Switch Theme:

Mephiston...  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
I'll Be Back




How effective would running Mephiston be against GKs? Dark Eldar? His stat line looks unreal but no Eternal Warrior and No Invul. save make him liable to force weapons?
   
Made in us
Locked in the Tower of Amareo




Well, force axes mainly, but any roll of a "1" on his artificer armor save will kill him.

My real issue(s) with him is that he's stuck at AP3, and that he can't join units. Oh and he only generates 2 book powers if he switches out his 3 BA BA powers.

He was an auto-take almost in 5th, but in 6th, I kinda stay away. In some ways Dante is actually better now because he can make 2+ armor elites troops. But Dante got hosed by no Eternal Warrior.

In general, BA special characters are not so special. I think the most competitive one is now Tycho. Yes, Sanguinius help us, Tycho is now our best special character.
   
Made in us
I'll Be Back




What makes Tycho so special?
   
Made in ca
Member of the Malleus






Tycho is useful for his board wide ld10, 2+ armor, sternguard ammo and CCW. Good at a lot of things but not amazing either, solid choice.

Mephiston is still a beast if you keep him away from ap2 squads… which often happen to be the 2+ save squads… ez/pz don’t attack hammer time. There are three things that make him still a force to be feared.
1) Transfixing gaze = Challenge champion, allows you to target a IC at the start of combat and either gain a large advantage or make them double guess about who they will challenge you with.
2) Master Lvl 3, depending on local rule judges this can either be 2-3 core rule book powers, 2bio/1div for a beatstick or 2tele/1div for support. Very versatile.
3) One of the few things that can take a flying transport without worrying about crashing.

IMO: I only run the man in a serious tournament setting if I can take 3 rule book powers.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Locked in the Tower of Amareo




Well. He's cheaper than the rest, at 175 pts. He gets sternguard special ammo, so he fits well there. He's got the usual 2+/4++ saves, which is good. He's also got the leadership trick which is good.

But his big trick for 6th edition is his Dead Man's Hand. He gets attacks that outright ignore armor saves on his own initiative. So he is actually better in hand to hand overall than Mephiston (AP3) or Dante (Init 1), especially for the points. He still loses to TH/SS terminators, but who doesn't? Although for big games, you can ally with C:SM and get null zone..........

Tycho is a good candidate to ride a drop pod with Corbs and 8 sternguards. But like with all BA units, you have to be careful, because our model count sucks.


Automatically Appended Next Post:
 hazal wrote:
Tycho is useful for his board wide ld10, 2+ armor, sternguard ammo and CCW. Good at a lot of things but not amazing either, solid choice.

Mephiston is still a beast if you keep him away from ap2 squads… which often happen to be the 2+ save squads… ez/pz don’t attack hammer time. There are three things that make him still a force to be feared.
1) Transfixing gaze = Challenge champion, allows you to target a IC at the start of combat and either gain a large advantage or make them double guess about who they will challenge you with.
2) Master Lvl 3, depending on local rule judges this can either be 2-3 core rule book powers, 2bio/1div for a beatstick or 2tele/1div for support. Very versatile.
3) One of the few things that can take a flying transport without worrying about crashing.

IMO: I only run the man in a serious tournament setting if I can take 3 rule book powers.


The BA FAQ is quite clear about how many powers Mephiston gets. The number is two, not three. Any tournament or opponent that lets someone use 3 powers on Mephiston is cheating. I hate it too, but
that's the way it is.

For 250 pts, I don't want to have to keep said model away from 2+ armor and force weapons. Oh and plasma...........


Automatically Appended Next Post:
All that being said, if Mephiston were an IC, I would still use him, because then I could go telepathy and cast a 2 charge and a 1 charge power in the same turn. But nope........

This message was edited 2 times. Last update was at 2012/12/20 17:43:46


 
   
Made in ca
Member of the Malleus






That's why I said local meta, my LFGS has gone with three due to the next faq which stated his mastery level 3... yea I know they need to clarify it to the point where it cant be disputed.

Points of a model vs what you can throw it against is really moot, I can spend 250 on a TH/SS blob of terminators but I will keep them away from a blob of Boyz. Meph is still one of the best MEQ 10 man assassins out there. In 5th he excelled in that role and fell to terminator/pw/plasma squads, that hasent changed as much as it has been highlighted in 6th.

This message was edited 1 time. Last update was at 2012/12/20 17:52:40


Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Locked in the Tower of Amareo




This paragraph tells you exactly how it works:

"A Blood Angels Librarian (including Mephiston) may use the
psychic disciplines found in the Warhammer 40,000 rulebook,
instead of those in Codex: Blood Angels. If he does so, generate
two new powers from the Biomancy, Divination, Telepathy or
Telekinesis disciplines (in any combination) before armies are
deployed."

If Mephy switches out powers, he gets two powers. It really isn't debatable. Yes, it sucks, but I'm not sure how much it would even help him to get 3 powers since hes' not an IP.
   
