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Made in us
Been Around the Block





Anyone have a problem with the new pychic phase and zoanthopes warp lance/blast power?

Warp Lance costs 2 War Charges, zoanthropes generate 2 charges per unit, each charge has a 50% chance of success, meaning you need 4 dice to be reasonably certain you have succeeded on the cast.

seems like it would be more practical to just ignore them in a typical Tyranid army now, except for the dispel dice they generate, since warp lance/blast is there only real attack and failing a cast on it would make the zoanthope fairly worthless for that turn?

 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

They are a solid source of Synapse especially with the free Dominion. The dispel dice are a nice bonus.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Been Around the Block





 Eldarain wrote:
They are a solid source of Synapse especially with the free Dominion. The dispel dice are a nice bonus.


I think I'd rather just bring warriors, at least they'll be able to consistantly attack!

 
   
Made in za
Fixture of Dakka




Temple Prime

Warriors also go splat if looked at funny.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Sorris wrote:
 Eldarain wrote:
They are a solid source of Synapse especially with the free Dominion. The dispel dice are a nice bonus.


I think I'd rather just bring warriors, at least they'll be able to consistantly attack!

Definitely a viable option dependent on what you regularly face. My Daemon opposition regularly brings their Skull Cannons. That BS5 Strength 8 Large Blast Ignores Cover makes life for any of the toughness 4 multi would beasts really tough.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Been Around the Block





 Kain wrote:
Warriors also go splat if looked at funny.


Everything tyranids have go "splat" if the enemy model has any instant death weapons, even swarmlord, which is kinda moronic. :(

 
   
Made in gb
Prophetic Blood Angel Librarian




I really don't get the logic behind some of the 'warp charge pricing' in this edition. How on earth is it a WC2 power?
   
Made in us
Been Around the Block





Poly Ranger wrote:
I really don't get the logic behind some of the 'warp charge pricing' in this edition. How on earth is it a WC2 power?


Warp Lance and Warp Blast has been a WC2 power, since at least 6th edition, hasn't changed. (Would help if it was a WC1 though)

 
   
Made in gb
Prophetic Blood Angel Librarian




Yes but what I mean is it is no longer a WC2 power (or shouldn't be) as it is no longer possible for the unit to be firing off as many shots as it once did. Combine that with the ridiculous amout of rolls you have to make for it to actually do anything...
   
Made in us
Auspicious Daemonic Herald





Poly Ranger wrote:
Yes but what I mean is it is no longer a WC2 power (or shouldn't be) as it is no longer possible for the unit to be firing off as many shots as it once did. Combine that with the ridiculous amout of rolls you have to make for it to actually do anything...


Do you know how zoanthropes and Warp Lance/Blast work?
   
Made in gb
Nasty Nob






Are all your psykers likely to be in a position where they can take full advantage of every power they have every turn? Probably not.

When you have a tank within 18" of your zoanthropes, it's worth pulling warp charge dice from elsewhere to use their lance. When you don't have a convenient target, they provide extra dice to whatever you do need to use.

   
Made in gb
Prophetic Blood Angel Librarian




 CrownAxe wrote:
Poly Ranger wrote:
Yes but what I mean is it is no longer a WC2 power (or shouldn't be) as it is no longer possible for the unit to be firing off as many shots as it once did. Combine that with the ridiculous amout of rolls you have to make for it to actually do anything...


Do you know how zoanthropes and Warp Lance/Blast work?


Only from the old dex. Having to cast, hit, get past dtw, pen, then do something decent on the pen. That is 5 rolls where anything could go wrong. I am assuming it is even worse now as you have to roll two casting dice rather than just passing leadership.
   
Made in us
Ragin' Ork Dreadnought




Evil variation on Daemon Factories: Use unbound. Come The Apocalypse allies. 50 points per 2 Warp Charges on model with 2 Wounds and a 3+ invuln. For 1000 points you get 40 ablative warp charges sitting around. Spend your last 500-1000 points on psykers who can use Daemonology and crank out limitless Daemons with nearly 100% success.


Automatically Appended Next Post:
With the importance of havinh extra Warp Charges, any army can benefit from having a handful of them sitting in the corner.

This message was edited 1 time. Last update was at 2014/06/04 04:23:24


 
   
Made in ca
Fixture of Dakka




So you have 3 Zoanthropes in a brood. They shoot the Warplance rule. Now will that be 2 WC each or just 2 WC that shoots 3 times?

How does the brotherhood of psyker rule now work?

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in us
Ragin' Ork Dreadnought




Davor wrote:
So you have 3 Zoanthropes in a brood. They shoot the Warplance rule. Now will that be 2 WC each or just 2 WC that shoots 3 times?

How does the brotherhood of psyker rule now work?

If I recall, they are a Brotherhood of Psykers who are always ML2, regardless of squad size. Warp Blast/Lance gets bonus shots if you have more Zoanthropes in the squad. This unfortunately means that 20 Single Zoanthropes give an ungodly number of Warp Charges.
   
Made in us
Stalwart Veteran Guard Sergeant





Plano, TX

A brood of 3 Zoanthropes will make one warp charge test for all three of it's shots. The enemy will get one chance to deny the witch, needing to deny ALL your successful warp charges (not just enough to get you below 2 successes). Then you will roll to hit as normal for the three shots, and then wound/pen with them, followed by any applicable saves. Still a lot of rolling going on there.
   
Made in au
Towering Hierophant Bio-Titan





I take them in 7th solely because are 50 pt rolls for Onslaught. Carnifexes or Tyranno's are basically core now so mobility is super important. More WC and DtW dice are never bad either, neither is Synapse and Catalyst, and nor is an annoying 3++ Invul to make them likely match your points in shooting to bring it down at the very least.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in gb
Tough Tyrant Guard





SHE-FI-ELD

I used them to take down all that AV everywhere. I considered them pretty expensive to the end of 6th, and 7th is worse. But Yes ill keep taking singles ones for DTW and synapse.

It's my codex and I'll cry If I want to.

Tactical objectives are fantastic 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Sorris wrote:
Anyone have a problem with the new pychic phase and zoanthopes warp lance/blast power?

Warp Lance costs 2 War Charges, zoanthropes generate 2 charges per unit, each charge has a 50% chance of success, meaning you need 4 dice to be reasonably certain you have succeeded on the cast.

seems like it would be more practical to just ignore them in a typical Tyranid army now, except for the dispel dice they generate, since warp lance/blast is there only real attack and failing a cast on it would make the zoanthope fairly worthless for that turn?


Well, your point is valid...But, I don't take Zoeys for Warp Blast/ Lance... I take them for durable Synapse, and Psycher buffs, so the Lance/Blast is just gravy. On the rare situation that calls for it, well, I plan on rolling 4D6....

The will of the hive is always the same: HUNGER 
   
 
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