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Made in us
Longtime Dakkanaut






Los Angeles, CA

As with 99% of fast attack choices in 40k, the speeders are exponentially better when you go first.

The paper tiger slots are best left empty until your elites and heavies are filled. Unless you are a fan of 'win big, lose big'

That being said (and likely quoted and flamed shortly thereafter) 48" range guns on fast skimmers are good. Better than most other speeders.

If I were to go for speeders, it would be typhoons, and it would be 9 of them. And I'd have an emperor's tarot.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

Emperors tarot is, in my relatively uniformed opinion, a waste of points. According to my understanding of mathhammer, there is no benefit for having it. Either you roll a tie with your opponent (1/36 chance), in which case you lose. Or you roll 1 below your opponent (again, 1/36 chance) in which case you roll again. A better combo would be to take sicarius, allowing a tac squad to infiltrate onto an objective, and allowing you to re-roll for first.




I play (homegrown chapter)
Win 8
Draw1
Loss1

Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All

97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Shrike78 wrote:Emperors tarot is, in my relatively uniformed opinion, a waste of points. According to my understanding of mathhammer, there is no benefit for having it. Either you roll a tie with your opponent (1/36 chance), in which case you lose. Or you roll 1 below your opponent (again, 1/36 chance) in which case you roll again. A better combo would be to take sicarius, allowing a tac squad to infiltrate onto an objective, and allowing you to re-roll for first.






It is an easy piece of wargear to misunderstand.

The way it works is... both players roll a die. (this is NOT the die-roll to see who goes first). If you both roll the same number, then in the ensuing roll for first turn your opponent gets +1. If you roll different numbers, then you get a +1 on the ensuing roll to go first.

I'd really like to have a word with the person who wrote that rule. The author of the rule should have just realized that the dice-off generates a 1 in 6 chance of backfiring, which could be simulated by the player testing to see if the tarot backfires by rolling a single D6... on a 2+ it adds +1, on a '1' it gives +1 to your opponent. By adding the 'both players roll for the item' twist to his rule, he has confused many many players into thinking that the item is tested for as part of the go-first roll. Poor, poor rules writing.

Bottom line on Tarot. 84% of the time, you get +1 to go first, that other 16%, your opponent gets +1.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
 
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