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Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

Quick question, if i allied in a grey knight libby with sanctuary into a hammernator unit, would they stack for a 2+ inv?

Thanks in advance.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

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WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

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The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in gb
Executing Exarch






Sanctuary gives a bonus to the Psyker and his unit (in this case, hammer / shield terminators) which improves the invulnerable save by +1.

What makes you think it wouldn't work? Is it that the terminators have two invuln saves (the 3+ from the shield and the 5+ from termi armour)?
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

 Quanar wrote:
Sanctuary gives a bonus to the Psyker and his unit (in this case, hammer / shield terminators) which improves the invulnerable save by +1.

What makes you think it wouldn't work? Is it that the terminators have two invuln saves (the 3+ from the shield and the 5+ from termi armour)?


What you say is how i read it would work. 2 reasons i questioned it:

1. it sounds disgustingly good and have seen any FAQ regarding it

and

2. i seem to recall something somewhere limiting inv saves to a 3+ max. though this could be a cross over from 6th.

Merely wanted to confirm before i start writing 1k marine list to ally to my grey knight 1k contingent to abuse said rule.
   
Made in gb
Confessor Of Sins





Newton Aycliffe

However, no save (armour, cover or invulnerable) can ever be improved beyond 2+.


That is the only 7th Ed. limitation.

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It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

 BlackTalos wrote:
However, no save (armour, cover or invulnerable) can ever be improved beyond 2+.


That is the only 7th Ed. limitation.


Sweet, thats good enough for me.

Time to write a list.

Thanks guys

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in hr
Boosting Black Templar Biker




Croatia

Nope, your hammernators can have 2++, considering eldar allied with DE and daemons have rerollable 2++ that isn't so broken... enjoy If you play iron hands, you might wanna try their already dead 'ard immortal CM having 2++ followed by (with a bit of luck and apothecary) 3up feel no pain

AFTER A THOUSAND EXAMS ONE ONLY SEES FAILURE!
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Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

ThatSwellFella wrote:
Nope, your hammernators can have 2++, considering eldar allied with DE and daemons have rerollable 2++ that isn't so broken... enjoy If you play iron hands, you might wanna try their already dead 'ard immortal CM having 2++ followed by (with a bit of luck and apothecary) 3up feel no pain


Gotta admit, it did involve marines of the iron hand variety.

I'll post it when done.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in gb
Executing Exarch






 mixer86 wrote:
2. i seem to recall something somewhere limiting inv saves to a 3+ max. though this could be a cross over from 6th.
Possibly you're thinking of the Mark of Tzeench, from the CSM codex, which improves an invuln by +1 but is limited to improving it to 3+ at most.
   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

ThatSwellFella wrote:Nope, your hammernators can have 2++, considering eldar allied with DE and daemons have rerollable 2++ that isn't so broken... enjoy If you play iron hands, you might wanna try their already dead 'ard immortal CM having 2++ followed by (with a bit of luck and apothecary) 3up feel no pain


2+ FNP, actually.

You don't need the apoth, just lucky rolls with a libby on Biomancy for Endurance, and the Clan Raukaan Warlord Trait.

But, keeping on topic; yes. 2++ on Hammernators is doable and legal.

If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in gb
Battleship Captain




Indeed. You can also do so for far less points (albeit less likely to roll sanctuary) by attaching an Inquisitor.

You can do even filthier things with Inquisitorial Henchmen - Crusaders backed up by a Ministorum Priest using The Emperor Protects! and an Inquisitor using Sanctuary can pull a ridiculous 2++ rerollable in close combat.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

And this is a nutshell is why Allies is a horrible mechanic - Unforeseen circumstances by an apathetic design company.

Take note that GK have extremely limited access to codex: GK storm shields.

I have a love /hate relationship with anything green. 
   
Made in us
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locarno24 wrote:
Indeed. You can also do so for far less points (albeit less likely to roll sanctuary) by attaching an Inquisitor.

You can do even filthier things with Inquisitorial Henchmen - Crusaders backed up by a Ministorum Priest using The Emperor Protects! and an Inquisitor using Sanctuary can pull a ridiculous 2++ rerollable in close combat.


Inquisitors are less reliable, as they peril on any doubles with Sanctic powers.

