Switch Theme:

Chaos Daemon Prince Question.  [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 ap
Furious Raptor




Melbourne Australia

Now correct me if I am wrong(I better be)

My 250 points daemon prince with wings will strike at initiaitve 1

If he charged from an area terrain(cover) or he charges into an area terrain? Due to the lack of assault grenades?

FOR THE DARK GODS
Word Bearers 6000 Points
 
   
Made in de
Hoary Long Fang with Lascannon






correct
   
Made in ap
Furious Raptor




Melbourne Australia

 Mywik wrote:
correct


So the devastator camping in the building will be free from his wrath?!!

The dark gods is not pleased.

FOR THE DARK GODS
Word Bearers 6000 Points
 
   
Made in us
Regular Dakkanaut




kissmymom wrote:
 Mywik wrote:
correct


So the devastator camping in the building will be free from his wrath?!!


Only if said Dev manages to kill him with his one attack.
   
Made in de
Hoary Long Fang with Lascannon






helotaxi wrote:
kissmymom wrote:
 Mywik wrote:
correct


So the devastator camping in the building will be free from his wrath?!!


Only if said Dev manages to kill him with his one attack.


Managed to kill a daemon prince with 3 purgators once you just have to be a gk to make it happen
   
Made in au
Sure Space Wolves Land Raider Pilot





You still get an inititive 10 Hammer of wrath hit though. unless charging through terrain cancels this out too.

~ Krieg 6k
~ Necrons 2.5k
~ Space Wolves 5K
~ :Khorne CSM 2k
 
   
Made in us
Dakka Veteran




California

Always pack a skull cannon, so you can strike at intiive. it's really effective for it's cost, though since it's heavy it there the conundrum with using it or something else.
   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

helotaxi wrote:
kissmymom wrote:
 Mywik wrote:
correct


So the devastator camping in the building will be free from his wrath?!!


Only if said Dev manages to kill him with his one attack.

Overwatching lazcannon, krak missiles or heavy bolter shots could take the prince down.

This message was edited 1 time. Last update was at 2013/08/26 16:39:55


It's not the size of the blade, it's how you use it.
2000+
1500+
2000+

For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

My blog: http://dublin-spot-check.blogspot.ie/ 
   
Made in us
Auspicious Daemonic Herald





 liturgies of blood wrote:
helotaxi wrote:
kissmymom wrote:
 Mywik wrote:
correct


So the devastator camping in the building will be free from his wrath?!!


Only if said Dev manages to kill him with his one attack.

Overwatching lazcannon, krak missiles or heavy bolter shots could take the prince down.

That could happen regardless of striking at initiative or not
   
Made in us
Ruthless Interrogator





Ann Arbor, MI

WS9 is the Daemon Prince version of grenades. "Sure, Mr. Space Marine, you can strike first in combat. Give it your best shot." *whiff* "So...my turn then?"
   
Made in us
Longtime Dakkanaut





Here is a pro tip.

Make sure you establish whether MC can go into upper levels of ruins in the first place before game starts. Otherwise you may not be able to charge models in ruins at all with your MC's
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

40k-noob wrote:

whether MC can go into upper levels of ruins in the first place


"Moving Within Ruins" BRB p98 gives explicit permission for Jump units to do so. And an FMC in Glide "moves, runs and charges exactly like a Jump MC" (BRB49).

Why would there be a question as to whether it's possible for the FMC to get onto upper levels of ruins? Unless I'm missing something...?

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Longtime Dakkanaut





 Elric Greywolf wrote:
40k-noob wrote:

whether MC can go into upper levels of ruins in the first place


"Moving Within Ruins" BRB p98 gives explicit permission for Jump units to do so. And an FMC in Glide "moves, runs and charges exactly like a Jump MC" (BRB49).

Why would there be a question as to whether it's possible for the FMC to get onto upper levels of ruins? Unless I'm missing something...?


Moving within Ruins section of page 98 read past the bold part.

This message was edited 1 time. Last update was at 2013/08/26 18:31:00


 
   
Made in gb
Rough Rider with Boomstick



Wiltshire

40k-noob wrote:
 Elric Greywolf wrote:
40k-noob wrote:

whether MC can go into upper levels of ruins in the first place


"Moving Within Ruins" BRB p98 gives explicit permission for Jump units to do so. And an FMC in Glide "moves, runs and charges exactly like a Jump MC" (BRB49).

Why would there be a question as to whether it's possible for the FMC to get onto upper levels of ruins? Unless I'm missing something...?


Moving within Ruins section of page 98 read past the bold part.

If you mean this:
"You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Walkers and Monstrous Creatures could be allowed to enter sturdy looking ruins)."
Then you should turn your attention to this (same page):
"all types of Jump and Jet Pack units can move on the upper levels of a ruin"

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in us
Longtime Dakkanaut





Tactical_Genius wrote:
40k-noob wrote:
 Elric Greywolf wrote:
40k-noob wrote:

whether MC can go into upper levels of ruins in the first place


"Moving Within Ruins" BRB p98 gives explicit permission for Jump units to do so. And an FMC in Glide "moves, runs and charges exactly like a Jump MC" (BRB49).

Why would there be a question as to whether it's possible for the FMC to get onto upper levels of ruins? Unless I'm missing something...?


Moving within Ruins section of page 98 read past the bold part.

If you mean this:
"You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Walkers and Monstrous Creatures could be allowed to enter sturdy looking ruins)."
Then you should turn your attention to this (same page):
"all types of Jump and Jet Pack units can move on the upper levels of a ruin"


No, I mean the part after the bold words, as in "-and ONLY if the model can physically be placed there." emphasis mine.

Most, if not all, MC will not physically fit in the middle floors of ruins, and few will fit on top floors.
So yeah, you will need to discuss it pre-game. Otherwise a roll off is a 50-50 chance.

