.
I've had good results with a pair of 10-guardian + scatter & spearlock units controlling vehicle movement in zones of the board, even if the warlock never actually gets to fling his spear.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2008/04/02 18:05:06
Subject: Warlocks what are they good at?
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Executing Exarch
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Flavius Infernus wrote:-The value of conceal in a guardian squad changes with the number of guardians in the squad. The cost of conceal for a small guardian squad doesn't provide as much survival payoff as just spending those points on more guardians. But with a big guardian squad, the cost of conceal becomes more worthwhile. The break point where conceal becomes a better value is somewhere around 14-15 guardians. Bigger than this, consider conceal. Smaller, don't bother--just buy another squad.
-Str 9 weapons are rare in the Eldar list, and not available to guardians at all except in the form of a warlock's singing spear. A small walking squad with a str 6 weapon (like a scatterlaser) can't threaten AR13+ vehicles at all unless they have the spear. With a singing spear, the unit becomes a "zone control" unit that discourages heavy vehicles from coming with spear range. They can charge a dreadnought or other walker and kill it. They have a (small) chance of hurting a landraider or monolith.
All of this is sound advice, but it focuses on a play style for guardians that I don't employ (although it may be functional) which involves actually moving guardians forward. In my play style, I keep my guardians back and use their heavy weapon for additional long range support. Then if any enemies manage to make it into my back field, the guardians can open up with catapults (although it's rare this happens). This play style focuses on minim sized squads that do not have much in the way of upgrades past the heavy weapon. The idea is to keep them as cheap and simple reinforcements for my back field units or as a buffer between the enemy and my back field.
Now, if you want to take your guardians on the offensive, it is possible. Large squads do benefit significantly more from things like enhance and conceal than smaller squads do. In addition, if your squad is going to be moving forward, it will not always be able to stick to cover and conceal will come in handy since everyone and their mother has weapons that punch though guardian armor. Yet another thing to consider is that the farther you go towards the enemy, the more likely you will be to get into short range with their vehicles so things like the singing spear may come in useful. Just remember that if you shoot it at a vehicle, the rest of the squad has to fire at the vehicle as well so you may end up wasting a lot of fire power doing it (yet another reason I don't advocate its use).
So in the end, you need to decide what you want your guardians to be doing and then outfit them to accomplish the goal. If they are sitting back and using their heavy weapon, leave the warlock out (or put in a bare bones spirit seer). If they are going to consist of a large squad that's moving forward, a warlock with conceal will help out a lot in making sure they live long enough to fire those catapults.
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2008/04/02 19:59:13
Subject: Warlocks what are they good at?
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Infiltrating Oniwaban
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Good point about Guardian's kit being dependent upon their range usage.
The thing about Guardian movement/range band is that they need to stick with their support. If you're running them with the Avatar or Wraithlords (or better yet both), your guardians will need to be advancing alongside the big boys, towards objectives or the enemy.
If they are running alongside Reapers, support weapons, or lots of pathfinders, they can stay static. Personally, I find this too easy to outmaneuver, and likely to waste those shuricats.
No matter where you are, as Pheonix points out the Warlock's spear or sword is usually a weapon of last resort. Planning around using it is probably not the best idea, but it's a good contingency against, say, Tank Shock.
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Infinity: Way, way better than 40K and more affordable to boot!
"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze |
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![[Post New]](/s/i/i.gif) 2008/04/03 01:54:04
Subject: Warlocks what are they good at?
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Regular Dakkanaut
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The point of a large fortuned jetbike warlock squad is not to make points, but to hold them. The same theory you use with indestructable falcons, yo-yo swooping hawks, or a Farsight council.
I'm not advocating for the squad, as I don't think they're good enough at points denial to be worth the risk, but saying that they're not going "make their points back" is evaluating the wrong aspect of this squad.
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![[Post New]](/s/i/i.gif) 2008/04/03 03:50:55
Subject: Warlocks what are they good at?
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Infiltrating Oniwaban
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Points denial is not a reliable tactic in most scenarios, especially with single-attack T4 3+/4+ units. And the unit that Two Daemons suggests (poorly) doesn't even have a Farseer. points-denial also often fails to deal well with objectives, which can net your enemy a win while you're running away.
And to "make their points back" doesn't just mean slaying enemy models. It also refers to claiming/contesting, enhancing your own forces, etc.
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Infinity: Way, way better than 40K and more affordable to boot!
"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze |
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![[Post New]](/s/i/i.gif) 2008/04/03 04:46:32
Subject: Warlocks what are they good at?
