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Made in us
Regular Dakkanaut





In the Space Marine codex, the rule for Null Zone states that "All enemy units blah blah must re-roll successful invulnerable saves blah blah blah". So my question is this: Does it literally mean all successful invulnerable saves, such as cover, or just wargear/armor saves like the 5+ from termie armor or the 3+ from storm shields? Any clarification would help. Thanks.
   
Made in us
Fixture of Dakka






on board Terminus Est

A cover save is not an invulnerable save.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Dominar






All invulnerable saves, from all sources.

However, a cover save is nor an invulnerable save. Neither is an armor save. They are two completely different animals.
   
Made in us
Boosting Ultramarine Biker





Denton, TX

Inv save is Inv save

Cover save is Cover save

Armor save is armor save

So with this power, units that actually roll their INV save (such as eldar farseers and warlocks, termies 5+ or 3+ with storm shield, or pretty much any IC ever) would have to reroll successful saves. They may however, choose to take a 4+ cover save instead of taking an INV save as well. They may even choose to take a 5+ cover save instead of taking a 4+ inv save if they so chose.

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Made in us
Regular Dakkanaut





Thanks guys for clearing that up for me. I bow to your wisdom.
However, here's another question for you: With pretty much every army that comes to mind having some form of invulnerable save, is Null Zone worth taking?
   
Made in us
Boosting Ultramarine Biker





Denton, TX

Really it depends on the army you are facing, as no army is going to have a ton of INV saves. It would probably be best against daemons since they all have 5+ inv saves and also good against other units that only have INV saves (like eldar farseers and warlocks). It would be somewhat ok VS termies, but you would need some ap 2 or 1 weapons to go with it so they are forced to take the INV save.

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Made in us
Fixture of Dakka






on board Terminus Est

Its really worth it versus Kairos with Blood Crushers. It will also work wonders against storm shields.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Dakka Veteran







The armies that do have invulnerable saves pay dearly for them, so it's nice when active. I've run my Thousand Suns into the Null Zone wall before. It's not fun.

In my opinion, though, it's best left to Tigurius. Null Zone is just too situational to bring to a tournament, unless you have a very particular counter in mind. For (un?)friendly play, on the other hand, definitely throw it in when you're up against Daemons.

"Success consists of going from failure to failure without loss of enthusiasm." 
   
Made in us
Regular Dakkanaut





Groz you mentioned that Null Zone probably shouldn't be brought to a tournament. In your opinion, what are the two powers that a librarian should go with?
   
Made in us
Fixture of Dakka






on board Terminus Est

Null Zone is a great power versus daemons (which is top tier with the fate weaver/Blood Crusher combo) and it would hurt job bikers if you could bring enough power fist/thunder hammer attacks to bare against them. The psychic hood is valuable too against lash spam. I am not a big fan of the new Librarian but if used properly in a support role it is a great counter against the top lists.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Dakka Veteran







jesse wrote:Groz you mentioned that Null Zone probably shouldn't be brought to a tournament. In your opinion, what are the two powers that a librarian should go with?
Well *coughs* I was engaging in a bit of Theoryhammer there...I honestly don't know which two SM Librarian powers I would take to a tournament since I play CSM. I prefer all-purpose psychic powers that either kill the enemy outright (Smite, CSM Wind of Chaos) or enhance my army's functionality (Quickening, CSM Warptime). Anything that lets a character do more in a turn is a big favorite for me. (CSM's Nurgle's Rot, while possibly not as good as other powers, is a huge favorite for this because it can be used whether in CC or not.)

"Success consists of going from failure to failure without loss of enthusiasm." 
   
Made in us
Regular Dakkanaut





I personally love to give my libby Force Dome and Smite. I usually run him with Sternguard to give them a 5+ invuln save and add his AP2 Smite to their firepower.
   
 
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