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 Deuce11 wrote:
And this is a nutshell is why Allies is a horrible mechanic - Unforeseen circumstances by an apathetic design company.

Take note that GK have extremely limited access to codex: GK storm shields.


Rerollable 2++ in melee is something codex inquisition can achieve without allies, but is pretty unlikely given the ML1 limit.
   
Made in ca
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Vanished Completely

Deuce11,
I disagree, as I believe anything which grants us more flexibility when it comes to how we design our Armies can only be a good thing. This might lead to some 'broken combinations' being reveled, but if I have been taught anything about this game it is that bad players will find 'broken scenarios' regardless. The only proven defense against 'Win at All Cost' or 'That ******* Guy' players is simple: Choose not to play them until they bring a 'casual' list that doesn't include 'cheese' designed to take away from the enjoyment of the game.

This is because 'broken' is in the eye of the beholder, and some people consider individual Models to already be 'broken' to the point they refuse to play against them.
I agree with them at times, those C'Tan are scary....

This message was edited 2 times. Last update was at 2014/10/01 22:31:04


8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures.  
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Mavnas wrote:
 Deuce11 wrote:
And this is a nutshell is why Allies is a horrible mechanic - Unforeseen circumstances by an apathetic design company.

Take note that GK have extremely limited access to codex: GK storm shields.


Rerollable 2++ in melee is something codex inquisition can achieve without allies, but is pretty unlikely given the ML1 limit.


Could you elaborate? AFAIK, Crusaders are the only models with 3++. What let them reroll that?

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 Vector Strike wrote:
Mavnas wrote:
 Deuce11 wrote:
And this is a nutshell is why Allies is a horrible mechanic - Unforeseen circumstances by an apathetic design company.

Take note that GK have extremely limited access to codex: GK storm shields.


Rerollable 2++ in melee is something codex inquisition can achieve without allies, but is pretty unlikely given the ML1 limit.


Could you elaborate? AFAIK, Crusaders are the only models with 3++. What let them reroll that?


Was wondering where they got the reroll myself

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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Ministorum Priests have a special ability called 'War Hymns', and more specifically, the Hymn "The Emperor Protects!" Which lets them rerolled failed armour and invulnerable saving throws in the assault phase.

So, in theory, Crusaders in close combat could have 2++ rerollable in close combat.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in gb
Battleship Captain




Yup. They updated codex Inquisition and codex Adepta Sororitas to match the Imperial Guard version of the priest. Thing is, rerollable saves makes much more of a difference when you're not wearing flak armour, and the fact that they have zealot to boot makes even more of a difference when you're not guardsmen.

Inquisitorial Henchman warbands are quite scary now - not least because adding Psyker henchman is another mastery level one psyker for a pittance of points - which helps with the alluded-to problem of rolling sactuary in the first place.

Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Decrepit Dakkanaut




However a Ld7 test isnt the most reliable - its amodel test, so has to be on their Ld.
   
Made in us
Fixture of Dakka





San Jose, CA

Take Stern. He comes with Sanctuary.


BTW, terminators die to volume-of-fire anyways so I wouldn't put too much stock on 2++ terminators.


This message was edited 1 time. Last update was at 2014/10/02 17:29:59



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 jy2 wrote:
Take Stern. He comes with Sanctuary.


BTW, terminators die to volume-of-fire anyways so I wouldn't put too much stock on 2++ terminators.




but 2++ rerollable.... eeewwww
   
Made in us
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They dont get rerollable just 2++

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Made in ca
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Vanished Completely

Honestly though:
Outside of Power-Fists, how many armies have access to massive amounts of AP2 Melee weapons?

8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures.  
   
Made in us
The Hive Mind





Nids - MCs.

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Made in ca
Fixture of Dakka




Vanished Completely

Ah yes, Monstrous Creatures, thanks Rigeld2!
Being primarily Tau I keep forgetting those things are actually very nice in Close Combat, as our own tend to just run away before anyone even gets that close....

This message was edited 2 times. Last update was at 2014/10/02 22:22:04


8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures.  
   
Made in us
Quick-fingered Warlord Moderatus





Not that Nids want to be in combat with Force Weapon wielding Gks

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