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Yea, thats what I am running tiggy with bones librarian for 6 re-rollinig dice. It enables you to 1 dice lots of mastery 1 powers and make them burn through their pool much quicker.
So for example each die goes from 50% to 75% chance of being casted. So now they have a 16.6 chance of deny per die. So they need to burn roughly 4.5 dice per one of yours to stop a cast. instead of the 3 dice normally per casting die
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
If you want to break the 9 ML threshold the only real way is to get GK, Inquisition, Chaos Daemons, or Eldar as allies. The reason that the 9 WC threshold matter is that to block an opponent out of the psychic phase 50% of the time a deny the witch pool has to be 8+3*(your mastery level). So the sort of optimal level for most psyker builds seems to be ~30-35 WC. This means if you want to be able to get off at least 50% of your powers against a psyker heavy build you will need 9 WC.
Now the great thing about SM psykers is that most of them are useful apart from their powers. The special character usually have great stat lines or special abilities which buff your army. The basic libby can take useful wargear and make an AM blob ATSKNF.
The cheapest way to increase WC is ML1 Inquisitors (55pts) with 3 psyker henchmen (18pts). This is also the most flimsy and least useful.
The most useful WC batteries are Coteaz (100pts) and GK psyker henchmen (18pts) in psybacks. The henchmen and psybacks are all objective secured. The WC are still seriously cheap and they are BB with SM. You should see a huge number of this type of army as they are just brutally useful.
CWE have three cheap sources of WC. The farseer is a great value per ML and the warlocks and spiritseers are both just slightly worse but can be taken in numbers. As an ally the spiritseers are the only real game for WC sources as warlocks require CWE to be primary. You can then take some dire avengers and objective secured waveserpent to stick them in. This can give you 10 WC from a single HQ slot using iyanden rules and two serpents which are brutal game winning murder machines.
Chaos Daemons are a decent source of WC but their real benefit is giving access to malefic without murdering themselves with perils. This is the best way I have found to represent the Blood Ravens going traitor in DoW2. They clearly are not represented well by the CSM codex and make more sense using the SM dex with daemon allies.
ansacs wrote: Chaos Daemons are a decent source of WC but their real benefit is giving access to malefic without murdering themselves with perils. This is the best way I have found to represent the Blood Ravens going traitor in DoW2. They clearly are not represented well by the CSM codex and make more sense using the SM dex with daemon allies.
Traitor BRs eh?
Let me make a list for that...
Automatically Appended Next Post: Here's the list i promised (using my custom CTs), good for 2000 pts. and with 11 WCs
Spoiler:
Chapter Master - AA, Bike, TH & LC - Warlord x3 Librarians - Lvl 2, one on Bike (6 WCs)
Bike Squad (x5 for Troops) - x2 Grav-guns, Sgt. Combi-Grav x2 Sniper Scout squads (x5 in each w/ Camo Cloaks)
Venerable Dread w/ HF and MM in DP (Deathwind Launcher and LB) x5 Sternguard w/ Combi-Melta/Plasma (depending on the job) in DP (Deathwind Launcher)
x2 Stormtalons w/ Skyhammers
x2 TFCs
x2 Heralds of Tzeentch - Lvl 2, Greater Gift (4 WCs)
x10 Pink Horrors - Instrument (1 WC)
This message was edited 3 times. Last update was at 2014/06/10 23:36:43
at 1750 I typically have 7 warp charge with Marines. Running two Librarians mastery level 2. one has the Bones of Osrak. I also ally in two Ordos Inquisitors that are both Mastery level 1.
Today I ran a 2000 point list which also included an Ordos Heriticus inquisitor(mastery 1) and a 5 man Grey Knight Strike Squad. I played a game against Daemons, and consistantly had more warp charge then he did(his heralds were in reserve, and as such only had two or three psykers on the table at a time)
40k 7th Edition Record
11 Games played
5 Games Won
I think this is a more accurate reflection of the DoW2 traitor Blood Ravens. The key elements is essentially Azariah Vidya who is nicely described by Tiggy's rules as it lets him have an excellent shot at possession and be generally useful. The Blood Ravens seem to favor drop pod insertions throughout the game. Azariah Vidya was working with daemons of nurgle primarily. So it is best if the daemons are nurgle. The best thing is this makes the daemon components seriously tough to take out. Then there are the rogue psykers to Azariah uses to help his summon daemons, ditto in this list. This list has a total of 16+1d6 WC produced turn 1 and a very good chance to generate a few possessions. It will also be relatively resistant to alpha strikes.
Spoiler:
Traitor Blood Ravens
Space Marines (Primary Detachment)
+ HQ + (165pts)
* "Azariah Vidya" using Chief Librarian Tigurius, Ultramarines rules (165pts)
+ Troops +
* Tactical Squad (210pts) 10 man unit w/ MM, meltagun, and drop pod, Sarge w/ melta bombs and combi melta
* Tactical Squad (210pts) 10 man unit w/ MM, meltagun, and drop pod, Sarge w/ melta bombs and combi melta
* Tactical Squad (210pts) 10 man unit w/ MM, meltagun, and drop pod, Sarge w/ melta bombs and combi melta
How would you beef up a Marine army to increase the number of warp charges?
Why would you want to?
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
Casting or negating outstanding powers like invisibility or fortune could be game changing.
How many hundreds of points do you really want to spend fishing for such a possibility though?
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
Casting or negating outstanding powers like invisibility or fortune could be game changing.
How many hundreds of points do you really want to spend fishing for such a possibility though?
Well for 18 points I can get one roll on telepathy as well as psychic shriek. Throw it in a rhino with dozer for an extra 45. Now you are looking at 63 for two mark charges and a roll on telepathy. 3-4 of those units and you got good shots at invis.
It seems like a lot of tournaments will be going double CAD so I am now starting to plan around that assumption.
This message was edited 1 time. Last update was at 2014/06/13 00:47:54
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer