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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Let's assume GW reached out to YOU asks you to delete all but five stratagems for the next FAQ of your army, which ones would you pick? You can provide a list for each army that you play in 9th.
To not make this too boring, let's ignore the generic warlord trait and relic stratagem everyone has, but "give relic to squad leader" stratagems are fair game.
These stratagems would be in addition to the stratagems from the BRB (overwatch, command re-roll, etc.).
There will be no replacement or compensation for lost stratagems, all other rules will remain as they are now.

Besides having a fun forum game, the intention behind this thread is to get an idea how many stratagems are actually needed and with how little we could get away without having a huge impact on the game.

Any comment akin to "none" or "stratagems should go away" is considered OT and spam. There are plenty of threads on the topic of improving or removing the stratagem system in this forum, please contribute there.

My choices would be:

Orks
1. Careen! - ork vehicle can moves another 6" before exploding. It's probably not the most useful stratagem in the book, but it's just hilarious when it happens.
2. Ramming speed - 3d6 charge for vehicles, deals MW. This is the most useful stratagem in the book, I rarely have a game without. It helps me guarantee essential charges, makes impossible charges possible, and allows me to run over C'Tans and characters with a trukk. It is in general worth every CP sunk in it.
3. Hit 'em harder - +1 damage for MANz. The sad truth is that this stratagem is the only thing keeping the unit somewhat useful. If it had gone away with the recent codex, MANz would have went back to the garbage tier the have been sitting at for a decade.
4. Orks is never beaten - dying ork character can fight if it hasn't fought before. This stratagem actually creates a tactical challenge for many enemies because they can't just slap about a warboss without repercussion. Even if I don't get a chance to use it, it always has an impact on my games.
5. Force Field Boosta - KFF goes to 5++ and 9". The only way to get any value out of a KFF these days, without that stratagem you might as well drop it from the codex.
It's also worth noting that I actually was struggling to find a fifth one, orks don't really have great stratagems.

Death Guard
1. Haze of corruption - In the fight phase, excess damage is not lost, but jumps to the next model. This stratagem helps even the odds against armies that outnumber you and has often made a huge difference for me. Despite that, it's not a no-brainer, you still need the right weapons in the right place.
2. Blight Bombardment - "Nuclear Launch Detected". I might be biased on this one since my crusade protagonist is a LoV, but I love using it and force my opponent to run from the blast.
3. Putrid detonation - automatic vehicle explosion. Forcing my opponent to plan around every one of my vehicles exploding is very interesting. Also more explosions = better.
4. The blightening - turns three plague grenades into pistol 6 weapons that auto-hit in combat, aka "grenades to the face". I actually use this stratagem fairly often and rewards units for surviving getting charged, something I feel like is very flavorful for death guard.
5. Disgusting force - makes a plague mortar do +1 damage and splashes MW from the target. Death guard have serious troubles taking out hard targets from a distance, and this stratagem helps a lot with that. As long as there is a non-degrades PBC in your army, using it is a no-brainer.
For DG, it was really hard for me to pick just 5, I had to cut at least 3 that I absolutely would take if possible.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:


My choices would be:

Orks
1. Careen! - ork vehicle can moves another 6" before exploding. It's probably not the most useful stratagem in the book, but it's just hilarious when it happens.
2. Ramming speed - 3d6 charge for vehicles, deals MW. This is the most useful stratagem in the book, I rarely have a game without. It helps me guarantee essential charges, makes impossible charges possible, and allows me to run over C'Tans and characters with a trukk. It is in general worth every CP sunk in it.
3. Hit 'em harder - +1 damage for MANz. The sad truth is that this stratagem is the only thing keeping the unit somewhat useful. If it had gone away with the recent codex, MANz would have went back to the garbage tier the have been sitting at for a decade.
4. Orks is never beaten - dying ork character can fight if it hasn't fought before. This stratagem actually creates a tactical challenge for many enemies because they can't just slap about a warboss without repercussion. Even if I don't get a chance to use it, it always has an impact on my games.
5. Force Field Boosta - KFF goes to 5++ and 9". The only way to get any value out of a KFF these days, without that stratagem you might as well drop it from the codex.
It's also worth noting that I actually was struggling to find a fifth one, orks don't really have great stratagems.


