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![[Post New]](/s/i/i.gif) 2010/05/16 11:52:33
Subject: Tips for using Varro Tigurius of the Ultramarines
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Regular Dakkanaut
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Well, the subject really says it all.
I really like the character . . But I can't get him to earn his points. The few games I've used him in, he has never lasted past turn 3, he has taken zero wounds from enemies, but ends up frying his own brain due to perils of the warp.
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Painting a bunch of stuff.. sometimes commisions sometimes for my own collection, check it out at
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![[Post New]](/s/i/i.gif) 2010/05/16 13:48:23
Subject: Re:Tips for using Varro Tigurius of the Ultramarines
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Mekboy Hammerin' Somethin'
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Get better dice? He has a 10 leadership and 2 wounds, that's some really crappy rolling if he's always dead by the third turn... are you playing against Eldar or Nids' or something making you fail your psychic tests?
Either way, even if he lives it's hard for him to actually be "worth" the points he cost, he is extremely overpriced.
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![[Post New]](/s/i/i.gif) 2010/05/16 15:04:31
Subject: Re:Tips for using Varro Tigurius of the Ultramarines
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Regular Dakkanaut
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General_Chaos wrote:Get better dice? He has a 10 leadership and 2 wounds, that's some really crappy rolling if he's always dead by the third turn... are you playing against Eldar or Nids' or something making you fail your psychic tests?
Either way, even if he lives it's hard for him to actually be "worth" the points he cost, he is extremely overpriced.
Nothing that makes me reroll psychic tests. And the peril of the warp hit he takes is strenght 10 so causes instant death.
When it comes to being worth his points, he does allow me to reroll reserves, so my terminators arrive, when they are supposed to (well most of the time). And also if I keep scouts in reserve to outflank as well. Maybe I should slow down on the 3 powers his allowed to use each turn? But then doesn't it ruin the point of using him?
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Painting a bunch of stuff.. sometimes commisions sometimes for my own collection, check it out at
https://www.facebook.com/333painting/
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![[Post New]](/s/i/i.gif) 2010/05/16 16:29:22
Subject: Re:Tips for using Varro Tigurius of the Ultramarines
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Storm Trooper with Maglight
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nielsen333 wrote:Nothing that makes me reroll psychic tests. And the peril of the warp hit he takes is strenght 10 so causes instant death.
When it comes to being worth his points, he does allow me to reroll reserves, so my terminators arrive, when they are supposed to (well most of the time). And also if I keep scouts in reserve to outflank as well. Maybe I should slow down on the 3 powers his allowed to use each turn? But then doesn't it ruin the point of using him?
Perils isn't str 10.
If you don't NEED the powers for something, you could get away with using less per turn.
If you like using the character, you should keep doing so. Having fun is the priority.
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![[Post New]](/s/i/i.gif) 2010/05/16 17:52:30
Subject: Tips for using Varro Tigurius of the Ultramarines
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Dominar
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Varro simply isn't worth the point investment. I think you'd get a lot more mileage out of a regular Librarian in Terminator armor/with a storm shield. You're only typically using one power consistently (Null zone), so there's no real loss of casting opportunity.
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![[Post New]](/s/i/i.gif) 2010/05/16 18:22:26
Subject: Tips for using Varro Tigurius of the Ultramarines
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Longtime Dakkanaut
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The only real reason to take Tigger-ius is if you want to play a Reserve Alphastrike. Which is pretty questionable at times, but the option is there...
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![[Post New]](/s/i/i.gif) 2010/05/16 20:24:05
Subject: Tips for using Varro Tigurius of the Ultramarines
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Awesome Autarch
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The only real tip for him is to not use him, he is grossly over costed.
If you really want to use him, a drop pod or all reserve force is best to take advantage of his ability.
But really, two basic libbys are better in pretty much every way.
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