This message was edited 1 time. Last update was at 2013/08/26 19:21:44


 
   
Made in ap
Furious Raptor




Melbourne Australia

40k-noob wrote:
Here is a pro tip.

Make sure you establish whether MC can go into upper levels of ruins in the first place before game starts. Otherwise you may not be able to charge models in ruins at all with your MC's


Mate. I never run my princes without wings. I could go all the way up to the third levels. No sweat on that. Hahah. Thanks though!


Automatically Appended Next Post:
 whigwam wrote:
WS9 is the Daemon Prince version of grenades. "Sure, Mr. Space Marine, you can strike first in combat. Give it your best shot." *whiff* "So...my turn then?"


It really isn't that hard. He needs a 5+ then a 2+.
Then I get my 5++ which I fails every bloody time.
The assualt in 6 is either 3+ is your best(unless you are kharn) or 5+ is your worst.
I personally think striking at a WS9 MC. You should hit at 6 instead of 5.


Automatically Appended Next Post:
40k-noob wrote:
Tactical_Genius wrote:
40k-noob wrote:
 Elric Greywolf wrote:
40k-noob wrote:

whether MC can go into upper levels of ruins in the first place


"Moving Within Ruins" BRB p98 gives explicit permission for Jump units to do so. And an FMC in Glide "moves, runs and charges exactly like a Jump MC" (BRB49).

Why would there be a question as to whether it's possible for the FMC to get onto upper levels of ruins? Unless I'm missing something...?


Moving within Ruins section of page 98 read past the bold part.

If you mean this:
"You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Walkers and Monstrous Creatures could be allowed to enter sturdy looking ruins)."
Then you should turn your attention to this (same page):
"all types of Jump and Jet Pack units can move on the upper levels of a ruin"


No, I mean the part after the bold words, as in "-and ONLY if the model can physically be placed there." emphasis mine.

Most, if not all, MC will not physically fit in the middle floors of ruins, and few will fit on top floors.
So yeah, you will need to discuss it pre-game. Otherwise a roll off is a 50-50 chance.


Yes I would agree the rule of thumb is you must be able to place the model there. So far I have had no issues with my prince.

If you are playing tyranids(harpy, flying hive tyrant) then yeah. You might have issues. Their wings tip them off balance as it spans away from the base.

This message was edited 2 times. Last update was at 2013/08/27 02:27:51


FOR THE DARK GODS
Word Bearers 6000 Points
 
   
Made in sg
Brainy Zoanthrope





My Hive Tyrants, flying or not, do suffer from the "No room for me to stand there" in ruin upper levels indeed.

And yes an FMC that charges out of/into terrain will strike at I1.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

kissmymom wrote:
It really isn't that hard. He needs a 5+ then a 2+.
Then I get my 5++ which I fails every bloody time.
Devastators are wounding your Prince on a 2+ in combat?
What are they armed with?
   
Made in au
Furious Raptor




Melbourne Australia

 grendel083 wrote:
kissmymom wrote:
It really isn't that hard. He needs a 5+ then a 2+.
Then I get my 5++ which I fails every bloody time.
Devastators are wounding your Prince on a 2+ in combat?
What are they armed with?


I am assuming the sergeant has a PF.

FOR THE DARK GODS
Word Bearers 6000 Points
 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





kissmymom wrote:
 grendel083 wrote:
kissmymom wrote:
It really isn't that hard. He needs a 5+ then a 2+.
Then I get my 5++ which I fails every bloody time.
Devastators are wounding your Prince on a 2+ in combat?
What are they armed with?


I am assuming the sergeant has a PF.


Then you should win the game as your opponent is clearly a moron. Let him waste points on a fist. Plus that's at most 1 wound if that and then the Sergeant is dead (assuming he survived the HoW). Butcher the rest of the squad in his turn and charge again, by accepting the challenge he's denied himself a chance to shoot your Prince for this you should be very happy.

Mathematically with 2 attacks he should get .67 hits .55 wounds and .334 wounds so an average he'll do a wound once every 3 times you do this...

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

kissmymom wrote:
 grendel083 wrote:
kissmymom wrote:
It really isn't that hard. He needs a 5+ then a 2+.
Then I get my 5++ which I fails every bloody time.
Devastators are wounding your Prince on a 2+ in combat?
What are they armed with?
I am assuming the sergeant has a PF.
That's at most 2 wounds and you'll strike at the same time.
I won't go into the tactics of why powerfists on Devastators is a waste
   
Made in gb
Rough Rider with Boomstick



Wiltshire

40k-noob wrote:
Tactical_Genius wrote:
40k-noob wrote:
 Elric Greywolf wrote:
40k-noob wrote:

whether MC can go into upper levels of ruins in the first place


"Moving Within Ruins" BRB p98 gives explicit permission for Jump units to do so. And an FMC in Glide "moves, runs and charges exactly like a Jump MC" (BRB49).

Why would there be a question as to whether it's possible for the FMC to get onto upper levels of ruins? Unless I'm missing something...?


Moving within Ruins section of page 98 read past the bold part.

If you mean this:
"You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Walkers and Monstrous Creatures could be allowed to enter sturdy looking ruins)."
Then you should turn your attention to this (same page):
"all types of Jump and Jet Pack units can move on the upper levels of a ruin"


No, I mean the part after the bold words, as in "-and ONLY if the model can physically be placed there." emphasis mine.

Most, if not all, MC will not physically fit in the middle floors of ruins, and few will fit on top floors.
So yeah, you will need to discuss it pre-game. Otherwise a roll off is a 50-50 chance.

Why do you need to discuss it? If the model can fit, you can place it. If not, you can't.

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
 
Forum Index » 40K You Make Da Call
Go to: