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![[Post New]](/s/i/i.gif) 2011/04/05 18:30:37
Subject: Astral Aim
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Thinking of Joining a Davinite Loge
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The effects of Astral Aim are conferred to any unit that joins a Purgation squad. Do you think it's worth fielding one when you consider what other units can benefit from Astral Aim?
I'm thinking a Purgation Squad with an inquisitor or techmarine with a conversion beamer. That'd allow you to fire a S10 AP1 weapon with a blast template 72" from behind LOS blocking cover!
Anyone else see a reason for fielding a Purgation Squad?
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![[Post New]](/s/i/i.gif) 2011/04/05 18:33:31
Subject: Astral Aim
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Liche Priest Hierophant
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I think Astral Aim only functions within 24"? I thought so.
I also think Purgation squads in a rhino or razorback is good when you give them 4 flamers for 140/150 respectivly. That is a lott of saves from 4 flamers at S6.
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![[Post New]](/s/i/i.gif) 2011/04/05 18:35:06
Subject: Astral Aim
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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Niiai wrote:I think Astral Aim only functions within 24"? I thought so.
Nope, no range restriction at all.
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![[Post New]](/s/i/i.gif) 2011/04/05 23:36:39
Subject: Re:Astral Aim
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Revving Ravenwing Biker
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Only bad thing about purgations really is that they share a slot with Dreadnoughts, which are probably the best Long Range firepower in the dex.
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![[Post New]](/s/i/i.gif) 2011/04/05 23:42:30
Subject: Astral Aim
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Pyromaniac Hellhound Pilot
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In my codex it says within range the character can use his beamer but it has a 50% chance of being useless with the power.
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![[Post New]](/s/i/i.gif) 2011/04/05 23:48:48
Subject: Astral Aim
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Been Around the Block
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love em I just Like other things a bit more
but now I think I need to look into this
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This message was edited 1 time. Last update was at 2011/04/05 23:50:22
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![[Post New]](/s/i/i.gif) 2011/04/05 23:51:27
Subject: Astral Aim
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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CKO wrote:In my codex it says within range the character can use his beamer but it has a 50% chance of being useless with the power.
well, giving something a 4+ cover isn't that bad if you couldn't have shot it at all.
or it possably would have a better cover.
it's an interesting way of getting rid of a Pathfinder squads pesky 2+ cover.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/04/06 01:15:44
Subject: Astral Aim
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Liche Priest Hierophant
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Fafnir wrote:Niiai wrote:I think Astral Aim only functions within 24"? I thought so.
Nope, no range restriction at all.
OK, so how about this? Park A rhino with 5 4x flamer purefiers for 140 points. Add 2 Ordos scenos inqueisetors with conversion beamer for 70 point each. Park it in a corner and shoot at something over 42 away. They do get a +4 coversave though.
I am not that impressed. You could try it with tech marines and orbital strike barages but it still sounds a bit rubbish.
The best use of this abilaty is to drive and deploy behind the tank shooting when they cannot be shot back. Eather with 4 psycannons (for 8 and 16 shots respecivly) or with psilencers for 24 shots.
Although I do supose you can with this, flame through walls if it ever comes up. (Would be coll though.)
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![[Post New]](/s/i/i.gif) 2011/04/06 03:29:58
Subject: Astral Aim
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Pyromaniac Hellhound Pilot
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I agree with niiai tactic, and a cheap unit with 3 psycannons in a rhino is the best buy in my opinion.
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This message was edited 1 time. Last update was at 2011/04/06 03:30:17
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![[Post New]](/s/i/i.gif) 2011/04/06 03:52:17
Subject: Re:Astral Aim
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Longtime Dakkanaut
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I think it can be very effective in the right list. I've been toying with an idea for a 1500 foot list as I'm tired of mech ... let 'em waste their AT
HQ 152
OX Inquisitor: Conversion Beamer, 2 Sevro-skulls - 76
OX Inquisitor: Conversion Beamer, 2 Sevro-skulls - 76
- these guys go with the purgation squads fore astral aim
Elites 145
Vindicare 145
- with any luck a vehicle a turn
Troops 510
Strike Squad: 10 Knights, 2 Psycannons, MC Deamonhammer, Psybolt Ammo - 255
Strike Squad: 10 Knights, 2 Psycannons, MC Deamonhammer, Psybolt Ammo - 255
- in objective missions they can combat squad
Fast Attack 310
Interceptor Squad: 10 Knights, 2 Psycannons, Deamonhammer- 310
- these guys will pretty much always combat squad
Heavy Support 380
Purgation Squad: 5 Knights, 4 Psycannons, MC Deamonhammer - 190
Purgation Squad: 5 Knights, 4 Psycannons, MC Deamonhammer - 190
- and this is what we are taking about - 8 astral aim psycannons
1497
Expanding this i would add a techmarine with a beamer and another Interceptor squad ( 5 strong ) ...