Jeez, I would have listed exactly the same ones.

Space Wolves:

1) Healing balms: since I use a Wolf Priest and TWC/Wulfen pretty often healing multi wounds models is nice and handy.
2) Cloaked by the Storm: if a psyker casts a power, all friendly units within 6'' of the psyker gains -1 to hit vs ranged attacks. I don't use rune priests typically but fluffwise I love it.
3) Counter Charge: heroic intervention to any unit for 1CP or to characters for 0 CP, if within 6'' on an enemy unit, during opponent's charge phase. Fluffy and useful.
4) Thane of the Retinue: a non character sargeant can take a relic! Awesome.
5) Keen Senses: a unit ignores all modifiers. Extremely useful, especially on long fangs that can disembark and shoot with no penalties, and somehow fluffy.

I ignore generic SM stratagems because they're dull and mostly focussed on Primaris, which I don't play.

This message was edited 1 time. Last update was at 2021/12/04 11:54:39


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

I guess my Daemons would be:

1) exalted Keeper of Secrets because buying unit upgrades with stratagems sucks (nonetheless I need the upgrade)

2) the one that gets me extra relics, because buying unit upgrades with stratagems sucks (nonetheless I need the upgrades)

3) the one with the reroll hits banner for Daemonettes, because buying unit upgrades with stratagems sucks (nonetheless I need the upgrade)

4) Aura of Acquiescence because -1 attack is a fantastic defensive buff

5) warp surge I guess? There aren't that many good Daemons stratagems but +1 invuln (to a max of 4++, declared BEFORE targets are chosen, and for 2CP) is not... the worst.
   
Made in gb
Preparing the Invasion of Terra






For my Deathwatch it has to be:
1) Teleportarium - Teleporting my Flamer Aggressors into enemy lines and roasting some infantry is super fun.
2) Death to the Alien! - Getting extra Attacks on my Assault Intercessors is more fuel on the fire of combat.
3) Brotherhood of Veterans - I love swapping out for different Chapter Tactics on certain units, and for extra narrative I only use the tactic if a member of the unit is from that Chapter.
(I don't really have 5 because most of the others I never use)
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Night Lords:

1: Vox Scream: That's a nice aura you have.....I'm sorry, had there. Turning off someone's Apothecary, KFF, etc is very useful.

2: We Have Come For You: Nobody runs from the 8th Legion if we don't let them.

3: Raptor Strike: Makes Raptors and Warp Talons actually work.

4: Hit and Run: Remember how I said you can't run from the 8th Legion? Well we can run all we want, and still charge.

5: From the Night: Makes Night Lords attacking from cover more effective, which is how Night Lords should work.

Renegades and Heretics:

............
   
Made in us
Ancient Venerable Dark Angels Dreadnought





For my Dark Angels, it would probably have to be

1. Combat Revival - restoring terminators and RW bikes to life
2. Weapons From the Dark Age - Extra damage on plasma
3. Hit and Run Warfare - Fall back and shoot for bikes and speeders
4. Swift Strike - Break off Ravenwing unit after making attacks
5. Last one tough, possibly No Foe too Great to Subdue - +1 to W and -1 AP on Maces of Absolution vs Vehicle or Monsters
   
Made in ca
Secretive Dark Angels Veteran



Canada

My hot take of Dark Angels in order of priority and counting Space Marine ones:

1. Combat Revival (SM) - take this away and I fold like a cheap suit

2. Steady Advance (SM) - Count as stationary - makes Heavy Weapons quite good as a Dark Angel - though don't take with a Ravenwing army

3. Swift Advance (or maybe Hit and Run Warfare from SM) - lets Ravenwing move immediately after fighting

4. Intractable (fall back and shoot)

5. Weapons from the Dark Age - this one is critical in my Greenwing, but never taken with my Deathwing so its a tough one

If I get the 5 from Codex SM and get to add 5 from Codex DA then I would add Weapons from the Dark Age, Line Unbreakable and No Foe Too Great to Subdue along with Uncompromising Fire and Auspex Scan. Again, it depends on what flavour I am running. Ravenwing don't use Auspex Scan, while Greenwing might use it much more.