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Regular Dakkanaut
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i've actually seen the bike squad of death work very well in a mech list backed up by shining spears.
at first glance it seems too expensive and lacking in punch, but those wounds on 2+ attacks add up.
the weak spot in the list was the spears, but as long as he could keep them hidden for two turns or so it was a very frustrating army to fight.
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![[Post New]](/s/i/i.gif) 2008/04/03 15:07:47
Subject: Warlocks what are they good at?
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Regular Dakkanaut
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Are you deliberately being obtuse? First off, points denial can be very effective. Just ask any tri-falcon player. Secondly, what does a single-attack have to do with it? Third, the specific unit Two Daemons suggested is irrelevant, as I made a general statement about warlocks. Lastly, point denial does not mean you're always running away.
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![[Post New]](/s/i/i.gif) 2008/04/03 16:19:55
Subject: Re:Warlocks what are they good at?
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Newbie Black Templar Neophyte
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im realy just planning on using my guardians as a hanging back long range heavy support unit and the reason I need the warlock is to keep my wraithlord operating and providing support for my da
and my other aspect units in my falcons. But I realy wanted to know what other things warlocks could do for when my army expands. I kinda like the idea of a seer council on jetbikes with a personal retinue of shining spears in a mech list it would be effictive at taking out assult units before I deploy my aspects. i could destructor the enemy unit then cast doom on them then hit them with the shining spears.
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"There is no art more beautiful and diverse as the art of death." Laconfir of Biel-Tan
no pity! no remorse! no fear! |
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![[Post New]](/s/i/i.gif) 2008/04/03 16:25:25
Subject: Warlocks what are they good at?
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Executing Exarch
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i could destructor the enemy unit then cast doom on them then hit them with the shining spears.
You mean Dooming them first, right? For one thing, Doom has to be used at the start of the phase, so you couldn't Doom after using Destructor, which takes place in the shooting phase. For another, why would you want to do it? All that would do, even if it were legal, is deny you the rerolls for Destructor.
On another note, Shining Spears don't get much out of Doom against most (not all) opponents, since they're already wounding MEqs on a 2+.
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/04/03 17:03:08
Subject: Warlocks what are they good at?
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Newbie Black Templar Neophyte
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tegeus-Cromis wrote:i could destructor the enemy unit then cast doom on them then hit them with the shining spears.
You mean Dooming them first, right? For one thing, Doom has to be used at the start of the phase, so you couldn't Doom after using Destructor, which takes place in the shooting phase. For another, why would you want to do it? All that would do, even if it were legal, is deny you the rerolls for Destructor.
On another note, Shining Spears don't get much out of Doom against most (not all) opponents, since they're already wounding MEqs on a 2+.
Darn I guess I should reread the rules for doom before I decide to use it thanks for saving me the enbarasment tc.
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"There is no art more beautiful and diverse as the art of death." Laconfir of Biel-Tan
no pity! no remorse! no fear! |
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![[Post New]](/s/i/i.gif) 2008/04/03 17:16:55
Subject: Warlocks what are they good at?
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Executing Exarch
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tegeus-Cromis wrote:i could destructor the enemy unit then cast doom on them then hit them with the shining spears.
You mean Dooming them first, right? For one thing, Doom has to be used at the start of the phase, so you couldn't Doom after using Destructor, which takes place in the shooting phase. For another, why would you want to do it? All that would do, even if it were legal, is deny you the rerolls for Destructor.
While it's important to do things in the right order, I think you're going a bit overboard on the nit picking here. Regardless, doom is cast at the start of your turn before you move...keep that in mind because it has a significant effect on where you need to move your farseer. You kind of have to plan out what you want to doom 1 turn in advance.
On another note, Shining Spears don't get much out of Doom against most (not all) opponents, since they're already wounding MEqs on a 2+.
That is another very worth while point. When you have doom, it is important to pick the proper target for it. Or perhaps I should say that it is more important to decide which friendly unit(s) you want to support with it. Dooming something that your troops wound on a 2+ or 3+ isn't going to help you out that much. Dooming something that you wound on 5+ or 6+ will greatly increase the damage you cause. Heck, here's the math on it...
If you need a 2+ to wound, doom increases the number of wounds by 14%
If you need a 3+ to wound, doom increases the number of wounds by 25%
If you need a 4+ to wound, doom increases the number of wounds by 33%
If you need a 5+ to wound, doom increases the number of wounds by 40%
If you need a 6+ to wound, doom increases the number of wounds by 45%
Now this is a percentage increase rather than a straight number increase. Attacking something you wound on a 6+ will yield far fewer wounds (doom or not) than attacking something you wound on a 2+. However the gain you get from doom against that thing you wound on 6+ will be much larger, percentage wise (2 wounds instead of 1), than the gain you get from attacking something you wound on 2+ (6 wounds instead of 5).
