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Made in us
Bloodthirsty Bloodletter



Anchorage

I ws looking at the henchmen in the GK codex, specifically at the Psyker. The Psychic Barrage is such that the S goes up, and the AP goes down with each you add on. If you fill out 6 of them, you'll have a S8 AP1 shot. My question is, can you keep adding on till you hit S14? Unit limit is 12 henchmen, and there's no limit mentioned in the power. A S14 AP1 Large Blast sounds a little harsh, but I don't see any limitations in there to prevent it.
   
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Captain of the Forlorn Hope





Chicago, IL

Str 10 is the max, as no stat, other than Armor value, can go above 10. P.6

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Shas'o Commanding the Hunter Kadre





Richmond, VA

Strength can't go above 10, ap can't go lower than 1. It's in the rulebook

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Malicious Mandrake





DeathReaper wrote:Str 10 is the max, as no stat, other than Armor value, can go above 10. P.6


Attacks also, they are the only other stat that can go above 10, but not base attacks, max base attacks is 10, then the modifiers can take it above 10.

This message was edited 1 time. Last update was at 2011/04/24 08:46:53


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Kovnik




Bristol

Galador wrote:
DeathReaper wrote:Str 10 is the max, as no stat, other than Armor value, can go above 10. P.6


Attacks also, they are the only other stat that can go above 10.


Actually they can't go over a BASE of 10.

The stuff that allows over 10 attacks is a modifier.

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Made in se
Ferocious Black Templar Castellan






Sweden

Chaos Lord Gir wrote:
Galador wrote:
DeathReaper wrote:Str 10 is the max, as no stat, other than Armor value, can go above 10. P.6


Attacks also, they are the only other stat that can go above 10.


Actually they can't go over a BASE of 10.

The stuff that allows over 10 attacks is a modifier.


He said that though...

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Tunneling Trygon





Nottinghamshire- England

Bloodfeeder. Come on!!!

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Anymore???

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A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
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Captain of the Forlorn Hope





Chicago, IL

Galador wrote:Attacks also, they are the only other stat that can go above 10, but not base attacks, max base attacks is 10, then the modifiers can take it above 10.


Out of curiosity, where is it listed that attacks can go over 10?

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
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Ferocious Black Templar Castellan






Sweden

DeathReaper wrote:
Galador wrote:Attacks also, they are the only other stat that can go above 10, but not base attacks, max base attacks is 10, then the modifiers can take it above 10.


Out of curiosity, where is it listed that attacks can go over 10?


That's a good question. I just realized that if you can go above 10 attacks with modifiers then why can't you go above S10 with modifiers such as furious charge?

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Tunneling Trygon





Nottinghamshire- England

I'm sure it says somewhere...

Its just that everyone plays it as S10 as max

A999 as max :L!

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A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
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Guard Heavy Weapon Crewman




AlmightyWalrus wrote:
DeathReaper wrote:
Galador wrote:Attacks also, they are the only other stat that can go above 10, but not base attacks, max base attacks is 10, then the modifiers can take it above 10.


Out of curiosity, where is it listed that attacks can go over 10?


That's a good question. I just realized that if you can go above 10 attacks with modifiers then why can't you go above S10 with modifiers such as furious charge?


"However no modifier may raise any characteristic above 10 or lower it below 0." pg. 6

"Note that bonus attacks are an exception to the rules for characteristics' maximum modifiers and may bring a model's total attacks above 10!" pg. 37

This message was edited 1 time. Last update was at 2011/04/24 12:04:22


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Tylarion wrote:
AlmightyWalrus wrote:
DeathReaper wrote:
Galador wrote:Attacks also, they are the only other stat that can go above 10, but not base attacks, max base attacks is 10, then the modifiers can take it above 10.


Out of curiosity, where is it listed that attacks can go over 10?


That's a good question. I just realized that if you can go above 10 attacks with modifiers then why can't you go above S10 with modifiers such as furious charge?


"However no modifier may raise any characteristic above 10 or lower it below 0." pg. 6

"Note that bonus attacks are an exception to the rules for characteristics' maximum modifiers and may bring a model's total attacks above 10!" pg. 37


Cheers, that cleared up that!

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Made in gb
Tunneling Trygon





Nottinghamshire- England

Yep Cheers for that !

Thread. Closed.

I felt like a Dectecive then ^^

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A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
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Daemonic Dreadnought






Can't ever go above S10, but some combinations can mimic the effects of what a S11 attack would do.

S10+Tank hunters=+11 to pen because tank hunters modifies rolls to pen not str.

S10 Deamonhammer + Rad grenades=same effect as S11 to wound or S12 for instant death threshold.

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Made in us
Bloodthirsty Bloodletter



Anchorage

On that. Is S on a weapon the same as a characteristic? Essentially, characteristic to me indicated the models profile, not the attacks. I'm ok with it if I'm wrong, just wanted to be sure that S9 on a Lascannon is the same S4 on the marine that carries it, and isn't subject to it's own rules and limitations.
   
