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![[Post New]](/s/i/i.gif) 2017/02/08 15:21:10
Subject: Re:Thoughts on Thousand Sons rules synergy
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Warning From Magnus? Not Listening!
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You could do the ol' tactic of hope to role a 6 for perils (warp surge) and become awesome. For every squad.
MY SEKHMET HAVE A 3+ INVULN, FLESHBANE, AURMOURBANE AND SMASH!!! WHAT ABOUT YOUR GUYS THEY'RE IN BASE CONTACT WITH?!!! HUH?!!
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![[Post New]](/s/i/i.gif) 2017/02/08 15:49:56
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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Then they fail their pinning check.
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![[Post New]](/s/i/i.gif) 2017/02/08 16:13:15
Subject: Re:Thoughts on Thousand Sons rules synergy
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Flashy Flashgitz
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I'd rather not hope for that... The only way I see the Sekhmet right now is with the Raptora cult for a 2+/3++ or 2+/4++ with running and sweeping as a retinue for Magnus, who is rolling on Biomancy. 2wound termies with 2+/3++, EW and a 4+++ with activated Force will be the death of almost everything. Otherwise I don't see them being of much use.
The Khenetai will do nice slaughtering hordes of WE or EC if they charge with activated Force, but that ML1 limits them very heavily. The biggest problem is that even if you attach a ML3 Praetor with Biomancy, who has Warp Speed and Iron Arm, thouse powers would only benefit the Praetor himself, but not the Unit. Plus they are stuck with force swords and can't deal with 2+. They are the ultimate 3+ killers, but don't do anything else.
The Ammitara are going to see a lot of use in the Court of the Crimson King. Equip them with a Nuncio Vox and get acurate Deepstrike with your Termies. And after that - smoke out thouse cover campers with rerolling to hit, to wound and Ignore cover from your Mind Killer power. By the way - the seem to be equiped like normal 40k scouts, but I'd put some Achean pattern heads and shoulderpads on them. Any Ideas how to medel them? I don't think we'll get models for them soon enough.
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This message was edited 1 time. Last update was at 2017/02/08 16:15:33
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![[Post New]](/s/i/i.gif) 2017/02/08 16:29:45
Subject: Re:Thoughts on Thousand Sons rules synergy
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Unrelenting Rubric Terminator of Tzeentch
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EmberlordofFire8 wrote:You could do the ol' tactic of hope to role a 6 for perils (warp surge) and become awesome. For every squad.
MY SEKHMET HAVE A 3+ INVULN, FLESHBANE, AURMOURBANE AND SMASH!!! WHAT ABOUT YOUR GUYS THEY'RE IN BASE CONTACT WITH?!!! HUH?!!
Fairly sure that the Warp Surge result will only affect the guy you nominated to cast the spell, not the entire squad (or else the taking wounds bit on a 2-5 would effect every squad member too and they'd all keel over the first or second time they peril'ed).
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2017/02/09 13:10:14
Subject: Thoughts on Thousand Sons rules synergy
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Been Around the Block
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Caederes wrote:
That roughly 500 points of Sekhmet "tax" comes with the ability to take both Magnus and a Lord of War though  And that's two separate Mastery Level 2 Brotherhood of Psyker units, two-wound Terminator models that can have 4+ or 3+ invulnerable saves for no extra cost. The Rite of War has virtually no downside as it's not like Sekhmet are a below par unit, and being able to combo Magnus with a Super Heavy is almost unfair. To my knowledge, no other Legion can do that right?
While not quite a Rite of War, Rogal Dorn can take a customised Thunderhawk and Perturabo can take a personalised Shadowsword for themselves and these don't count as Lords of War for force org purposes.
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![[Post New]](/s/i/i.gif) 2017/02/09 17:02:05
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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How about a divination jetbike praetor in the heavy support jetbike unit. Rocking up with , say , plasma cannons. Could be effective?
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![[Post New]](/s/i/i.gif) 2017/02/09 17:05:08
Subject: Thoughts on Thousand Sons rules synergy
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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Jetbikes wouldn't work unless you keep them in one spot. The rule says they have to not move.
Freakish1987 wrote:Caederes wrote:
That roughly 500 points of Sekhmet "tax" comes with the ability to take both Magnus and a Lord of War though  And that's two separate Mastery Level 2 Brotherhood of Psyker units, two-wound Terminator models that can have 4+ or 3+ invulnerable saves for no extra cost. The Rite of War has virtually no downside as it's not like Sekhmet are a below par unit, and being able to combo Magnus with a Super Heavy is almost unfair. To my knowledge, no other Legion can do that right?
