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Made in us
Hellacious Havoc




Bay Area

Havocs
1. 1x5 legionaries with Balefire Presience. Use it on a havoc squad to get 2+ hits with S9 lascannons to wound and 4x1d6 damage.
Add MoT to Havocs and they ignore 1st wound and being far away it will usually be an ae or heavy damage hit. add MoT to Legionaries and balefire can switch from Prescience to Kleins of fate for 4++ on Havocs if needed more than Presience. Also can cast smite if anyone gets within threat range.

2. Same as above but with reaper chain cannons and cp daemon shells 2+ to hit with extra ap -2 and range.

3. Dark Apostle with Epistle of Lorgar. Illusory Supplication and Benediction of darkness. or Inferno tome and Illusory Sup and Omen of Potency allows the Defense of Supplication, and when needed Omen of Potency gives S6 WS2+ A8 at AP -3 D2 for melee, and until then deal 1d3 MW each turn you cast a prayer when using Suppilcation defense or in offence with Omen. They will have to try and engage the DA. Just screen him with the Terminators

4. MoE MoK S8. cheap end or add either relic gorget for 2+/4++ and MW when dies for survival. or Zaall for A6 at WS2+ S8 AP -3 D2+1d3 per attack for massive damage. Or Ullock and Flames of Spite. S7 WS2+ A6 MW and damage combo

5. Terminator with Black Rune of Damnation or put it on a Squad of Possessed. or on a large Bike squad with MoT and Icon. T5 -1 to wound, Ignore first wound AP-1 better.

   
Made in us
Longtime Dakkanaut




I know you're trying to be enthusiastic but all these had been discussed in the main CSM Tactica. Codex has been out for a while so not much more can be discovered.
   
Made in us
Hellacious Havoc




Bay Area

Some have but not the MoE combos or presience with havocs
   
Made in us
Longtime Dakkanaut




 IwinUlose wrote:
Some have but not the MoE combos or presience with havocs

90% sure in that thread I mentioned that the MoE was a bad candidate with the Khorne daemon weapon. Due to the Mortal Wound proc, he's more likely to lose out on that damage from the Relic.
   
Made in us
Fixture of Dakka




NE Ohio, USA

EviscerationPlague wrote:
I know you're trying to be enthusiastic but all these had been discussed in the main CSM Tactica. Codex has been out for a while so not much more can be discovered.


Since when has a subject already having been discussed stopped most around here from rehashing it? Hell, there's a fair # who'll go on about rules from 10/15/20+ years ago....
   
Made in us
Hellacious Havoc




Bay Area

MoE and procs

Zholl It is true that a natural 6 will proc 2 damage but with 6 attacks the chance of rolling a 6 out of 6 dice is 10% unless you have hit re rolls. And even if you did get 1 “6” that’s auto 2
MW no save. Which means the other hits still have to wound at S8 and then save at -3 ap which gives a total of 2MW +5 saves at -3AP at 3-5 wound x 5 which can be a total of 2MW+15-25 wounds

Ghollax axe would be auto wound so you get 2MW + 5 wound saves at -3 AP for total of 2MW + up to 10 wounds

Qoak would be same or worse than ghollax

Can’t use thaaris

Iron Warrior forge axe is good as it gives +3 S and -3 AP and 2D. Abd natural 6 on wound rolls adds +1 MW or +3 vs vehicles

Ulocca S7 AP-3 D2 6 hit 1= MW then 5 wound at S7 and if successful add +1 MW so let us say 3-4 wound that’s 2–7MW + 3-4 saves at -3AP for total of 5-6 MW+ 6-10 wounds

2 best are still zholl with MoK for S8 or Undivided with Ulocca S7 and even with a 6 proc Zholl dishes out mass damage with small chance of 2 MW and Ulocca gives better MW but average damage

If you add Flames of Spite you are re rolling wounds for Ulocca so good chance you get all 5 wounds that becomes 7MW + 5 wound saves at -3 AP at 2 each 7MW + 10 wounds.

What you have to decide is us MoE worth 2CP Ulocca and FoS or worth 1CP Zholl and MoK +15.

Now you could say just give me a Chaos Lord with Powerfist hits 2+ wounds at S8 and give Ulocca AP -3 2D but you get -1 to hit. So it becomes 3+ unless you get re roll hits (word bearers)
You get 10 wounds at -3AP. Now make him MoK and the power fist Zhall he has S10 with 6 2+1d3 damage
Total of 18-30 damage


This message was edited 1 time. Last update was at 2022/10/19 15:54:03


 
   
Made in us
Longtime Dakkanaut




 IwinUlose wrote:
MoE and procs

Zholl It is true that a natural 6 will proc 2 damage but with 6 attacks the chance of rolling a 6 out of 6 dice is 10% unless you have hit re rolls. And even if you did get 1 “6” that’s auto 2
MW no save. Which means the other hits still have to wound at S8 and then save at -3 ap which gives a total of 2MW +5 saves at -3AP at 3-5 wound x 5 which can be a total of 2MW+15-25 wounds

What the overall goal is though is stopping the most amount of lost damage when it comes to the Daemon Weapons.

