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Made in gb
Prophetic Blood Angel Librarian




So I'll talk about the unit first then show an example list to make it work.
I was thinking the past couple of days how to make a hard hitting drop pod unit with witchfires carpeting the ground. Very early on I realised Loth and Tigurius would form the basis of the star and also realised in 7th they could be deployed in the same unit in a pod (checked on YMDC). Going with the ruling that units can't cast the same psychic powers twice in one turn (and therefore characters in the unit), I realised that they would have to use different disciplines. I know most people don't play it this way but I'm going for the most restrictive possible route so there can be no complaints.
I had a look at telekinesis and realised it is much better than I'd given it credit for (check the thread in tactics if you'd like :-)). The other discipline would be telepathy. I then thought of putting a third librarian in with pyromancy (more witchfires), but most importantly to give hit and run.

Here is the unit:
-Loth with Telekinesis powers Assail, Objuration mechanicum, Shockwave and Levitation.
-Tiggy rolling on telepathy for Invisibility primary (very likely for tiggy to roll this) and Shrouding secondary, not bothered about the third power, he auto gets Psychic Shriek.
-White Scars librarian rolling on pyromancy with force axe, ML2 and a combi-flamer.
-Command squad with apothecary and 4 flamers.
-Drop pod
610pts.

Before I talk about the psychic powers, this unit gets counter-attack (Loth), hit and run (WS libby - this is vital!), 4 flamers and a combi-flamer for 4 to 5 d3 wall of death hits to chargers (plus the normal flamer attacks in shooting phase) and a 5+ fnp. Loth can also discard a warp charge to get a 2++. I would do this almost every turn. It will help with tanking (LOS 5/6 of all st8+ and small arms fire to the vets). Tiggy also rerolling failed powers.
If Tiggy gets invis (very likely) and shrouding (reasonable), the unit could end up with only being hit on 6's, unable to be targetted by blasts and templates, at least 5+ cover (fire wall would increase this to a 4+), 3+ save and a 5+ fnp. It would be very hard to dislogldge.
Loths Levitate power would enable the unit to have very nice accurate placement for its flamer and witchpower attacks. Moving the unit 18" a turn to where it needs to be with no scatter since it is not deepstriking.
The witchfires would include Psychic Shriek, Assail, Objuration mechanicum (dangerous on high rof vehicles), Shockwave, Flame Breath and a 70% chance of at least one of the number 4, 5 or 6 powers from pyromancy. The accurate placement of the unit due to the drop pod and/or levitate, massively benefits the powers, Assail, Shockwave, Sunburst, Molten Beam and Flame breath as well as the flamers. Shockwave and Sunburst for example could get 8 d6 hits each if the psyker is placed within 9" (18" diameter) of 4 units - easily do-able with levitate. Whilst Assail could result in many models under the 18" line, all units auto hit and all moving as if in difficult terrain next turn.
No need to worry about assault, because if invis goes off, then opponents will only hit on 6's in combat, combined with wall of death, counter attack and hit and run it should be ok. IF the pyromancy libby gets fire shield (33%) it would be amazing as every model charging would need to take two dangerous terrain tests (movement phase and assault phase). Even without this opponents assaulting will be moving as if in difficult terrain if they got hit by assail last turn.

The list would of course need access to a lot of warp charge and at least 4 detachments if there are 3 different factions (at least 2 primary and 2 allied). This is where the inquisition dex comes in:

Coatez

Inquisitor
ML1, force sword

Inquisitor
ML1, force sword, servo skull

(3 acolytes with plasma guns
Psyker
Razorback with tl assault cannon and psybolts) x3

(3 acolytes with melta guns
Psyker
Razorback with tl assault cannon and psybolts) x3

(2 acolytes
Psyker
Razorback with tl assault cannon and psybolts) x3

White Scars librarian (in pod)
Force axe, ML2, combi-flamer

Command squad (picked the CS to be WS in case the WS libby dies so they still have hit and run)
4 flamers, 1 apothecary
Pod

5 scouts
5 bolters

Tigurius (in pod)

5 scouts
5 bolters

Loth (in pod)

5 tactical marines
Heavy bolter, apothecary

1999pts. (Throw in a bolter somewhere for 2k)

21 + d6 warp charges.
9 psybacks.

