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![[Post New]](/s/i/i.gif) 2017/06/27 18:45:01
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Tough Traitorous Guardsman
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So, for 150 pts you can get a 10 man unit of warp talons. I'd like to run 4 units like this for a good alpha strike. If you have a chaos lord w jump pack, he can then go down w them. And, if they're aligned w tzeentch (as has been pointed out to me recently), the changeling can make the enemy -1 to hit against them. Furthermore, they can't be overwatched when they come down and declare charges, the changeling could use boon of change on one unit. With 40 of these guys, you'd get 84 attacks, hitting on 3's rerolling ones, with -2 to armour. A herald of tzeentch on a disk (to get in range) could also buff them up to s5 and use boon of change on another squad. So then you have 43 models in your opponents face, all with 5+ invuln at worst, and all forcing -1 to hit, that can devastate on the charge. For well under 1000 points. Say you're running a 2k game, you've then got loads of points spare to pile on the pain and disorder at range.
This seems like a pretty solid alpha strike tactic. Any thoughts on whether this would be remotely effective?
Edit: I forgot to account for the cost of lightning claws, which cost 13 for a pair.
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This message was edited 1 time. Last update was at 2017/06/27 18:47:33
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![[Post New]](/s/i/i.gif) 2017/06/27 18:54:13
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Shadowy Grot Kommittee Memba
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Their problem is getting in. Only 1/4 of your basic deep strike squads are going to actually charge the turn they come in unless you get a reroll somehow.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2017/06/27 19:33:48
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Oozing Plague Marine Terminator
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You could take a sorcerer with jump pack to use warp time on a squad.
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![[Post New]](/s/i/i.gif) 2017/06/27 19:56:33
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Fully-charged Electropriest
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Have you added the points for the pair of Lightning Claws? I don't imagine that a Warp Talon costs 15 points
Edit: nevermind you updated the thread
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This message was edited 1 time. Last update was at 2017/06/27 19:57:08
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![[Post New]](/s/i/i.gif) 2017/06/28 17:59:14
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Dark Angels Librarian with Book of Secrets
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Yep. This works fantastically for one unit.
For an entire army theory, I would not go there.
But for one unit, it's gravy.
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![[Post New]](/s/i/i.gif) 2017/06/28 18:02:57
Subject: Re:Warp Talons - Chaos' Best Alpha Strike?
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Why do people ALWAYS fail to account for the fact that making a 9'' charge is extremely unlikely? Like, people say the same thing about terminators. "Dude deathwing is awesome I'll DS all my stuff and charge you" no you won't lol. You''ll DS, fail your charge and then I'll shoot you off the board next turn. And this is discounting the fact that any good player is going to use the 9'' rule to heard you into only being able to charge into his crappy chafe units. Your mini deathstar is at best going to succeed in tearing up some scouts before they die.
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This message was edited 2 times. Last update was at 2017/06/28 18:04:49
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![[Post New]](/s/i/i.gif) 2017/06/28 18:08:57
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Regular Dakkanaut
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Sorry I tell you but changeling only affects tzeentch daemons. Not csm :(
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![[Post New]](/s/i/i.gif) 2017/06/28 18:17:12
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Daemonic Dreadnought
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Problem with Warp Talons has always been the price. You're paying around 1200 points for 4 x 10 man squads, and only one of them (on average) would actually hit it's target.
Were it not for the cost (i.e. if they really were only 150 points a squad) I would say they are a good turn 3 unit. Drop them in after your opponent is locked in with the rest of your army.
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![[Post New]](/s/i/i.gif) 2017/06/28 18:17:55
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Longtime Dakkanaut
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Ecdain wrote:Sorry I tell you but changeling only affects tzeentch daemons. Not csm :(
Warp Talons have the Daemon Keyword. YMMV if the Daemon keyword is the same as the Daemon Faction Keyword.
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![[Post New]](/s/i/i.gif) 2017/06/28 18:24:31
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Decrepit Dakkanaut
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techsoldaten wrote:Problem with Warp Talons has always been the price. You're paying around 1200 points for 4 x 10 man squads, and only one of them (on average) would actually hit it's target.
