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Made in fi
Regular Dakkanaut




Did you take into account that shadows will only help you 50% of the time as you roll against the eldar 3d6 item/power each turn to see which takes precidence in that turn...

Did you base your math on the enemy having 1 fortune or 2?

I would be more interested in the numbers for 2 and taking into account shadows only working for you every other turn.

5 Screams and shadows is not possible unfortunately, 4 + shadows is max. Tyrants can only take 1 additional power and Zoans cannot take shadows.

So basically your numbers would suggest your making a choice between the enemy having a consistent 52% chance to fail or 65% half the time and 34% the other half of the time. Though I am guessing you are only counting 1 fortune.



Lictors, how do you get 3 bases of that size into the same combat? normally the first 2 block the way for the 3rd to get in, sometimes the first one is all that is needed to stop the other 2 getting in seeing as they are always starting in terrain rather near each other.

Also I am not too fond of the idea of 240pts of lictors being about as powerful as 3 ravs. If they didnt use elite slots I could consider them though

The Plasma Gun is a game altering force of unspeakable power 
   
Made in gb
Fresh-Faced New User





When you were talking about a 'reroll' I assumed you meant he had 2 fortunes. The figures I posted above were for re-rolled leadership tests on 2d6 without shadow. With shadow, they were re-rolled leadership tests on 3d6 taking the highest.

Is the reroll you spoke of the second fortune, or not?

Either way, I think you're better with one more scream rather than shadow when we're just going on figures. (52% is better than 65/34%)
Without just trusting the figures - shadow has infinite range, scream works on all LD tests, not just psychic. Seems rather a simple choice when we look at it that way eh?


As for the lictors, I don't always get the bases into combat, and it is very expensive for raveners. Still, if you give some thought to the other abilities of the lictor, is *does* kinda justify 80pts, despite it's seemingly poor performance in-game. Improved comms, assaulting the turn you deepstrike, amazing cover save.... I just think it's one of those units that we don't take to tournaments, because despite fun, intimidating, and unique rules, it isn't points-efficient enough for the occasions when you have to fixate yourself on winning games.

That's the rationale of adults, isn't it?
That we should just forget things that are inconvenient to remember.
Adults are deceitful. 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control






Plano, Texas

When I go up against my friends seer council I've found they don't really like tar pit units, since thats how he uses his council. Of course we're talking about a 6 man council at 1000 and not any of these "more warlocks than guardians" armies.
To take out the council I charged it with 12 bases of rippers and just let them chew their mary way through! 48 attacks on the charge hitting on 4's wounding on 4's is nothing to sneeze at!

DR:80+S+++G+++M+++B++++I+Papoc97#+D++A+++/areWD190R++++T(m)DM+++

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Made in us
Dakka Veteran




I would take 4 and shadows just because it helps against a variety of opponents.

Eldar are not the only psykers you know. The numbers against any non-eldar psykers are much better.
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Generalissimo Fred on AWC has a great list. Check that list out Ed. I guess he is pretty much undefeated with it at this point. I'll try to track it down, but you best bet is to post the request on the AWC forums. Capt K

   
Made in fi
Regular Dakkanaut




Almost all seercouncils (big ones atleast) will have:

2 fortunes
Imbolden skill for reroll on the ld tests
both farseers with the item so they roll 3d6 and chose lowest 2.
Every other warlock power that helps them.

This all means you have to get them to fail 2 fortunes on ld5 or 6 depending on whether you are using shadows or the 5th scream.

They are rolling 3d6 pick the 2 lowers on the turns that "runes of witnessing" are in effect (iirc on the name)
They are rolling 3d6 pick the 2 highest on the turns the shadows trumps the witnessing.

So for a accurate account on how often they will be failing the fortune roll you have to take all this into account.

Best you can do I guess is to have 2 answers, 1 for the turns the runes overpower shadows and vice versa.

The Plasma Gun is a game altering force of unspeakable power 
   
 
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