While not quite a Rite of War, Rogal Dorn can take a customised Thunderhawk and Perturabo can take a personalised Shadowsword for themselves and these don't count as Lords of War for force org purposes.
And Pert and Dorn can both be non- LoW with Primarch's Chosen, so two non- LoW LoW.
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![[Post New]](/s/i/i.gif) 2017/02/09 17:17:02
Subject: Thoughts on Thousand Sons rules synergy
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Fireknife Shas'el
Lisbon, Portugal
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Well, for one we could use RoWs that let us use more bikes. They cannot go to ground, so Pinning is meaningless. And people inside vehicles or vehicles themselves.
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2017/02/09 17:34:07
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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Uh I was thinking more the blessing to boost the shooting output than the coven. Would probably fo pyrae on the bikes
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![[Post New]](/s/i/i.gif) 2017/02/09 20:48:08
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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Dorn and Perturabo's unique transports are also restricted to games of 3000+ points which is not the standard for 30K tournaments. They count of course (so I was wrong) but for competitive Heresy gaming they're not really a consideration in most cases. Deep Striking Magnus with two Sekhmet Troops choices and a Typhon or something similar though? All perfectly legal in a smaller game :( Whether it's the most optimised build or not is obviously something people will have to hash out but as it stands the Guard of the Crimson King is possibly the best Rite of War around now as it's virtually devoid of limitations. Sekhmet Troops can't really be considered a tax given how good they are, and theoretically combining a Primarch with a Lord of War outside of purely 3000+ point games with Dorn and Perturabo is amazing. The Thousand Sons Primarch also happens to be the most over-powered one in the game, thanks Forge World! All that supposed balance testing and this is what we get  It's a real shame because all the rules for both the Thousand Sons and Space Wolves are so damn fluffy, just some special rules (Mind Wrath) and points costs are completely out of whack.
Also something of note, unlike Primarch's Chosen, with the Guard of the Crimson King killing Magnus doesn't have the "Price of Failure" rule as he's not a Lord of War and doesn't specifically get subjected to it like he would in the Primarch's Chosen...and unlike the Primarch's Chosen, killing Magnus doesn't stop your army from scoring.
Honestly the Castellax might be the real stars of the unique units even above the Sekhmet. Not having to take Cortex Controllers to use and/or unlock them, only requiring psykers within 24" and so not having to worry about the Perils mechanic if you don't want to. Comparing them and the Iron Circle is really kind of jaw-dropping.
Drasius wrote: EmberlordofFire8 wrote:You could do the ol' tactic of hope to role a 6 for perils (warp surge) and become awesome. For every squad.
MY SEKHMET HAVE A 3+ INVULN, FLESHBANE, AURMOURBANE AND SMASH!!! WHAT ABOUT YOUR GUYS THEY'RE IN BASE CONTACT WITH?!!! HUH?!!
Fairly sure that the Warp Surge result will only affect the guy you nominated to cast the spell, not the entire squad (or else the taking wounds bit on a 2-5 would effect every squad member too and they'd all keel over the first or second time they peril'ed).
Actually, per the rulebook, it works out in the way that EmberlordofFire8 describes. Powers like Iron Arm that specify "affects/targets the Psyker" affect the entirety of a Brotherhood of Psykers because they are all treated as a single psyker; Perils of the Warp uses the exact same wording, so an example is "The Psyker suffers 1 Wound/glancing hit". This means that Warp Surge affects the entirety of a Brotherhood of Psykers as it uses the exact same wording as a power like Iron Arm. On the flip side, the Brotherhood of Psykers rules themselves on Page 159 specify that only one randomly determined model suffers the hit(s) if you would take a wound from Perils of the Warp/attacks that target the psyker. As Warp Surge's bonus effects simply target the Psyker and aren't actual hits resolved against the unit, they all get the super buff. At least, that's how it's played in all the competitive circles I know.
Mind you, planning for Warp Surge on 30K Thousand Sons is dumb because if you're not getting Warp Surge when you Perils (or you fail the Leadership test) you're going to be losing models left and right while also having to take army-wide Pinning tests. NOT COOL!
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This message was edited 11 times. Last update was at 2017/02/09 22:01:44
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![[Post New]](/s/i/i.gif) 2017/02/10 10:14:18
Subject: Thoughts on Thousand Sons rules synergy
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Fireknife Shas'el
Lisbon, Portugal
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Guys, I've been thinking. Tell me it its ok, gamey or just outright wrong.
1. Deredeo's Atomantic Pavaise gives 6++ to units nearby or improve their invul save by 1. It specifically says it doesn't stack with stuff that improves invul save.
