Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/03/03 22:22:34
Subject: Flickering Fire
|
 |
Maddening Mutant Boss of Chaos
|
If Heralds of Tzeentch join large Horror packs, can they bring the number of shots dealt via Flickering Fire above 4D6? The wording for flickering fire reads:
Flickering Fire of Tzeentch can be manifested using 1, 2 or 3 Warp Charge points--declare how many Warp Charge points will be used before attempting to manifest the power. Flickering Fire of Tzeentch fires an additional D6 shots for every Warp Charge point expended after the first.
So is 3 Warp Charge points the maximum? Or would a Herald-boosted Horror be able to get of 5 or 6D6?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/03 22:23:51
Subject: Flickering Fire
|
 |
Powerful Phoenix Lord
|
Since it specifies 1, 2, or 3 Warp Charges, then 3 Charges is the max.
|
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/03 22:31:52
Subject: Flickering Fire
|
 |
[DCM]
Tilter at Windmills
|
Agreed. It says you can use 1-3 warp charge points. I'm not seeing any permission to use more.
|
Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/03 22:39:57
Subject: Flickering Fire
|
 |
Quick-fingered Warlord Moderatus
|
Also, I don't think it matters that the IC has joined them, he's not part of the Brotherhood of Sorcerers, so it's 2 distinct psyker entities, not one combined one.
|
Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).
-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 05:40:08
Subject: Flickering Fire
|
 |
Stern Iron Priest with Thrall Bodyguard
|
Drunkspleen wrote:Also, I don't think it matters that the IC has joined them, he's not part of the Brotherhood of Sorcerers, so it's 2 distinct psyker entities, not one combined one.
This.
And with that said, you can cast the flickering fire with the herald the same time as the horrors cast theirs, and profit even greater than if you could have booster the horror flickers.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 12:19:00
Subject: Flickering Fire
|
 |
Tunneling Trygon
|
Its not 3d6 per guy is it?
I've not got the codex yet, but that seems crazy.
|
Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.
A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 12:40:17
Subject: Flickering Fire
|
 |
Thrall Wizard of Tzeentch
Left Coast
|
Bloodhorror wrote:Its not 3d6 per guy is it?
I've not got the codex yet, but that seems crazy.
Paraphrasing - It's 2D6 for the first warp charge and + D6 for each additional warp charge (max 3)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 18:02:21
Subject: Flickering Fire
|
 |
Tunneling Trygon
|
so 4d6.
But not 4d6 per guy. 4d6 for the whole unit?
|
Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.
A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 18:16:45
Subject: Flickering Fire
|
 |
Monster-Slaying Daemonhunter
|
Well, it's actually D6 for each horror.
No, wait, Matt Ward didn't write this one.
4D6 max for the unit.
|
LVO 2017 - Best GK Player
The Grimdark Future 8500 1500  6000 2000 5000
"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 18:40:25
Subject: Flickering Fire
|
 |
Tunneling Trygon
|
Ah well. That can still be quite fun ^^!
|
Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.
A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 18:44:36
Subject: Flickering Fire
|
 |
Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
|
Fayric wrote: Drunkspleen wrote:Also, I don't think it matters that the IC has joined them, he's not part of the Brotherhood of Sorcerers, so it's 2 distinct psyker entities, not one combined one.
This.
And with that said, you can cast the flickering fire with the herald the same time as the horrors cast theirs, and profit even greater than if you could have booster the horror flickers.
This is deadly effective. Even better if you manage not to blow your Ld10 Prescience roll like I did yeasterday!
Even without, the combined 4D6 S6 from the squad + 3D6 S6 from the Herald + additional auto- 2D6/S4 from their Blasted Standard wiped out a Deathwing command squad.
God help your opponent if there's re-rolls to-hit involved with that...
|
This message was edited 1 time. Last update was at 2013/03/04 18:44:56
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/04 19:10:38
Subject: Re:Flickering Fire
|
 |
Thrall Wizard of Tzeentch
Left Coast
|
The ex. Locus of conj. also applies to the hits from the blasted standard as well. Had to read that one mid game to check, so the additional 2D6 are at S5.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/05 19:45:11
Subject: Re:Flickering Fire
|
 |
Beast of Nurgle
|
I'm not really seeing how 4d6 shots at bs3 (provided you made your psy test and they didnt deny the witch it). is any good? 20 horrors = 1 shooting attack?
Horrors lost warpfire, whereas they had 60 shots, now its 4-24 that you can possibly fail entirely.
that just looks really bad. something is really off there.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/05 21:01:39
Subject: Re:Flickering Fire
|
 |
Thrall Wizard of Tzeentch
Left Coast
|
An excerpt from my blog, fundaemons.blogspot.com
I'll compare their efficiency against terminators, marines and guard. Given that flamers and screamers were majorly hurt by the new codex the horrors will have to stand up to various threats if a Tzeentch mono-build is to remain viable.
Some complained that my comparison before factored in disproportionate squad sizes, and while this was true the point per kill levelled the playing field. This time I will compare squads of the same point cost to please the nay-sayers. It just so happens that you can get 17 new horrors for the same cost as 9 old horrors. Since 9 is the number of Tzeentch there must be something to this...
So, on the numbers, the unit is less efficient than it was before, but arguably has "maybe" some more flexibility depending on which phychic power you roll for. The problem here is that before you could take a single bolt in a 5 horrors squad and camp an objective and provide some minimal anti-tank/air. Now you take a large footprint unit that has a single power.
As you'll see below adding a Herald becomes a must have if you want similar results as before (which wasn't awesome to begin with).
Now, if you add a Herald into a squad you can slightly outperform the old horrors on MEQ killing, but TEQ and GEQ remain poor by comparison. The way this comparison works if with the Presence of Conjuration (+1 strength) and using Presience to re-roll your hits. On avergae you will kill just about 3.5 MEQ in your first turn of shooting. Then you had better charge your screamers in to finish up the squad, because as soon as 3 of your horrors die your shooting falls of the cliff (- 25% effectiveness).
Now, all of that being said all it takes is a D6 deny the witch to shut you down entirely.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/05 21:14:29
Subject: Flickering Fire
|
 |
Dakka Veteran
|
Isn't it 16.7 hits?
14 (4D6) shots at BS3 twin linked + 7 shots at BS4 twin linked.
14 shots at BS 3 twin linked == 10.5 hits
7 shots at BS 4 twin linked == 6.2 hits (herald at lvl 2)
two things I didn't factor in, the 1/12 chance Prescience doesn't go off, the 1/12 chance that the shots don't go off, and the 1/12 chance the shots get denied.
Doing some quick math, that should still net 14 hits on average, at S6.
Also not factored in is that S6 at that many hits is very effective against AV10/11 vehicles. Heck, I'd even shoot that many shots and a Doom Scythe (21 shots hitting on 6's twin-linked is upwards of 5 hits, netting you a glance and a pen)
Again, not factored into your analysis is the other things the unit does, like getting a 2++ re-rollable save when going to ground in ruins.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/05 21:22:52
Subject: Re:Flickering Fire
|
 |
Thrall Wizard of Tzeentch
Left Coast
|
The analysis does not include a ML2 Herald, so only a ML1 Herald for the prescience. It also doesn't include a blasted standard. Either make the unit better, but with some drawbacks. Namely for the Herald you have to be at the front of the unit to shoot and maximize range, since you only need a single Pink Horror in 24" with brotherhood of psykers. With the new range rules you can manipulate the return fire you take this way from 24" marines.
|
|
|
 |
 |
|