Made in us
Lord Commander in a Plush Chair






yes it is; per page 19 the weapons have a "Strength Characteristic" Characteristics is defined on page 6; where the scale is given as 0-10 and specifies that no characteristic can go above 10.

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Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Alright, well, that just means stop at 8 psykers in the squad.
   
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Ship's Officer





Reading, UK

dancingcricket wrote:Alright, well, that just means stop at 8 psykers in the squad.
You can always throw a few acolytes or something in there with stormbolters on the cheap. That way when your psyker squad pops like a grape, you still have a scoring unit in your chimera (provided you took Coteaz).

DoW

"War. War never changes." - Fallout

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Made in us
Lord Commander in a Plush Chair






Not exactly; If you have more than 8, you can afford to lose a few models before you begin to lose effectiveness with the unit as a whole.

Transport protection is all well and good until the transport is destroyed and you start taking casualties thereafter(and trust me it will happen, especially after the first S10, AP1 Large blast is fired: your Psyker unit instantly becomes a top-priority target)

11 is truly the best number: 110 points for the unit, 55 for the Chimera, and 100 points for either Coteaz, or any basic inquisitor with 3 Servo skulls+ whatever other kit(Ordo hereticus w/Psyoculum would be one of the best options, -10 to scatter means you nearly always hit Psykers), Hve the inquisitor ride with the psyker henchmen and use their abilities in conjunction with the Large Blast of death, then when the Chimera goes ker-plooey you will still have 12 guys on foot, 11 of which contribute to the S+AP of the blast and you can lose 4 before you start losing S, 6 before you start losing AP.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Ship's Officer





Reading, UK

Kommissar Kel wrote:Not exactly; If you have more than 8, you can afford to lose a few models before you begin to lose effectiveness with the unit as a whole.

Transport protection is all well and good until the transport is destroyed and you start taking casualties thereafter(and trust me it will happen, especially after the first S10, AP1 Large blast is fired: your Psyker unit instantly becomes a top-priority target)

11 is truly the best number: 110 points for the unit, 55 for the Chimera, and 100 points for either Coteaz, or any basic inquisitor with 3 Servo skulls+ whatever other kit(Ordo hereticus w/Psyoculum would be one of the best options, -10 to scatter means you nearly always hit Psykers), Hve the inquisitor ride with the psyker henchmen and use their abilities in conjunction with the Large Blast of death, then when the Chimera goes ker-plooey you will still have 12 guys on foot, 11 of which contribute to the S+AP of the blast and you can lose 4 before you start losing S, 6 before you start losing AP.
Keep in mind that perils kills all of them, not just D3 like the Psyker Battle Squad. For this reason I like to keep them cheap and cheerful at 80pts.

My inquisitor rides with my DCA and Crusaders with Rad and Psycho grenades

DoW

"War. War never changes." - Fallout

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Made in us
Lord Commander in a Plush Chair






Unless it is up against Eldar with Runes of Warding; they only have a 1/18 chance to perils so I really do not ever worry about Perils; if the Whole squad goes 1 in every 18 turns, so be it, I fully expect them to get made dead in 18 of every 18 games anyways perils doesn't really significantly change the final outcome I expect, just makes it sooner.

Reason for Coteaz/Ordo hereticus Inquisitor to ride with the Psykers is either: "I was expecting you"(gotta love an instant wipe on any/all deepstrikers arriving within a 12" Radius of your Chimera) or the psyoculum granting the psykers a BS10 against any unit containing a psyker(meaning you will only scatter 1"-2" tops, not at all if there is a Servo Skull within 12" of the Blast).

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Actually, I was looking at putting them in a squad with 3 servitors carrying plasma cannons, 2 jokearo, and maybe a inquisitor if I was feeling like spending extra points. So 1 S10 AP1 Lg blasts, 3 plasma cannon shots, 2 either lascannon, MM, or flamer, plus a unit upgrade or two. Figured that was a nice enough fire base.

With Coteaz, and here I'm waiting for a FAQ, I'm working with the idea that it makes them all troops/scoring, doesn't limit how many you can take at all since they don't take up the force org, etc., so I can take either take 23 units of 8 psykers in my 2k list, or the other one thats even worse. The only reason for that actually is so that if anyone accuses me of using a cheese/power list with my daemons, I can show them what such a thing really is. I figured 23 S10 AP1 large blasts was a good start.
   
Made in us
Lord Commander in a Plush Chair






Can't do 8 psykers(for S10), 2 Jokero and 3 Servitors; that is 13 models, which is 1 more than the Squad's upper-limit

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Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Ship's Officer





Reading, UK

Also, Servitors have Mindlock, which sucks without an Inquisitor babysitter.

Actually, I quite like the idea of Coteaz riding with the Psykers... that is a rather nasty possibility! Maybe toss a couple of PC Servitors in there for extra lulz.

DoW

"War. War never changes." - Fallout

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