2. Raptora arcana gives 6++ to a unit with it or improves its invul by 1.
3. Here comes the question: If I give Raptora arcana to a unit that doesn't sport any invul (like Rapiers) and then put a Pavaise'd Deredeo nearby, would this unit get 5++ (6++ base from Raptora + 1 from Pavaise) or, as Raptora has the 'improve invul save' rule, it can't stack in any way?
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This message was edited 3 times. Last update was at 2017/02/10 10:15:28
AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2017/02/10 10:21:50
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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I guess that would stack? Is it really worth it tho for a 5+? Automatically Appended Next Post: Or.. not, I haven't read the pavise rule.. quote it?
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This message was edited 1 time. Last update was at 2017/02/10 10:22:25
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![[Post New]](/s/i/i.gif) 2017/02/10 10:53:29
Subject: Re:Thoughts on Thousand Sons rules synergy
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Flashy Flashgitz
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I think they would get a 5++. They don't have invulns, but the Raprora cult acts as their source of an invuln unless the model has one, so it's not an effect that increases the save, but rather grants it. So the pavise would up it to 5++. Terminators on the other hand wouldn't get the secoincrease, as they have an invuln from their armour and for them the Raptora cult acts as an increase to the save and thouse increases don't stack.
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![[Post New]](/s/i/i.gif) 2017/02/10 11:11:53
Subject: Thoughts on Thousand Sons rules synergy
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Fireknife Shas'el
Lisbon, Portugal
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Captyn_Bob wrote:I guess that would stack? Is it really worth it tho for a 5+?
Automatically Appended Next Post:
Or.. not, I haven't read the pavise rule.. quote it?
hordrak wrote:I think they would get a 5++. They don't have invulns, but the Raprora cult acts as their source of an invuln unless the model has one, so it's not an effect that increases the save, but rather grants it. So the pavise would up it to 5++. Terminators on the other hand wouldn't get the secoincrease, as they have an invuln from their armour and for them the Raptora cult acts as an increase to the save and thouse increases don't stack.
I guess too as well, but the opponent might call on me about it, regarding the non-stack part of the Pavaise rules... just want to have a good ground without looking gamey.
Also, ir looks hella cool to have Rapiers being guarded by the might Compensator-class dread
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This message was edited 1 time. Last update was at 2017/02/10 11:12:28
AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2017/02/10 13:02:01
Subject: Thoughts on Thousand Sons rules synergy
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Unrelenting Rubric Terminator of Tzeentch
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Caederes wrote:Actually, per the rulebook, it works out in the way that EmberlordofFire8 describes. Powers like Iron Arm that specify "affects/targets the Psyker" affect the entirety of a Brotherhood of Psykers because they are all treated as a single psyker; Perils of the Warp uses the exact same wording, so an example is "The Psyker suffers 1 Wound/glancing hit". This means that Warp Surge affects the entirety of a Brotherhood of Psykers as it uses the exact same wording as a power like Iron Arm. On the flip side, the Brotherhood of Psykers rules themselves on Page 159 specify that only one randomly determined model suffers the hit(s) if you would take a wound from Perils of the Warp/attacks that target the psyker. As Warp Surge's bonus effects simply target the Psyker and aren't actual hits resolved against the unit, they all get the super buff. At least, that's how it's played in all the competitive circles I know.
Mind you, planning for Warp Surge on 30K Thousand Sons is dumb because if you're not getting Warp Surge when you Perils (or you fail the Leadership test) you're going to be losing models left and right while also having to take army-wide Pinning tests. NOT COOL!
That is so rediculously dumb and really requires a FAQ to fix it. BoP really, really doesn't need to be any stronger than it already is.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2017/02/10 13:03:03
Subject: Thoughts on Thousand Sons rules synergy
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Member of a Lodge? I Can't Say
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I think the T Sons have more useful moritats than the RG. What with divination and everything.
I've done two quick test so far and he did 8 and 10 wounds. That's a whole tactical squad killed by one guy.
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![[Post New]](/s/i/i.gif) 2017/02/10 13:35:43
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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Moritats can't be affected by blessings Automatically Appended Next Post: Tho misfortune would be great, low odds of getting it.
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This message was edited 1 time. Last update was at 2017/02/10 13:42:31
DFTT |
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![[Post New]](/s/i/i.gif) 2017/02/10 13:52:18
Subject: Thoughts on Thousand Sons rules synergy
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Member of a Lodge? I Can't Say
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Captyn_Bob wrote:Moritats can't be affected by blessings
Automatically Appended Next Post:
Tho misfortune would be great, low odds of getting it.
