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![[Post New]](/s/i/i.gif) 2014/12/12 16:37:43
Subject: Re:Ahriman Deathstars?...
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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Doom bolt, smite, flame breath is good at close range but is hard to cast back to back, because, unlike firing 3 flamers, 3 flame breaths resolve wounds one at a time, so you could end up killing most of the enemys in your range with the first casting of the spell.
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"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2014/12/12 16:45:46
Subject: Ahriman Deathstars?...
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Legendary Master of the Chapter
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Man smite might be good. but since you can always opt into primarus have ahriman be the primarus psyker
take one in each discipline and if it is not psychic barrage or vortex or something else fun, take the primarus
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/12/12 19:04:14
Subject: Re:Ahriman Deathstars?...
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!!Goffik Rocker!!
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Actually, the squad could be quite mobile potentially. When you roll on telepathy and get this 12' jump after the movement. That's 18' movement. So, short-ranged powers shouldn't be an issue. Even flamer ones. But you're gona have oblis with tl flamers or heavy flamers anywayz.
The squad will lack durability for the cost especially without t5. It's reasonable to forego offensive powers till you get invisibility. And just psy shreik is fine too.
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This message was edited 1 time. Last update was at 2014/12/12 19:06:31
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![[Post New]](/s/i/i.gif) 2014/12/12 19:58:30
Subject: Re:Ahriman Deathstars?...
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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koooaei wrote:Actually, the squad could be quite mobile potentially. When you roll on telepathy and get this 12' jump after the movement. That's 18' movement. So, short-ranged powers shouldn't be an issue. Even flamer ones. But you're gona have oblis with tl flamers or heavy flamers anywayz.
The squad will lack durability for the cost especially without t5. It's reasonable to forego offensive powers till you get invisibility. And just psy shreik is fine too.
Levitation is actually a Telekinesis spell, which CSM have no access to, which is too bad because there are for sure some Thousand Sons Sorcerers from the Athanaean Cult (The telekinesis cult of Prospero) still lurking about.
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"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2014/12/12 20:07:10
Subject: Ahriman Deathstars?...
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Legendary Master of the Chapter
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Oh? thats strange i though he did have telekinesis.
i though they didnt have divination isntead.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/12/12 20:40:29
Subject: Ahriman Deathstars?...
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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Desubot wrote:Oh? thats strange i though he did have telekinesis.
i though they didnt have divination isntead.
CSM doesn't have divination either. Only way we can get it is by taking an artifact on a generic Sorcerer. Ahriman, who is the leader of the Thousand Sons Divination cult, doesn't know any Divination spells. Thanks GW
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"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2014/12/13 13:23:19
Subject: Re:Ahriman Deathstars?...
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!!Goffik Rocker!!
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Yep, you're right. I'm alwayz confusing telepathy and telekinesis.
So, basically, no way to add to mobility other than a landraider or sanctic. That's a shame.
At least you can get divination with balestar now.
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![[Post New]](/s/i/i.gif) 2014/12/13 19:03:56
Subject: Ahriman Deathstars?...
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Legendary Master of the Chapter
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Why wouldnt you want santa though
Get your hands on GOI or better yet sanctuary and have your 4++ become 3++ sounds awesome.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/12/14 17:28:06
Subject: Re:Ahriman Deathstars?...
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!!Goffik Rocker!!
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The only problem is that you'll peril to death
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![[Post New]](/s/i/i.gif) 2014/12/14 18:01:31
Subject: Re:Ahriman Deathstars?...
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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Ok, had a game yesterday, used the deathstar!
Was playing against an inquisitorial henchman army of 3 chimeras and some additional footslogging squads. I actually got GoI on Ahriman, and went for 3 Divination spells + the primarus on the sorcerer by taking the Balestar Relic. Here's what happened:
The deathstar, turn one, teleported up and vaporized both of his servitor/Jokaero weapon teams that were hiding in cover with a combo of Psychic Shrieks and Ignoring cover fire from the obliterators.
