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![[Post New]](/s/i/i.gif) 2014/01/27 18:25:29
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Prophetic Blood Angel Librarian
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Sevrin Loth with Iron Arm, Warp Speed and Life Leech.
Being a mastery level of 3 Loth can cast Iron Arm and Warp speed, whilst still having a warp point to grant himself his 2++.
This will on average give him 7 ws5 st7 ap2 (unwieldy) attacks in the first round of combat (he has counter attack so it won't matter if he's charged or not.) Or if he prefers 7 ws5 st 6 attacks at I6 but no ap (using pistol not force sword).
Best case scenario 8 ws5 st8 ap2 attacks.
In defense he will have T6 2++/5+fnp (nearby apothecary being red scorps).
If he wishes to go for an ID instead, he can sacrifice the 2 (on average) warp speed attacks for a warp point for his force weapon.
His main weakness is his 2 wounds, but unlike mephy, the other insane assault libby, he can join units. Units who will on a side note have 5+ fnp. When a wound does get past his t5-7 2++/5+fnp, he can use life leech to regain it (as long as he doesn't lose 2 wounds).
Mass attacks will down him, but he will be in a unit and can join another if his fairs badly so this shouldn't be too much of a worry. His force axe makes him truely dangerous in challenges and against mcs.
For added bonus he grants his unit a great DtW modifer, fearless and counterattack.
Not bad for 175pts!
What do you think?
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![[Post New]](/s/i/i.gif) 2014/01/27 18:46:08
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Regular Dakkanaut
Canada
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I like sticking him with honour guard, which he opens up instead of a command squad, then he can skip warp speed and take the power that gives him and the honour guard relentless, FNP and eternal warrior.
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![[Post New]](/s/i/i.gif) 2014/01/27 18:58:06
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Prophetic Blood Angel Librarian
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That's not a bad idea! How about taking that with a 9 man multimelta devestator squad with power axe on the sarge? Jump out a rhino/drop pod. Melta anyone in range. Keep moving around with a 18" melta threat range (including move). Anyone charges them they will have counterattack, sevrin accepts challenges or just guts troops, sarge helps out.
Should be a serious threat to any mech, or even meq/teq. A dev squad that can become an assault squad at a moments notice.
Endurance gives IWND not EW I think.
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![[Post New]](/s/i/i.gif) 2014/01/27 19:25:25
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Confessor Of Sins
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There's a big downside to drop-podding him. He can't use psychic powers at the start of the turn then.
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![[Post New]](/s/i/i.gif) 2014/01/27 19:30:06
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Monstrous Master Moulder
Cleveland, Ohio, USA
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The issue here becomes getting him into combat. If you put him in a Rhino, it's getting opened the first chance the enemy gets. Not hard with a Rhino. If a pod, no psychic powers, and he gets gunned down. If Land Raider, that's a silly large point sink, and it will be shot at to all forms of high-holy-hell. Mobility is the name of the game, and Loth don't got it.
It -could- work, it would be hard to pull off.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/01/27 21:43:57
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Using Inks and Washes
St. George, Utah
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Personally I don't see the point in bringing Warp Speed on him. Endurance is the best power in Biomancy IMHO. Combined with iron arms, he'll be a pretty unstobbale beast if you spend his 3rd warp charge on the 2+ invuln. You won't have your force weapon til the enemy phase, which is actually kind of a boon against most opponents as winning combat on their turn is always better than on your own.
If you're going to drop pod him in, gotta do it with an Honor Guard. The unit can soak up a lot of small arms fire due to the artificer armor on everyone so it's quite a bit more durable the turn he can't use his psychic powers than doing it with, say, a Sternguard squad or something. Similar points cost, too.
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![[Post New]](/s/i/i.gif) 2014/01/27 21:52:55
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Executing Exarch
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As far as combat character go he is sub par. Cheap but slow and not particularly outstanding. You sacrifice a squad getting abadon into CC because when he gets there he wreck face and is nearly unstoppable. You do the same for a nurgle biker CSM lord because he is fast, tough, and does similar damage to your proposed use of loth. Even mephy is often used with his jump pack power so he is fast. Loth either becomes expensive delivering him properly or is so slow he wastes most of the game getting there.
If I use biomancy with him I take endurance to use on a IG power/heavy weapon blobb (one of the few ways to make it work anymore) or with a dev squad. His counter charge abilities are good but not so good it is worth the ablative wounds to get him there.
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![[Post New]](/s/i/i.gif) 2014/01/28 10:19:17
Subject: Challenge beast: Sevrin Loth... with biomancy.
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Prophetic Blood Angel Librarian
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So a general consensus that he is difficult to get into combat. But that is the same with all footslogging characters, we've all already devised ways to counter that to some extent. But it is a big weakness all the same.
Id just like to compare him to mephy (who I run often) for a minute. Both have force weapons and both are ML3.
Disadvantages compared to Mephiston:
No jp or equivalent power.
St 6-8 compared to mephys st10.
Only 2 wounds.
Unwieldy.
Relies on powers to boost whilst mephy is still good without SoS (not major as ld10).
Advantages compared to Mephiston:
IC status so can join units.
Grants units a DtW bonus, counterattack and fearless.
Has a 2+ invuln.
Has ap2.
Can choose which bio powers to make hom a ccb beast.
Doesn't have the 'holy crap I need to shoot all my armies weapons at him' reaction that mephy produces.
Cheaper access to 5+ fnp.
Costs 75pts less.
So Loth doesn't suffer from Mephys main 3 weaknesses (no invuln, ap3, no IC status) and costs 30% less than mephiston.
Based on all your feedback it sounds like HG is the way to go for podding. But how about the mm devs in the rhino? Yes it will get demolished, but if you had 1st turn your mobile mm squad will be 18" closer to the opponent and will have another 18" melta threat range. If also podding an HG you can join loth to them in the next turn and now have a mm squad in the opponents face who didnt sacrifice a turn of shooting to get there whilst loth is now adding his power to an already considerable combat threat and got to use his powers from turn 1.
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