For example, the Tzeentch one is pointless on a weapon without high AP to begin with. You'd want AP-3 or higher. For Nurgle, something with lower S to gain the most value.

So in the case of Khorne, there are a couple of instances in the codex where you skip through parts of the attack sequence with Mortal Wounds. You'd want to avoid that as you're trying to get the most value.
   
Made in us
Hellacious Havoc




Bay Area

Right and the point of the MoE is to show for 65 points possible +15 gives you an extra character that can hit hard that can allow you to choose less hitting or same heavy hitters for HQ choices. Under appreciated character in an elite spot. Also the MoE cannot pick other weapons so either its an axe like the Iron Warriors have that say can be changed with Executioner axe or it says any melee weapon like Ulloca. But to be honest the Tzeentch one is still tough choice. hit on 2+ Wound on 2-3+ dependent on S7 or greater and at AP-3 you would have to look at each race and see which have Inv. saves. Example Terminators would have AoC so it becomes -2AP and a save of 2+ would be 4+ which would still be better than their 5+. Which means its good vs units with Invul saves but have a basic save of 3+ without AoC since most invul saves will be at 5+

This message was edited 1 time. Last update was at 2022/10/19 22:35:47


 
   
Made in us
Longtime Dakkanaut




 IwinUlose wrote:
Right and the point of the MoE is to show for 65 points possible +15 gives you an extra character that can hit hard that can allow you to choose less hitting or same heavy hitters for HQ choices. Under appreciated character in an elite spot. Also the MoE cannot pick other weapons so either its an axe like the Iron Warriors have that say can be changed with Executioner axe or it says any melee weapon like Ulloca. But to be honest the Tzeentch one is still tough choice. hit on 2+ Wound on 2-3+ dependent on S7 or greater and at AP-3 you would have to look at each race and see which have Inv. saves. Example Terminators would have AoC so it becomes -2AP and a save of 2+ would be 4+ which would still be better than their 5+. Which means its good vs units with Invul saves but have a basic save of 3+ without AoC since most invul saves will be at 5+

At that point, a Chainfist is likely the correct option. AP-4 ain't exactly common.
   
Made in us
Hellacious Havoc




Bay Area

EviscerationPlague wrote:
 IwinUlose wrote:
Right and the point of the MoE is to show for 65 points possible +15 gives you an extra character that can hit hard that can allow you to choose less hitting or same heavy hitters for HQ choices. Under appreciated character in an elite spot. Also the MoE cannot pick other weapons so either its an axe like the Iron Warriors have that say can be changed with Executioner axe or it says any melee weapon like Ulloca. But to be honest the Tzeentch one is still tough choice. hit on 2+ Wound on 2-3+ dependent on S7 or greater and at AP-3 you would have to look at each race and see which have Inv. saves. Example Terminators would have AoC so it becomes -2AP and a save of 2+ would be 4+ which would still be better than their 5+. Which means its good vs units with Invul saves but have a basic save of 3+ without AoC since most invul saves will be at 5+

At that point, a Chainfist is likely the correct option. AP-4 ain't exactly common.



MoE cant change weapons. so no CF. Also it might get the -4 AP but damage output is 1d3 so no guarantee there.
   
Made in us
Longtime Dakkanaut




 IwinUlose wrote:
EviscerationPlague wrote:
 IwinUlose wrote:
Right and the point of the MoE is to show for 65 points possible +15 gives you an extra character that can hit hard that can allow you to choose less hitting or same heavy hitters for HQ choices. Under appreciated character in an elite spot. Also the MoE cannot pick other weapons so either its an axe like the Iron Warriors have that say can be changed with Executioner axe or it says any melee weapon like Ulloca. But to be honest the Tzeentch one is still tough choice. hit on 2+ Wound on 2-3+ dependent on S7 or greater and at AP-3 you would have to look at each race and see which have Inv. saves. Example Terminators would have AoC so it becomes -2AP and a save of 2+ would be 4+ which would still be better than their 5+. Which means its good vs units with Invul saves but have a basic save of 3+ without AoC since most invul saves will be at 5+

At that point, a Chainfist is likely the correct option. AP-4 ain't exactly common.



MoE cant change weapons. so no CF. Also it might get the -4 AP but damage output is 1d3 so no guarantee there.

That wasn't in particular a reference to the MoE
   
 
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