Tacs, and scouts sit on objectives laying down fire. The psybacks can take AA, AT or anti-troop roll. The psybacks with specials throw them out at opportune moments/when needed. Podded psystar rips everything apart.

Should coatez go in the pod? Maybe an inquisitor too?

Another idea would be to drop the heavy bolter and give an inquisitor plasma-syphoon and put him in the pod in case Loth is down to one wound and invis has failed.


Automatically Appended Next Post:
Oh and warband psykers roll on telekinesis - not that they will usually be casting, but a few objuration mechanicums on 10pt models along with the option of assail for all of them wouldn't go amiss. Not sure what to roll on for the inquisitors.


Automatically Appended Next Post:
And if 9 psybolt-assault cannons and 9 melta along with any OM powers aren't enough AT, could always change the 9 plasma to 9 more melta.

This message was edited 6 times. Last update was at 2014/08/16 09:55:10


 
   
Made in us
Longtime Dakkanaut






The 4 detachment requirement might keep it out of tournaments?

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Made in us
Longtime Dakkanaut




United States of America

Umm, there are better powers out there... Try santic for cleansing flame, vortex of doom, biomancy for life leech and smite ect.

As for the wall of death, its basically 10 flamer hits on average... So don't count on it deterring anything dangerous.

11k+
4k
7k
3k 
   
Made in gb
Prophetic Blood Angel Librarian




axisofentropy wrote:
The 4 detachment requirement might keep it out of tournaments?


It got even worse in the list I made - that was 3 primary and 3 allied.


Automatically Appended Next Post:
 Arbiter wrote:
Umm, there are better powers out there... Try santic for cleansing flame, vortex of doom, biomancy for life leech and smite ect.

As for the wall of death, its basically 10 flamer hits on average... So don't count on it deterring anything dangerous.


I was only looking at wall of death as a deterrent. With the pod deployment and levitate you can keep away from nastys such as a fex brood. And if invis is cast it will only be mass of attacks which will be a worry which usually come from blobs. Wall of flame will kill 5 orks or 7 guard/nids on average.

Telekinesis is essential for levitation, as is telepathy for invis. I suppose the pyromancer could trade for Santic. But Santics primaris is pants and the only two good witchfires are Cleansing flame which is WC2, andVortex of Doom which is WC3. I stayed away from Psychic Maelstrom with Loth because WC3 takes so many dice to cast, Vortex would have the same issues. Whilst for Cleansing Flame, Idon't know if +1s and +1ap is better for +1WC and rolling on a table where most of the powers will not be beneficial unlike pyromancy.

With the disciplines listed above this star will be putting out on average: a few wounds due to psychic shriek (even against tough opponents like MCs), at least 4-5 st6 hits which cause units to count as in difficult terrain due to Assail, 6 d6 (being consevative and saying only 3 units will be in the 18" bubble), st4 hits due to Shockwave, a haywire hit which causes a vehicle to have the 'gets hot' rule (ork stompa will cause itself 3-4hps of damage turn1, a punisher 2hps, not including the haywire hit etc) due to OM, a soul fire heavy flamer, 4-5 flamer templates, plus a very high likelyhood of one (or if lucky - 2) of the following powers; Sunburst (another 6 d6 st4 ap5 hits ignoring cover), Inferno (ignores cover large blast), Molten Beam (a 12" melta beam that could benefit mightily from levitation placement to get 2-3 tanks). That's an immense damage output on a unit that will be seriously hard to dislodge. Its not a suicide command melta drop, or a combi-melta stern drop who lose most of their firepower after turn1. These guys will have that damage output turn after turn. They can all be shot at different units as well.


Automatically Appended Next Post:
I'm being a touch conservative with that damage output too.


Automatically Appended Next Post:
Just realised - if an inquisitor with rad granades gets put into the squad, that wall of death plus the units attacks become utterly deadly!

This message was edited 5 times. Last update was at 2014/08/16 08:23:32


 
   
 
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