Turn two they helped destroy the most isolated chimera and its inhabitants with the help of my 2 rhinos full of Thousand Sons.
Turn three they teleported to flank the other two chimeras, who had turned sideways to face his flank and confront my army. The positioning allowed me to cast 3X Doombolts on the side armor of both Chimeras ( AV 10), wrecking both. No explode results unfortunately.
Turn four, after getting shot up a bunch, Ahriman Bravely teleported to the safety of the rest of my army.
Turn five we finished off the henchmen, with my Divination Sorcerer killing Coteaz in Close Combat in a challenge with a rending (from misfortune) instant death (from force weapon) strike!
Overall a pretty perfect game. Ahriman was the star of this game for sure, using GoI to teleport to my opponents back lines and destroy his heavy weapon teams that were in 4+ cover who otherwise would have been very safe from my army, as well as using GoI to perfectly position those 3 Doombolts, killing both Chimeras in a single display of laser pewing goodness.
10/10 would teleport again
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"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2014/12/14 18:02:12
Subject: Re:Ahriman Deathstars?...
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Longtime Dakkanaut
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If you want to cast Sanctic with CSM the best bet is to take a regular sorc with a spell familiar and only throw 1 or 2 dice into casts.
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![[Post New]](/s/i/i.gif) 2014/12/15 04:20:06
Subject: Re:Ahriman Deathstars?...
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!!Goffik Rocker!!
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changerofways wrote:Ok, had a game yesterday, used the deathstar!
Was playing against an inquisitorial henchman army of 3 chimeras and some additional footslogging squads. I actually got GoI on Ahriman, and went for 3 Divination spells + the primarus on the sorcerer by taking the Balestar Relic. Here's what happened:
The deathstar, turn one, teleported up and vaporized both of his servitor/Jokaero weapon teams that were hiding in cover with a combo of Psychic Shrieks and Ignoring cover fire from the obliterators.
Turn two they helped destroy the most isolated chimera and its inhabitants with the help of my 2 rhinos full of Thousand Sons.
Turn three they teleported to flank the other two chimeras, who had turned sideways to face his flank and confront my army. The positioning allowed me to cast 3X Doombolts on the side armor of both Chimeras ( AV 10), wrecking both. No explode results unfortunately.
Turn four, after getting shot up a bunch, Ahriman Bravely teleported to the safety of the rest of my army.
Turn five we finished off the henchmen, with my Divination Sorcerer killing Coteaz in Close Combat in a challenge with a rending (from misfortune) instant death (from force weapon) strike!
Overall a pretty perfect game. Ahriman was the star of this game for sure, using GoI to teleport to my opponents back lines and destroy his heavy weapon teams that were in 4+ cover who otherwise would have been very safe from my army, as well as using GoI to perfectly position those 3 Doombolts, killing both Chimeras in a single display of laser pewing goodness.
10/10 would teleport again
Glad that worked for you!
I'd also try to fish for invisibility as it'll make them stupid durable and a legitimate threat in mellee to boot. Automatically Appended Next Post: wtnind wrote:
If you want to cast Sanctic with CSM the best bet is to take a regular sorc with a spell familiar and only throw 1 or 2 dice into casts.
But it's deniable quite easilly this way. I'd pour something like 3 dice at least as it's a very important power to cast.
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This message was edited 1 time. Last update was at 2014/12/15 04:21:22
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![[Post New]](/s/i/i.gif) 2014/12/15 05:30:21
Subject: Ahriman Deathstars?...
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Longtime Dakkanaut
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1 dice = no chance of perils
2 dice = 16.6% chance of perils
3 dice = 44.4% chance of perils
Id say throwing 3 dice at a warp charge 1 sanctic is suicidal, especially when you have a reroll from spell familiar.
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![[Post New]](/s/i/i.gif) 2014/12/15 06:00:45
Subject: Ahriman Deathstars?...