I find that when I run all Deathwing I don't need as many Stratagems - the goodness is baked in. Ravenwing tend to need more Strats to stay alive/mobile.

To be honest, this exercise tells me that there are some Stratagems that could be on the datasheets (Combat Revival among them) along with some that are really never taken. I think the game would benefit from a targeted culling of the obnoxious ones (shoot twice, fight twice, shoot/fight and then get away, 6s turn into Mortal Wounds etc) much more than an arbitrary cull.

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Powerful Pegasus Knight






1. Take Cover
2. Grenadiers
3 That One Ogryn one
4...... I guess the Firing Squad one for Mordians
5............................................ I don't think there is a good fifth.... is there, I guess the Morale one?
   
Made in us
Ancient Venerable Dark Angels Dreadnought





TangoTwoBravo wrote:

I find that when I run all Deathwing I don't need as many Stratagems - the goodness is baked in. Ravenwing tend to need more Strats to stay alive/mobile.


This is the truth. I'm currently playing a mixed list and I find I'm spending my CP on the Ravenwing half of the list while the Deathwing just do their thing.
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

For my Alphork Strike list, in no particular order;

Careen
Ramming speed
Orks is never beaten
Cloud of smoke
Tankbusta bombs


For my Blitz Brigade list, switch Cloud of Smoke for for Hit em harder

I don't really use KFFs these days, but if I did I'd add KFF booster to the list.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Are we considering subfaction-specific stratagems in this?

I'll assume not for now. Anyway, for Dark Eldar:
0) Extra Relic/Warlord trait Stratagems. Yeah, I know that you said to ignore these but I want them on the record anyway because DE HQs are wholly reliant on them to not be utter garbage.
1) Never Stationary. A flavourful option but also one with a ton of possible uses.
2) Eviscerating Fly-By. Again, flavourful and a very useful option to have.
3) Cruel Deception. General utility stratagem.
4) Screaming Jets. The last one is a tougher call, especially since we have separate stratagems for putting units and vehicles into reserve (plus two other stratagems relating to reserve stuff). I picked this one because most units can go into transports, so it would allow you to also put a lot of DE units into reserve by proxy.

Honestly not sure about the last one. I lean towards the idea that stratagems should be more about utility and not just 'pick a unit and do MOAR DAMAGE', so I don't want something like the Coven reroll wounds one. However, most of the other DE stratagems are quite niche - e.g. there are about 3-4 more that all involve putting units into reserve or doing something with a unit that's come from reserve, plus others that require a specific unit that not every army will have or want.

If we're also talking about subfaction-specific stratagems then things get trickier - not only because it means some Kabals/Cults/Covens will be left without a stratagem but also because of the asinine way in which our army is constructed. e.g. if a Marine player chooses to keep the Ultramarine stratagem then at least Marine armies have the option of keeping a stratagem by sticking with Ultramarines. However, if I choose to keep only a Kabal of the Poison Tongue stratagem then Cult and Coven players don't get to have a subfaction stratagem regardless of which subfaction they go with.

I will say, though, that if your main goal is to trim the fat there's certainly no shortage of it in the DE subfaction stratagems. Of the 18 subfaction stratagems (including the 8 extra ones for Strife), there are maybe 5 or 6 that I'd actually miss.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







For my Alpha Legion I'd ask them to take them all away and give me five stratagems I might actually use.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Thanks everyone for answering so far, many interesting responses!
 vipoid wrote:
0) Extra Relic/Warlord trait Stratagems. Yeah, I know that you said to ignore these but I want them on the record anyway because DE HQs are wholly reliant on them to not be utter garbage.

That's true for pretty much every other army. At this point I think it's rather silly that they haven't just made those two generic stratagems in the BRB.