At 1500 14 psycannons should hurt when abetted by two beamers and vindicare and the servo skulls will be handy. It's a little static for sure. If yoy run first turn and plant your boys mid table though, you are going to some damage.
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This message was edited 2 times. Last update was at 2011/04/06 03:55:49
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![[Post New]](/s/i/i.gif) 2011/04/06 04:16:06
Subject: Re:Astral Aim
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Regular Dakkanaut
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Ok so it says the TARGET gets a 4+ save so if this was used with a template then would a collateral unit still get a save? and if it works this way could you use this with inquisitor Karamazovs by any means necessary to bypass cover?
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![[Post New]](/s/i/i.gif) 2011/04/06 04:27:39
Subject: Astral Aim
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Terminator with Assault Cannon
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ColdSadHungry wrote:The effects of Astral Aim are conferred to any unit that joins a Purgation squad. Do you think it's worth fielding one when you consider what other units can benefit from Astral Aim?
I'm thinking a Purgation Squad with an inquisitor or techmarine with a conversion beamer. That'd allow you to fire a S10 AP1 weapon with a blast template 72" from behind LOS blocking cover!
Anyone else see a reason for fielding a Purgation Squad?
The problem you're going to run into is that this costs a LOT, both in points and in slots, and is thus honestly not efficient at all-- though it is a cool trick!
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This message was edited 1 time. Last update was at 2011/04/06 04:27:46
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![[Post New]](/s/i/i.gif) 2011/04/06 04:54:17
Subject: Re:Astral Aim
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Nebulas1 wrote:Ok so it says the TARGET gets a 4+ save so if this was used with a template then would a collateral unit still get a save? and if it works this way could you use this with inquisitor Karamazovs by any means necessary to bypass cover?
if they are hit by a weapon that ignores cover it still does so.
Astral Aim gives them a 4+ cover(that can't be improved)
if the weapon happens to ignore cover, well then, it sucks to be you
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/04/06 05:27:04
Subject: Re:Astral Aim
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Regular Dakkanaut
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Grey Templar wrote:Nebulas1 wrote:Ok so it says the TARGET gets a 4+ save so if this was used with a template then would a collateral unit still get a save? and if it works this way could you use this with inquisitor Karamazovs by any means necessary to bypass cover?
if they are hit by a weapon that ignores cover it still does so.
Astral Aim gives them a 4+ cover(that can't be improved)
if the weapon happens to ignore cover, well then, it sucks to be you 
Ok let me give an example of what I mean. Say my :TARGET: is a tac squad but an ordinance weapon scatters onto a nearby scout squad. The rule says the :TARGET: gets a 4 up but the scouts were not my target just an unfortunate side effect.
So in turn if Karamazovs target is mr Thawn neckdeep in enemys then technically only thawn would get the cover save right?
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![[Post New]](/s/i/i.gif) 2011/04/06 08:16:19
Subject: Astral Aim
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Impassive Inquisitorial Interrogator
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Karamazov isn't able to join squads if I recall correctly, so he wouldn't be able to benefit from astral aim. A normal OSR shot is probably no going to hit the "target" anyway, so maybe you can still finegal that into working for you
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My 40k Blog: Rollin' 2d6 Deep
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![[Post New]](/s/i/i.gif) 2011/04/06 10:44:23
Subject: Re:Astral Aim
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Regular Dakkanaut
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Indeed he does have the independent character special rule.
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![[Post New]](/s/i/i.gif) 2011/04/06 12:24:07
Subject: Astral Aim
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Impassive Inquisitorial Interrogator
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Oh! Excuse me I was thinking of him no being able to embark transports. He certainly can benefit from astral aim. As you were! =)
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My 40k Blog: Rollin' 2d6 Deep
Rumors, Links, Analysis, Modeling, Painting, Fiction |
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