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!!Goffik Rocker!!
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wtnind wrote:1 dice = no chance of perils
2 dice = 16.6% chance of perils
3 dice = 44.4% chance of perils
Id say throwing 3 dice at a warp charge 1 sanctic is suicidal, especially when you have a reroll from spell familiar.
Now count a chance of getting this key power denied with just 1 sucksessful warp charge by an opponent with, say, an average of 6 dice.
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![[Post New]](/s/i/i.gif) 2014/12/15 11:02:21
Subject: Ahriman Deathstars?...
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Longtime Dakkanaut
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koooaei wrote:wtnind wrote:1 dice = no chance of perils
2 dice = 16.6% chance of perils
3 dice = 44.4% chance of perils
Id say throwing 3 dice at a warp charge 1 sanctic is suicidal, especially when you have a reroll from spell familiar.
Now count a chance of getting this key power denied with just 1 successful warp charge by an opponent with, say, an average of 6 dice.
Given there is already the chances of not rolling GOI, misshaping or scattering badly i really don't think you want to add forgetting your spells, paying a wound on a 2W 100+pt model* and perils draining the charges you were planning to use shooting into the equation.
Better to just have GOI be a handy bonus but have a backup strat for getting into position (like say a couple of spare rhinos) .
*trying for GOI on ahriman rather than a secondary regular sorc is even worse plan since he wants to take psychic scream and doombolt already and he costs more points per wound discarded to perils.
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This message was edited 1 time. Last update was at 2014/12/15 11:05:11
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![[Post New]](/s/i/i.gif) 2014/12/15 11:04:59
Subject: Re:Ahriman Deathstars?...
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!!Goffik Rocker!!
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Don't think you can roll obliterators in a rhino. Just a landraider.
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![[Post New]](/s/i/i.gif) 2014/12/15 16:40:38
Subject: Ahriman Deathstars?...
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Legendary Master of the Chapter
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Which is why i pref just using T suns.
Its also very flufftasmagoric.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/12/16 02:22:56
Subject: Re:Ahriman Deathstars?...
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Dakka Veteran
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changerofways wrote:Ok, had a game yesterday, used the deathstar!
Was playing against an inquisitorial henchman army of 3 chimeras and some additional footslogging squads. I actually got GoI on Ahriman, and went for 3 Divination spells + the primarus on the sorcerer by taking the Balestar Relic. Here's what happened:
The deathstar, turn one, teleported up and vaporized both of his servitor/Jokaero weapon teams that were hiding in cover with a combo of Psychic Shrieks and Ignoring cover fire from the obliterators.
Turn two they helped destroy the most isolated chimera and its inhabitants with the help of my 2 rhinos full of Thousand Sons.
Turn three they teleported to flank the other two chimeras, who had turned sideways to face his flank and confront my army. The positioning allowed me to cast 3X Doombolts on the side armor of both Chimeras ( AV 10), wrecking both. No explode results unfortunately.
Turn four, after getting shot up a bunch, Ahriman Bravely teleported to the safety of the rest of my army.
Turn five we finished off the henchmen, with my Divination Sorcerer killing Coteaz in Close Combat in a challenge with a rending (from misfortune) instant death (from force weapon) strike!
Overall a pretty perfect game. Ahriman was the star of this game for sure, using GoI to teleport to my opponents back lines and destroy his heavy weapon teams that were in 4+ cover who otherwise would have been very safe from my army, as well as using GoI to perfectly position those 3 Doombolts, killing both Chimeras in a single display of laser pewing goodness.
10/10 would teleport again
Man I dig it! I'm gonna try and convince a CSM friend of mine to try a variation of this. Another idea to consider would be daemonheart for IWND. This should allow you to throw gate around without too much worry. Leave the witchfires to ahriman. Or depending on rolls possibly even get endurance to further mitigate perils.
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This message was edited 1 time. Last update was at 2014/12/16 02:24:01
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