If we're also talking about subfaction-specific stratagems then things get trickier - not only because it means some Kabals/Cults/Covens will be left without a stratagem but also because of the asinine way in which our army is constructed. e.g. if a Marine player chooses to keep the Ultramarine stratagem then at least Marine armies have the option of keeping a stratagem by sticking with Ultramarines. However, if I choose to keep only a Kabal of the Poison Tongue stratagem then Cult and Coven players don't get to have a subfaction stratagem regardless of which subfaction they go with.

I will say, though, that if your main goal is to trim the fat there's certainly no shortage of it in the DE subfaction stratagems. Of the 18 subfaction stratagems (including the 8 extra ones for Strife), there are maybe 5 or 6 that I'd actually miss.

Yeah, I agree with that. Honestly, I wouldn't mind with one stratagem per subfaction sticking around, assuming they actually do something interesting. However, especially the supplement/army of reknown bloat needs to go.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut





Thousand Sons

1) Unwavering Phalanx : -1 D; used almost every round
2) Wrath of the Wronged : +1 to wound
3) Inescapable Forewarning : zap deepstrikers
4) Unholy Susurrus : Swap a spell; need to stay flexible
5) Masters of the Immaterium : ignore perils; I don't always need it, but when I need it I need it

This was pretty tough. There's a lot dropped that is painful.

Imperial Fists

1) Close Range Bolter Fire : turn guns into pistol
2) Combat Revival : bring model back
3) Bolter Drill : 2 hits on 6s
4) The Shield Unwavering : +1 save ( even in melee ) and +1A while on an objective
5) Transhuman

It's a Heavy Intercessor centric army and this was difficult to trim as well.




Automatically Appended Next Post:
One problem you'll have is that certain play styles will be gimped. I'm much less likely to bother with spawn if they don't have their mutation strat and I'd instead prefer the -1D and pick rubrics and scarabs instead.

Having lots of strats promotes some list diversity. Requiring only 5 on an army list would likely have the same net consequence, but that would be softer than having only 5 strats.

This message was edited 2 times. Last update was at 2021/12/04 17:40:34


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Daedalus81 wrote:
One problem you'll have is that certain play styles will be gimped. I'm much less likely to bother with spawn if they don't have their mutation strat and I'd instead prefer the -1D and pick rubrics and scarabs instead.

Having lots of strats promotes some list diversity. Requiring only 5 on an army list would likely have the same net consequence, but that would be softer than having only 5 strats.


Yeah, I wasn't actually suggesting to reduce stratagems to 5, it's just for the sake of this forum game. Limiting them to 10 would both require people to type too much and often not force any actual decisions. If you will, think of it as GW overreacting to a problem
Spawns is also one of the stratagems I didn't want to drop for DG but did in the end, because the other ones are more important. But let's be honest - why are Hounds of Morkai and Veteran Intercessors datasheets while "Death Guard Chaos Spawn" and "Thousand Sons Chaos Spawn" are not?

This message was edited 3 times. Last update was at 2021/12/04 18:24:59


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in au
Slaanesh Chosen Marine Riding a Fiend




Australia

Death Guard, not including "extra relic" or "extra trait" stratagems:

1) Disgusting Force
2) Flash Outbreak
3) Mutant Strain
4) Vermid Whispers
5) Virulent Rounds

The Circle of Iniquity
The Fourth Seal
 
   
Made in us
Dakka Veteran






For my Greymanes?

1.) Transhuman. It allows Primaris to survive a lot of anti-MEQ shooting.
2.) Savage Strike
3.) Honour the Chapter
4.) Warrior of Legend
5.) Hero of the Chapter

For my Firstborn Space Wolves, I think it’s going to be:

1.) Savage Strike
2.) Cloaked by the Storm
3.) Steady Advance
4.) Cunning of the Wolf
5.) Adaptive Strategy

The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I'll bite.

