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Made in us
Lead-Footed Trukkboy Driver



On the back of a hog.

Do you guys feel that the Grimoire of True Names (and the various tactics for using it) is worth taking despite the risk of failing the roll?

For those whose dice consistently betray them (me) aren't you afraid to fail the roll at a critical moment?

To make the thing (more) consistent you have to take the Fateweaver, whom lets face it, dies too fast to be worth his points.

Thoughts?
   
Made in gb
Secretive Dark Angels Veteran






It's probably the second best of the Hell-forged Artifacts to take on a herald, Portaglyph being the best.

Randomness is part and parcel of Daemons, however, so you have to be prepared for the luls.
Past three games my 2++ rerollable Lord of Change/Fatey has died to rolls of 3 on the Warp Storm chart... Daemonic Instability being probably the most effective killer of FMCs.



Automatically Appended Next Post:
In my experience the opponent just focuses the shooting on whatever that doesn't have the Grimoire buffed save, then waits for the save to botch and then focus fires it down in a single turn.

This message was edited 2 times. Last update was at 2013/04/12 03:09:38


Mechanicus
Ravenwing
Deathwing

Check out my Mechanicus Project here... http://www.dakkadakka.com/dakkaforum/posts/list/570849.page 
   
Made in us
Longtime Dakkanaut




Budzerker wrote:
Do you guys feel that the Grimoire of True Names (and the various tactics for using it) is worth taking despite the risk of failing the roll?

For those whose dice consistently betray them (me) aren't you afraid to fail the roll at a critical moment?

To make the thing (more) consistent you have to take the Fateweaver, whom lets face it, dies too fast to be worth his points.

Thoughts?


Considering it's downside can easily be covered by...cover saves (see what I did there, ;o) ) and it pushes some of the units in the codex like Crushers from borderline to amazing, yes I would say it is worth it.
   
Made in us
Longtime Dakkanaut





Definitely a tool that I would always take. As Shadar said, the biggest drawback can be mitigated by smart positioning. I'm also an advocate of Fateweaver despite his nerfs and he can really make this piece of wargear reliable.

Fleshhounds with a 3++ are funny, it's even funnier if you have Tzeeentch psykers with Forewarning or whatever it is called and you grab yourself a sweet 2++.

Bee beep boo baap 
   
Made in us
Shas'la with Pulse Carbine





Florida

I would say if you play Fateweaver then always take it. It combos very well with his reroll and him.

Without Fateweaver then it really depends on your list. For example, if you have a bloodthirster you might want to roll and hope you get rifbringer as they can really rock that gift.

If your list has less than 3 troop choices then you need the portalglyph so you can get some more scoring units on the table.


I like puting the grimoire on a lvl3 divination herald with disc that is inside a unit of 9 Screamers. If you get forewarning + Grimoire (+fateweaver reroll) you can have a very durable unit that is able to turboboost around and do damage. If you decide to commit the screamers to assault then the Herld can easily ditch the unit and get to where he needs to elsewhere on the board to apply his buffs thanks to the disc.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Budzerker wrote:
Do you guys feel that the Grimoire of True Names (and the various tactics for using it) is worth taking despite the risk of failing the roll?
The reward of success is twice that of the price of failure. This is due to the law of resilience, which states that the greater your resilience the more benefit you get from resilience upgrades. In other words, going from a 3+ to a 2+ is a huge boost. Likewise, going form a 5++ to 3++ is a much bigger boost than the loss of going from a 5++ to a 6++

Budzerker wrote:
To make the thing (more) consistent you have to take the Fateweaver, whom lets face it, dies too fast to be worth his points.
That depends on who you are giving the grimoire to. If your slapping the buff on fateweaver, he gains a 2++ rerollable save (which is effectively a 35/36 invlun save).
This makes fateweaver nearly unkillable.
   
 
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