Were it not for the cost (i.e. if they really were only 150 points a squad) I would say they are a good turn 3 unit. Drop them in after your opponent is locked in with the rest of your army.
Right - It works a treat when you don't build your army around one unit. Then your deepstriking unit has support and won't be burning 2CP to get blown away next turn.
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![[Post New]](/s/i/i.gif) 2017/06/28 18:28:01
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Longtime Dakkanaut
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The only way I can see of improving the Deep strike charge reliability is Lord Akos the FW character and stack up plenty of CP for rerolls Automatically Appended Next Post: The changeling sounds good in theory but how are you going to get it into range?
A wing prince warptimed could get into range for combat buffs.
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This message was edited 1 time. Last update was at 2017/06/28 18:30:04
DFTT |
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![[Post New]](/s/i/i.gif) 2017/06/28 18:35:52
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Loyal Necron Lychguard
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techsoldaten wrote:Problem with Warp Talons has always been the price. You're paying around 1200 points for 4 x 10 man squads, and only one of them (on average) would actually hit it's target.
Were it not for the cost (i.e. if they really were only 150 points a squad) I would say they are a good turn 3 unit. Drop them in after your opponent is locked in with the rest of your army.
Don't you want the Warp Talons in first so whatever else you have charging at the enemy doesn't have to suffer overwatch?
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![[Post New]](/s/i/i.gif) 2017/06/28 18:40:07
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Dark Angels Librarian with Book of Secrets
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Ecdain wrote:Sorry I tell you but changeling only affects tzeentch daemons. Not csm :(
I have posed this question on YMDC.
If you still disagree, please post your rules argument so we can discuss
https://www.dakkadakka.com/dakkaforum/posts/list/0/730761.page#9459699
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This message was edited 1 time. Last update was at 2017/06/28 18:50:13
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![[Post New]](/s/i/i.gif) 2017/06/28 18:53:11
Subject: Re:Warp Talons - Chaos' Best Alpha Strike?
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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BlaxicanX wrote:Why do people ALWAYS fail to account for the fact that making a 9'' charge is extremely unlikely?
Like, people say the same thing about terminators. "Dude deathwing is awesome I'll DS all my stuff and charge you" no you won't lol. You''ll DS, fail your charge and then I'll shoot you off the board next turn.
And this is discounting the fact that any good player is going to use the 9'' rule to heard you into only being able to charge into his crappy chafe units. Your mini deathstar is at best going to succeed in tearing up some scouts before they die.
Thats why you take a balanced army and DS your terminators in turn 3-4 instead of 1-2, where the enemy has gaps between his army after some rounds of shooting and meele
Instead of going all or nothing with a Deathstar alpha-strike build.
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This message was edited 2 times. Last update was at 2017/06/28 18:54:50
Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2017/06/28 18:59:09
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Legendary Master of the Chapter
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the_scotsman wrote:Their problem is getting in. Only 1/4 of your basic deep strike squads are going to actually charge the turn they come in unless you get a reroll somehow. lol somehow? besides the big new command mechanic? yeah its not 100% guaranteed since its only 1 dice per phase but still you can at least count on 2 units at the minimum getting into combat. just got to make sure those two count
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This message was edited 1 time. Last update was at 2017/06/28 19:00:44
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2017/06/28 19:38:02
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Boosting Space Marine Biker
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it's an above 50% chance to make the 92 charge with a reroll, but it's not an amazing chance even still
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![[Post New]](/s/i/i.gif) 2017/06/28 20:05:19
Subject: Warp Talons - Chaos' Best Alpha Strike?
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Dark Angels Librarian with Book of Secrets
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GAdvance wrote:it's an above 50% chance to make the 92 charge with a reroll, but it's not an amazing chance even still
It's one of the few really good things about summoning daemons.
Given that an instrument gives a +1 to the charge range, they have a 41.66% of making 8 or more on 2d6.
You can use a command die reroll one dice for this charge, greatly increasing the chance of it being made to 68%.
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