Made in pt
Smokin' Skorcha Driver






Cambridge, UK

UnknownUser wrote:
How effective would running Mephiston be against GKs? Dark Eldar? His stat line looks unreal but no Eternal Warrior and No Invul. save make him liable to force weapons?


Don't know why people keep going about eternal warrior. How many S12 do we get in the game? None afaik so no ID

2000pts in refurbishment

> with allies 1850pts finished
You can see the finished army here

Also started a tutorial in how to paint blood angels 
   
Made in us
Locked in the Tower of Amareo




There are other sources of instant death...........
   
Made in us
Fixture of Dakka





 Bacms wrote:
UnknownUser wrote:
How effective would running Mephiston be against GKs? Dark Eldar? His stat line looks unreal but no Eternal Warrior and No Invul. save make him liable to force weapons?


Don't know why people keep going about eternal warrior. How many S12 do we get in the game? None afaik so no ID

Force Weapons, Huskblades, Boneswords, and much less likely: Dire Swords, D-Cannons, Wraithcannons.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ca
Member of the Malleus






I remember one time my Meph got IronArm and Endurance... good times.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Locked in the Tower of Amareo




Another thing to consider that he's a 250 pt investment that will likely kill himself vs Tyranids and Eldar if you try to use powers. The roll 3D6 mechanic is so annoying.........
   
Made in us
Fixture of Dakka





Martel732 wrote:
Another thing to consider that he's a 250 pt investment that will likely kill himself vs Tyranids and Eldar if you try to use powers. The roll 3D6 mechanic is so annoying.........

Those mechanics aren't the same, which you may already know, but aren't implying.

Shadow in the Warp makes you roll on 3d6 total, but only causes Perils on double 1's and double 6's (or triples since that's implicitly a double).

Runes of Warding makes you roll on 3d6 total, and causes Perils on double 1's, double 6's, and any result 12 or greater. There's room to argue that Runes can cause two Perils on the same roll as well.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 DarknessEternal wrote:
 Bacms wrote:
UnknownUser wrote:
How effective would running Mephiston be against GKs? Dark Eldar? His stat line looks unreal but no Eternal Warrior and No Invul. save make him liable to force weapons?


Don't know why people keep going about eternal warrior. How many S12 do we get in the game? None afaik so no ID

Force Weapons, Huskblades, Boneswords, and much less likely: Dire Swords, D-Cannons, Wraithcannons.


Implosion missiles.....
Fleshguantlets....

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Honored Helliarch on Hypex




 Exergy wrote:
 DarknessEternal wrote:
 Bacms wrote:
UnknownUser wrote:
How effective would running Mephiston be against GKs? Dark Eldar? His stat line looks unreal but no Eternal Warrior and No Invul. save make him liable to force weapons?


Don't know why people keep going about eternal warrior. How many S12 do we get in the game? None afaik so no ID

Force Weapons, Huskblades, Boneswords, and much less likely: Dire Swords, D-Cannons, Wraithcannons.


Implosion missiles.....
Fleshguantlets....

Hexrifles, shattershards...
   
Made in ca
Member of the Malleus






Diabetes, cancer.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Broodlords psyker power.....

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in gb
Longtime Dakkanaut





 hazal wrote:
I remember one time my Meph got IronArm and Endurance... good times.


Iron arm and warp speed was my best, str and toughness of 8 for most of the game and a few times in 10 and 8 base attacks, plus eternal warrior....

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Corollax wrote:
 Exergy wrote:
 DarknessEternal wrote:
 Bacms wrote:
UnknownUser wrote:
How effective would running Mephiston be against GKs? Dark Eldar? His stat line looks unreal but no Eternal Warrior and No Invul. save make him liable to force weapons?


Don't know why people keep going about eternal warrior. How many S12 do we get in the game? None afaik so no ID

Force Weapons, Huskblades, Boneswords, and much less likely: Dire Swords, D-Cannons, Wraithcannons.


Implosion missiles.....
Fleshguantlets....

Hexrifles, shattershards...


hexrifles yes
shattershards no, shattershards dont cause ID, they remove you from play.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Locked in the Tower of Amareo




 DarknessEternal wrote:
Martel732 wrote:
Another thing to consider that he's a 250 pt investment that will likely kill himself vs Tyranids and Eldar if you try to use powers. The roll 3D6 mechanic is so annoying.........

Those mechanics aren't the same, which you may already know, but aren't implying.

Shadow in the Warp makes you roll on 3d6 total, but only causes Perils on double 1's and double 6's (or triples since that's implicitly a double).

Runes of Warding makes you roll on 3d6 total, and causes Perils on double 1's, double 6's, and any result 12 or greater. There's room to argue that Runes can cause two Perils on the same roll as well.


Actually, its been forever since I actually took on Tyranids, so I assumed they were as bad as the runes of warding. I was wrong. It happens from time to time.
   
Made in us
Sneaky Lictor






meFEASTon

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
 
Forum Index » 40K General Discussion
Go to: