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Made in us
Spawn of Chaos




Massachusetts

How good is Rogal Dorn as a primarch in 30k?

This message was edited 1 time. Last update was at 2020/07/19 20:07:56


“There is no enemy. The foe on the battlefield is merely a manifestation of that which we must overcome. He is doubt, and fear, and despair. Every battle is fought within. Conquer the battlefield that lies inside you, and the enemy disappears like the illusion he is.” - Rogal Dorn, Primarch of the Imperial Fists 
   
Made in gb
Longtime Dakkanaut





Nottingham

The only time I have come up against him, he died to two turns of fire from a predator squadron.

Have a look at my P&M blog - currently working on Sons of Horus

Have a look at my 3d Printed Mierce Miniatures

Previous projects
30k Iron Warriors (11k+)
Full first company Crimson Fists
Zone Mortalis (unfinished)
Classic high elf bloodbowl team 
   
Made in us
Spawn of Chaos




Massachusetts

That doesn't sound like he's worth having in an imperial fists list.

“There is no enemy. The foe on the battlefield is merely a manifestation of that which we must overcome. He is doubt, and fear, and despair. Every battle is fought within. Conquer the battlefield that lies inside you, and the enemy disappears like the illusion he is.” - Rogal Dorn, Primarch of the Imperial Fists 
   
Made in gb
Longtime Dakkanaut





Nottingham

In fairness, I was running an armoured breakthrough list, and although my mate was warned, he wasn't prepared.

Have a look at my P&M blog - currently working on Sons of Horus

Have a look at my 3d Printed Mierce Miniatures

Previous projects
30k Iron Warriors (11k+)
Full first company Crimson Fists
Zone Mortalis (unfinished)
Classic high elf bloodbowl team 
   
Made in us
Spawn of Chaos




Massachusetts

So why would you use him if he's so susceptible to dying?

“There is no enemy. The foe on the battlefield is merely a manifestation of that which we must overcome. He is doubt, and fear, and despair. Every battle is fought within. Conquer the battlefield that lies inside you, and the enemy disappears like the illusion he is.” - Rogal Dorn, Primarch of the Imperial Fists 
   
Made in us
Unbalanced Fanatic






He lets you take Imperial fist super breachers as troops, which is pretty good against offensive melee armies or if you want to take lots of special weapons to punch tanks to death. But neither of those are super good tactics, situational at absolute best.

He is pretty cheap compared to other primarchs though, I think fulgrim is the only other sub-400 point one. But he really bad against things designed to kill tough units (tanks and other primarchs), which most armies have and will use against you. Betting your opponent is only taking chaff is not a good plan.
   
Made in us
Ancient Venerable Black Templar Dreadnought





Where ever the Emperor needs his eyes

He provides a good deal of support to the rest of the army, adding +d3 to the out come of assault as long as he is on the table. He gives the army his leadership. he and the Squad he is a part of have Crusaders and Furious Assault. He gives you Terminators and Phalanx Warders as troops.

He can mulch Infantry and damage lighter armor.

And for him dying quickly anything in the game can die quickly if its focused to death.
   
Made in us
Gore-Soaked Lunatic Witchhunter







All Primarchs are scary. You can rank Primarchs from best to worst if you want to, but they're all monstrous killing machines who are very hard to deal with without focused heavy weapon fire or another Primarch.

Considering Dorn specifically:
-His statline is pretty average as Primarchs go; he's the slowest Primarch (Reaping Blow knocks him down to I4) and he doesn't have a lot of attacks when he isn't outnumbered, so he's much better used against smaller things.
-Crusader/Furious Charge are slight edges, most squads you can put him in will like the buffs but it won't dramatically alter what they do.
-The +d3 assault results is a solid rule; it fits neatly into the Imperial Fists' general theme of being pretty good at almost everything. It won't let outmatched units win melee but it'll let you take evenly-matched combats well. I think it also encourages the use of Tartaros Terminators over other sorts, since they can take advantage of it by sweeping.
-Moving Phalanx Warders and Legion Terminators into Troops gives you a lot of flexibility with regards to list-building in general and Rites in particular, there are a lot of different ways to go with it. I can elaborate if you're curious.
-Sundering Blow is in practice most useful against Battle-Automata and vehicles; non-EW characters tend to get casually shredded in fights with Primarchs independent of whether the Primarch can ID them. Do remember that it's an option (especially if you're trying to fight a Dreadnaught) but it's more of an extra toy than a central important thing.
-Unshakeable Defense is pretty great on tables with ruins, especially if you also roll for a Strategic Warlord Trait to fish for Stealth (Ruins). Be aware that it affects the terrain piece, not specific models, so it will work on vehicles, allies, and enemy models if they kick you out of your terrain piece. Always remember it's "up to" three and don't use it on terrain you don't think you can hold.
-The Auric Armour's 2+/4++ is pretty standard; the can't-be-wounded-on-2s may seem a slight edge but it will make a difference if you run into a squad with powerfists or Monstrous Creature units, not just in character duels.
-We've mentioned Rampage/Reaping Blow on Storm's Teeth when talking about stats; Dorn may only have four attacks on his statline but he's got d3+5 if he's up front and outnumbered, so consider fielding him with smaller squads or detaching him from his squad when charging to get extra attacks. Shred also makes him more reliable against high-Toughness targets.
-The Voice of Terra is a weird weapon; if you've got Dorn hiding in a squad of Phalanx Warders expecting to be charged it can do work, but remember that Dorn is not Relentless, so if he moves he gets the three shots at 12" and can't charge after firing it. If you're in an offensive posture use the frag grenades instead.
-The Teleportation Transponder is a utility upgrade; it lets Dorn join teleporting units since he isn't in Terminator armour and wouldn't get the teleportation transponders out of the upgrade or a Rite. I wouldn't advise actually using it; you risk not getting Dorn into combat until quite late if your opponent happens to have reserves shenanigans or if you mishap. He's better deployed on foot in a defensive position or in a transport.

Special mention to the Aetos Dios: It may be significantly cheaper than an equivalently-equipped standard Thunderhawk, and you may be allowed to take it in 3,001pt+ games, but I'd advise saving it for closer to 5k Apocalypse-sized games if you want to use it. You can cram 3,000pts of stuff into the Aetos Dios quite carefully and then someone gets a lucky shot and knocks it out in the air and your whole army dies.

In general Dorn is well-suited to being the Primarch of the Legion of doing everything pretty well; he's flexible, supports a wide variety of playstyles (drop-assaults, armoured rushes, defensive castles...), and isn't incredibly good at doing any one thing.

This message was edited 4 times. Last update was at 2020/07/24 22:44:43


Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in us
Abel





Washington State

The Imperial Fists are easily one of the top five Legions in 30K with solid rules, great special units, and awesome special characters. Their rites of war are particularly strong for their Legion.

And then we come to Dorn... and he is probably the most "average" Primarch out of all the Primarchs. He is a Utility/Buffing Primarch that helps his army, while not being the best fighter in melee. He is one of the cheapest Primarchs in the game.

AnomanderRake really summed him up well. For me, unless I had to bring Dorn or I just really wanted to play with the Primarch, I'd leave him on his Thunderhawk Gunship flying high above the table coordinating the fight.

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
 
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