Can't the T sons make their HQs psykers?
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![[Post New]](/s/i/i.gif) 2017/02/10 13:54:51
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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They can, but moritats specifically cannot benefit from blessings.
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![[Post New]](/s/i/i.gif) 2017/02/10 13:58:15
Subject: Thoughts on Thousand Sons rules synergy
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Member of a Lodge? I Can't Say
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Now I see it. Guess they didn't want this happening. Automatically Appended Next Post: Although the -1 T power would be useful...
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This message was edited 1 time. Last update was at 2017/02/10 13:59:38
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![[Post New]](/s/i/i.gif) 2017/02/10 14:10:05
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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Biomancy wouldn't be a bad shout for the moritat, tho I'd probably go telepathy. Either buffs to durability or psychic shriek to soften them up. Automatically Appended Next Post: (Buffs to other units..sigh)
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This message was edited 1 time. Last update was at 2017/02/10 14:10:40
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![[Post New]](/s/i/i.gif) 2017/02/10 14:20:34
Subject: Thoughts on Thousand Sons rules synergy
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Member of a Lodge? I Can't Say
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Captyn_Bob wrote:Biomancy wouldn't be a bad shout for the moritat, tho I'd probably go telepathy. Either buffs to durability or psychic shriek to soften them up.
Automatically Appended Next Post:
(Buffs to other units..sigh)
De-buffing a unit before firing up to 12 plasma shots sounds good. Or maybe some witchfires to knock out some more of them.
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![[Post New]](/s/i/i.gif) 2017/02/10 15:44:06
Subject: Re:Thoughts on Thousand Sons rules synergy
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Warning From Magnus? Not Listening!
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Im wondering about Techmarines with Force Axe and Biomancy. Couple Enfeeble with Radgrenades and watch the enemy die to Str. 5 vs T. 2, add a Refractor field or Boarding Shield for Invuln. Stick him in a 5-man unit of Vets with Raptora cult, give them Sandig Daemonology (for Sanctuary) to give +1 to Invulns and Force Swords. Now the Techmarine has a 4+ invuln, the vets have a 5+ and everyone wounds on 2+.
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This message was edited 3 times. Last update was at 2017/02/10 15:55:08
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![[Post New]](/s/i/i.gif) 2017/02/10 18:01:15
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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Solid idea! Automatically Appended Next Post: Scratch that. Only Hq ICs can take the level, and a techmarine is neither
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This message was edited 1 time. Last update was at 2017/02/10 18:10:36
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![[Post New]](/s/i/i.gif) 2017/02/10 18:15:20
Subject: Thoughts on Thousand Sons rules synergy
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Member of a Lodge? I Can't Say
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Captyn_Bob wrote:Solid idea!
Automatically Appended Next Post:
Scratch that. Only Hq ICs can take the level, and a techmarine is neither
Forgelords are. And they can take all the same stuff.
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![[Post New]](/s/i/i.gif) 2017/02/10 18:37:54
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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Fair point. I think the primus wins out in terms of usefulness.
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![[Post New]](/s/i/i.gif) 2017/02/10 19:29:51
Subject: Thoughts on Thousand Sons rules synergy
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Member of the Ethereal Council
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Ok, so, I know not quire rulese synergy, but me and a buddy have been debating. He says no, I say yes.
Could you use Scarab Occult terminators and Sehkmet. He says no because they are a 40k unit with 40k iconography. But I dont see much that cna actually really affect it. Heck, they all come with the same wargear.
Also, what do you guys think of a Psychic Vigilitor in with the super scouts?
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![[Post New]](/s/i/i.gif) 2017/02/10 19:49:53
Subject: Thoughts on Thousand Sons rules synergy
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Longtime Dakkanaut
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I see absolutely no reason not to use Scarab Occult as Tartaros Sehkmet.
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![[Post New]](/s/i/i.gif) 2017/02/10 21:03:45
Subject: Thoughts on Thousand Sons rules synergy
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Liche Priest Hierophant
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Pretty sure Sehkmet HAVE to be in Cataphractii Arnour Just checked and I've derped, I was thinking of the SW unique Terminators.
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This message was edited 2 times. Last update was at 2017/02/10 21:04:57
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![[Post New]](/s/i/i.gif) 2017/02/10 21:16:26
Subject: Thoughts on Thousand Sons rules synergy
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Member of a Lodge? I Can't Say
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Psychic moritats are risky. A lot of the powers in biomancy (for enfeeble) are completely useless to him.
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