Adepta Sororitas:
Blessed Bolts: Dominions with Artificer-crafted Storm Bolters are already pretty good; being able to pump out up to 6 Mortal Wounds makes them truly nasty.
Divine Intervention: Resurrecting a character that would otherwise have died can be massively clutch.
Embodied Prophecy: +1 to Wound on a big unit of Zephyrim makes them VERY dangerous, especially if they are Bloody Rose (a full 10-model unit gets 41 attacks on the charge!).
Desperate For Redemption: Allowing Repentia to fight on death if they haven't already swung is great insurance against your opponent interrupting combat (or against "fight last" effects like the Armor of Russ).
Judgment of the Faithful: Fall Back and shoot. I don't think I need to explain why this is good.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in ca
Fully-charged Electropriest






For my Doom Legion (an Ultramarines successor chapter)

1. Rapid Redeployment - being able to redeploy three, not D3, units is one of the best I have. I can deploy my heavy targets behind cover and if I get the first term I can change them to the front if I want them to rush the lines or get better fire arcs is amazing.

2. Honoured by Macragge - This is similar to the give an extra relic strats but I use it in basically every game to give my captain my favorite relic.

3. Transhuman Physiology - making everything wound at 50% at best on a unit. Nuff said.

4. Armor of Contempt - I can't tell you how many vehicle's I have saved with this strat.

5. Wisdom of the Ancients - allows me to turn my dread into a lieutenant for a phase, freeing up a HQ slot to bring something better.
   
Made in gb
Battleship Captain




For Emperor's Children:

Excruciating Frequencies - sonic weapons go from S4 D1 to S5 D2. In space marine world, that's a 100% boost to killyness for 1cp. And it stacks with...

Endless Cacophony - those intercessors? Yeah..they're not there any more. And it stacks with....

Veterans Of The Long War - sweet jeebus they can shoot knights to death too.

Also for Melee

Combat Elixirs - whoever said 'the flesh is weak' hasn't had enough combat drugs yet.

Excess of Violence - noise marines aren't *quite* as good at melee crowd control as bezerkers but with this in their back pocket they're damn close.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Fixture of Dakka






 Jidmah wrote:
Thanks everyone for answering so far, many interesting responses!
 vipoid wrote:
0) Extra Relic/Warlord trait Stratagems. Yeah, I know that you said to ignore these but I want them on the record anyway because DE HQs are wholly reliant on them to not be utter garbage.

That's true for pretty much every other army. At this point I think it's rather silly that they haven't just made those two generic stratagems in the BRB.

If we're also talking about subfaction-specific stratagems then things get trickier - not only because it means some Kabals/Cults/Covens will be left without a stratagem but also because of the asinine way in which our army is constructed. e.g. if a Marine player chooses to keep the Ultramarine stratagem then at least Marine armies have the option of keeping a stratagem by sticking with Ultramarines. However, if I choose to keep only a Kabal of the Poison Tongue stratagem then Cult and Coven players don't get to have a subfaction stratagem regardless of which subfaction they go with.

I will say, though, that if your main goal is to trim the fat there's certainly no shortage of it in the DE subfaction stratagems. Of the 18 subfaction stratagems (including the 8 extra ones for Strife), there are maybe 5 or 6 that I'd actually miss.

Yeah, I agree with that. Honestly, I wouldn't mind with one stratagem per subfaction sticking around, assuming they actually do something interesting. However, especially the supplement/army of reknown bloat needs to go.



LOL, no.... the Succubus is 80pts for 6 str 4 power sword attacks. A basic Canoness with Blessed blade is cheaper and better. The Succubus without upgrades is comically bad.

   
Made in ca
Discriminating Deathmark Assassin





Stasis

To be honest, we don't play using stratagems, so I'm a bit out of my depth here.

Necrons:
1: Self Destruct - gotta have exploding Scarabs!
2:
3:
4:
5:

Umm..

