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![[Post New]](/s/i/i.gif) 2010/12/30 15:52:56
Subject: Apothecary Tactics and Strategy
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Boosting Ultramarine Biker
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What are the rules and some good tactics and strategy for using an Apothecary SM? How does the feel no pain work?
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![[Post New]](/s/i/i.gif) 2010/12/30 16:00:41
Subject: Apothecary Tactics and Strategy
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Thinking of Joining a Davinite Loge
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I have seen a 4x plasma gun command squad used to take advantage of the FNP. FNP gives you a 4+ roll to ignore a wound after failing a save given that the wound does not ignore ALL armor saves (AP1,2, power weapon, or special rule saying it ignores armor saves) and/or it causes instant death.
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This message was edited 1 time. Last update was at 2010/12/30 16:01:16
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
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![[Post New]](/s/i/i.gif) 2010/12/30 16:01:33
Subject: Apothecary Tactics and Strategy
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Warning From Magnus? Not Listening!
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FNP works against unsaved wounds caused by weapons that are NOT from the following sources:
1. Power Weapons (of any kind)
2. AP 1 or 2
3. Attacks that would cause Instant Death
Any other source would allow a FNP roll. For example, your Command Squad of 5 models takes 5 wounds from Bolter fire. Each model takes 1 save. For each unsaved wound, that model gets another roll (your FNP roll). On a 4+, the wound is ignored. Anything less, then the wound is sustained and the model dies.
As for tactics, one of my favorites is outfitting the entire Command Squad with Plasma Guns. It adds an "extra cushion", if you will, for if your weapons "Get Hot" and if you fail your regular Armor Save, you have a FNP roll to help minimize the casualties.
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This message was edited 1 time. Last update was at 2010/12/30 16:02:16
"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." |
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![[Post New]](/s/i/i.gif) 2010/12/30 17:03:07
Subject: Apothecary Tactics and Strategy
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Dakka Veteran
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Command squads with 4X Plasma guns = fiery death. You just have get them a ride. Either a razorback or putting them on bikes works great.
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![[Post New]](/s/i/i.gif) 2010/12/30 17:04:35
Subject: Apothecary Tactics and Strategy
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Longtime Dakkanaut
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pdawg517's Plasma Command Squad is one of the most popular builds I've seen. It is powerful, fairly reliable, and most importantly, cheap. Mount them in a razorback for extra mobility--and of course more plasma!
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There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2010/12/30 17:36:02
Subject: Apothecary Tactics and Strategy
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Lord of the Fleet
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Or if you have the points (and quite a bit), command plasma bikes so they can be relentless (mop up units they shot through assault). Very resilient to small arms fire (unless they get a boatload dumped on them, they're not nobz)
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This message was edited 1 time. Last update was at 2010/12/30 17:36:45
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![[Post New]](/s/i/i.gif) 2010/12/30 23:03:08
Subject: Re:Apothecary Tactics and Strategy
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Long-Range Land Speeder Pilot
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Can Apothecaries only be in the command squad? Or are their otherways to get them into your unit? After all having more than one can really be helpful
I like the apothecary and I like the FNP rule, and I really understand the value of it with plasma, thanks for the insight.
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If not for the mediocre who would be great, and thank goodness for those who are just terrible they make even those who are mediocre look great
May the Sons of Dorn forever be vigilant |
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![[Post New]](/s/i/i.gif) 2010/12/30 23:28:37
Subject: Apothecary Tactics and Strategy
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Arch Magos w/ 4 Meg of RAM
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Forgeworld has rules for the Red Scorpions, a super up-tight Ultramarine successor chapter. They are all about genetic purity, and have an Apothecary in every squad.
Blood Angels get Sanguinary Priests, who are like Apothecaries, but better because Blood Angels needed to be more interesting than the Ultramarines.
Other than that, according to the Codex Astartes, each battle company gets a single Apothecary, and he stays in the Command Squad.
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![[Post New]](/s/i/i.gif) 2010/12/30 23:31:18
Subject: Apothecary Tactics and Strategy
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Lord of the Fleet
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DarkHound wrote:Forgeworld has rules for the Red Scorpions, a super up-tight Ultramarine successor chapter. They are all about genetic purity, and have an Apothecary in every squad.
Well every tactical squad rulewise
And first you have to take their Commander from IA9. I guess FNP Sternguard armed with combi plasma or FNP Assault Termies would be OP or something
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![[Post New]](/s/i/i.gif) 2010/12/30 23:32:07
Subject: Re:Apothecary Tactics and Strategy
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Long-Range Land Speeder Pilot
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oh... thanks
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If not for the mediocre who would be great, and thank goodness for those who are just terrible they make even those who are mediocre look great
May the Sons of Dorn forever be vigilant |
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![[Post New]](/s/i/i.gif) 2010/12/30 23:32:59
Subject: Apothecary Tactics and Strategy
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Arch Magos w/ 4 Meg of RAM
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Heh heh... Blood Angels...
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