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Made in gb
Norn Queen






So, what Command Assets do you think are the best, are good, are trash and are 110% auto-includes?

For me, I feel auto-includes are Admantium Will, Perils of the Warp and Deny the Witch (assuming you predict you're going to be against anyone with psykers) as they are unlimited range psychic shutdown. Divine Intervention (fix a roll result), Go to Ground (Infantry double saving throw result) and Armour of Contempt (always roll D12s for saves) are great cards that can keep a critical unit alive for a turn.

Force + Any Punchy Psyker (e.g. Swarmlord) basically means "Hello, delete yourself plx". Scryer's Gaze is literally wallhax.


As for the faction specific stuff, Adrenal Glands lets you make 27" charge moves with Hormagants. Which is nice.

Chaos Boon with Divine Intervention to guarantee a spanky new Daemon Prince seems fun.

Daemonic Possession is also silly. Why? Because in addition to being able to slay a character outright, there is no restriction on the PL of the replacement, so you can turn an enemy Company Commander (all of 2PL) into the 32PL Aetaos’rau’keres. Also use Divine Intervention to help turn it into a 50/50 (or better) chance rather than 25% on average.
   
Made in us
Longtime Dakkanaut




Anything that gives an extra shooting or fighting attack is ace. The two d12 defensive cards are good and become amazing under certain circumstances. In fact all the defensive tech cards are fairly strong. Divine intervention, miraculous escape, telekine dome, armor of contempt, go to ground, and Medicare supplies I’d take in almost every list unless you’re harlies and don’t need anything so pedestrian as cards to save on d12s :p

Cards that conversely nerf the enemy’s saves are also strong, like null field or death hex

Seize the initiative is a useful card for certain scenarios, it can save your fire power assets from being assaulted, and that is useful, or it can allow you to shut them down
   
Made in us
Norn Queen






I think in the right lists the cards that let you change your orders are going to prove to be game changers.

We make choices on which detachments to activate and in what order based on what we see the enemy has ordered and what we think they are planning. To have that suddenly change can shift the entire landscape of a turn. It requires some tactically flexible detachments (a pure melee detachment will always assault so not really viable for the cards) but those detachments can use them for great strategic effect.

I dont know how potent they would be, but if apoc tourneys start getting run i wouldnt be surprised to hear some bat reps where a game was won off shennanigans from those cards.

This message was edited 1 time. Last update was at 2019/07/17 18:21:52



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut




They can be good. I devaluecthem because I use guilliman, but if you aren’t in that very specific demo, I can see their use
   
 
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