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in gb
Lord of the Fleet






London

For Custodes:

1: Shoulder the Mantle
2: Tanglefoot Grenade
3: Piercing Strike
4: Victor of the Blood Games
5: Vexilla Teleport Homer
   
Made in gr
Storm Trooper with Maglight





Dark Angels (playing mainly Greenwing and Deathwing):

Transhuman Physiology - keeps the Troops and Heavy Support alive a little longer
Weapons from the Dark Age - there is always at least firing Plasma unit on the table
Steady Advance - extra good on Dark Angels as their BS becomes +1 when stationary
Wisdom of the Ancients - there's always at least one Plasma-wielding Dreadnought in my lists
Armour of Contempt - see above

Astra Militarum (Custom Regiment):

Tank Ace - for the obligatory 2 Full Payload Manticores
Take Cover - I can't remember a single game where I didn't use this on an ObSec infantry squad
Direct Onslaught - See above: 2 Manticores are an auto-include
Hail of Fire - 2 x 6 shots from a Demolisher Cannon will erase any vehicle
Fight to the Death - when the 1-2 remaining guys from the ObSec infantry Squad have to survive just one more turn


   
Made in gb
Ridin' on a Snotling Pump Wagon






Necrons

All your points are belong to Ross. 2CP

Any victory points gathered by my opponent are transferred to me, and added to my total.

It’s in the book. Yes it’s perhaps suspiciously in biro, but it’s not my fault your copy is missing it.

   
Made in dk
Loyal Necron Lychguard






NECRONS:

RESURRECTION PROTOCOLS 1CP
Character resurrection.
SOLAR PULSE 1CP
Remove cover from an enemy unit.
QUANTUM DEFLECTION 1CP
4+ invulnerable save gotcha.
DISINTEGRATION CAPACITORS 1CP
One unit's gauss weapons auto-wound on hits of 6.
DISRUPTION FIELDS 1CP
+1 S in melee.
MALEVOLENT ARCING 1CP
Tesla unit zaps everyone close to one of the targets shot.

There are some really powerful unit-Stratagems, removal of those would really suck for some armies, but having a few meh Stratagems that you can use CP on seems important if you only get so many Stratagems to choose from. Character resurrection is the only one I really love.
   
Made in us
Longtime Dakkanaut




Annandale, VA

I'm conflicted here, because I think there are two competing interests at work.

There are stratagems that I depend on for the efficacy of my units. For Tyranids, Single-Minded Annihilation (shoot twice), Adrenaline Surge (fight twice), Metabolic Overdrive (move again), Opportunistic Advance (double Advance roll), and Voracious Appetite (re-roll failed wound rolls) are staples. Fight-twice and shoot-twice aren't particularly exciting, but they pull a lot of weight. Re-rolling failed wounds is a no-brainer for only 1CP.

On the other hand, there are stratagems that I feel help convey the flavor of the army. Call The Brood summons infiltrating Genestealers but is way too expensive in CP to be worthwhile. Sporefield simulates pre-game bombardment but again costs too many CP. Pheromone Trail allows Lictors to bring in reinforcements (and at 1CP, is actually kinda useful sometimes).

If GW were to re-tool each army for five stratagems, I'd want them to be ones that fit the themes of the army rather than just the ones they most heavily rely on for raw effectiveness. I don't want GW to preserve the stratagems that I 'can't do without', the ones that provide crutches for the effectiveness of my army, but I do enjoy the opportunity for stratagems to convey army-specific flavor and let them bend the rules in interesting ways.

With just a few per army, I think there'd be scope to ensure they're all impactful and interesting, with one would presume better balancing of effects and CP costs.

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

This is an excellent thread for working out what Strats should just be part of the army special rules (or even specific unit special rules), either because they're so obvious that you'd never not take them, or because they have so little impact compared to others that they might as well not exist (and perhaps revert back to what they once were *cough* smoke launchers *cough*).

This message was edited 1 time. Last update was at 2021/12/06 02:56:13


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Cobleskill

For Tau, Branched Nova Charge. Beyond that though, I tend to burn most of my CPs in list construction and putting things into reserve.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
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Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 carldooley wrote:
For Tau, Branched Nova Charge. Beyond that though, I tend to burn most of my CPs in list construction and putting things into reserve.

Back when I ran Tau (in 8th), I used to use Stimulant Injectors quite a bit. Always handy to make a damaged Riptide still able to perform as though it has full health. Branched Nova is awesome too though.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
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