So pick your targets with that in mind. Of course, if there is only one target in range for doom that you plan on attacking that turn, your choice is easy regardless of just how much (or little) doom is going to help you against that target.
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2008/04/03 18:00:16
Subject: Warlocks what are they good at?
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Executing Exarch
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foxwolf, you're welcome.
Good idea posting the breakdown, Phoenix. One other thing worth noting is that, as with any reroll, 4+ is a sweet spot of sorts, yielding the highest number of additional wounds (though not the highest percentage increase).
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/04/03 22:31:14
Subject: Warlocks what are they good at?
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Back to warlocks.
They are very versatile and cost effective for what you get.
The basic warlock has an I save, never to be sniffed at, and a sword that allows him to take down tanks in close combat. This is just the starter pack. aftyer than youi can add a heavy flamer, or a massed cover save, or buff a unit. Warlocks are damn useful, and with the exception of the bike and spear none of the options need be predeclared or modelled. So so long as you write up your warlocks correctly you can keep the enemy guessing with them.
A must for guardian heavy Eldar.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2008/04/03 22:32:06
Subject: Warlocks what are they good at?
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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double post
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This message was edited 1 time. Last update was at 2008/04/03 22:32:26
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2008/04/04 01:10:45
Subject: Re:Warlocks what are they good at?
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Deadly Dire Avenger
Athel Querque
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So -
2 units of 15 guardians in a unit with scatter laser, warlock with spear and conceal (approximately 180 points) - Takes 4 shooting deaths for a test. It is a BIG unit, and conceal might be needed. You do get some better deployment options line of sight wise and first turn wise with conceal.
or
2 units of 10 guardians in a unit with scatter laser, warlock with spear and embolden (approximately 130 points) - takes 3 shooting tests for a reollable test, rerolls if beaten in an assault, etc etc.
VOTE NOW! what do you like?
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![[Post New]](/s/i/i.gif) 2008/04/04 02:33:14
Subject: Warlocks what are they good at?
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Regular Dakkanaut
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Pheonix, check your math. At a glance, the 2+ looks about right, but a 4+ reroll should increase the wounds by 50%.
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![[Post New]](/s/i/i.gif) 2008/04/04 15:27:30
Subject: Warlocks what are they good at?
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Regular Dakkanaut
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Phoenix wrote:If you need a 2+ to wound, doom increases the number of wounds by 14%
If you need a 3+ to wound, doom increases the number of wounds by 25%
If you need a 4+ to wound, doom increases the number of wounds by 33%
If you need a 5+ to wound, doom increases the number of wounds by 40%
If you need a 6+ to wound, doom increases the number of wounds by 45%
So I have the time to do the math on this now.
2+ is correct, increases wounds by 14%
3+ increases wounds by 33%
4+ increases wounds by 50%
5+ increases wounds by 67%
6+ increases wounds by 83%
Now that I look at it the progression is completely obvious, I should have known without having to pull out a calculator. In any case, remember that this is just a percentage increase. The increase in actual wounds is what really matters.
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This message was edited 1 time. Last update was at 2008/04/04 15:30:43
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![[Post New]](/s/i/i.gif) 2008/04/04 21:08:44
Subject: Warlocks what are they good at?
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Executing Exarch
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Mnemoch wrote:So I have the time to do the math on this now.
2+ is correct, increases wounds by 14%
3+ increases wounds by 33%
4+ increases wounds by 50%
5+ increases wounds by 67%
6+ increases wounds by 83%
Good catch. I went and recheced my math and I was in fact off when I was calculating the percentages (although my wound calculations were correct so I'm not completely off my rocker). The only discrepency I got is that for 2+, I'm comming up with 16.7% rather than 14, but I think that's splitting hairs at this point.
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This message was edited 1 time. Last update was at 2008/04/04 21:10:20
**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2008/04/04 21:45:00
Subject: Warlocks what are they good at?
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Longtime Dakkanaut
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Phoenix wrote:
Good catch. I went and recheced my math and I was in fact off when I was calculating the percentages (although my wound calculations were correct so I'm not completely off my rocker). The only discrepency I got is that for 2+, I'm comming up with 16.7% rather than 14, but I think that's splitting hairs at this point.
The 14% you had before was right. Only 16.7% percent of wound attempts will get a benefit from doom, but only 83.3% of those re-rolls will be successful wounds.
16.7 x .84 = 14.028
doom math is fun, that was a cool and useful table though, really useful to the more 'Han Solo' and less 'C3PO' minded people.
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