Ecdain wrote:First off Screamers can trade all their attacks for a single s5 ap2 attack.each
I know. They've had that for ages as far as I remember. That's designed to kill vehicles, where they're hitting on a 3+ and get an extra
AP dice. It's not tooled to kill Marines, and isn't great at doing that.
so tac marines will die pretty fast with prescience(herald)
I make it 3 or 4 dead Marines a turn on average with rerolls, less if your Herald is refusing Challenges. Might be enough to get them out of combat inside a turn, but then again it might not. In that state I wouldn't worry too much about charging them if I wanted to keep them still. I certainly wouldn't bother shooting them though.
blue flame of Tzeentch weapon profile "s9 ap2 assault d3 + 1, 18" range"
Not in my Codex it's not. Heavy D3.
and advance position was because they can branch off for objectives while Screamers continue forward.
So he holds up the deathstar for the sake of a 2++ save on turn one, then gets abandoned in midfield? Fair enough. Best place for him to be honest, and he is a nasty little bugger