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Made in ca
Regular Dakkanaut





 catbarf wrote:
Bago wrote:
2. Lions Stratagem Gift from the Mechanicus: What does this "an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends" mean? I cant quite wrap my head around it. Does it just means, that the one shot only causes a mortal wound and I do not resolve the normal wound from the 6? Can someone explain the wording to me?


I can't answer your other questions, but you got this right- a wound roll of 6 inflicts a mortal wound instead of a normal wound, so it ignores armor and invulnerable saves.


You should probably read the stratgem again and you might get it:
133rd Lambdan Lions - Gifts from the Mechanicus (1CP)
Use this strategem in your Shooting phase, when a 133rd Lambdan Lions unit from your army is chosen to shoot with. Until the end of that phase when resolving an attack made with a hot-shot lasgun, hot-shot laspistol, or hot-shot volley gun by a model in that unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.

First off it says HIT rolls of 6 are 1 MW. It also says the attack sequence ends, meaning you put that 6 off to the side and then continue the sequence for your other dice (ex. Rolling to wound with the 3,4,5's you rolled to hit)
   
Made in us
Longtime Dakkanaut




Annandale, VA

Robcio wrote:
You should probably read the stratgem again and you might get it:
133rd Lambdan Lions - Gifts from the Mechanicus (1CP)
Use this strategem in your Shooting phase, when a 133rd Lambdan Lions unit from your army is chosen to shoot with. Until the end of that phase when resolving an attack made with a hot-shot lasgun, hot-shot laspistol, or hot-shot volley gun by a model in that unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.

First off it says HIT rolls of 6 are 1 MW. It also says the attack sequence ends, meaning you put that 6 off to the side and then continue the sequence for your other dice (ex. Rolling to wound with the 3,4,5's you rolled to hit)


I have the book in front of me. The stratagem says 'an unmodified WOUND roll of 6'. No idea what you're reading.

And second, yeah, that's what I said- the attack sequence ends and you just inflict a mortal wound, so in effect the wound just ignores all saves.

Edit: Snipped from my digital copy:

This message was edited 2 times. Last update was at 2020/04/15 14:49:37


   
Made in ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

Robcio wrote:
You should probably read the stratgem again and you might get it

Good advice, buddy.

Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
Made in ca
Regular Dakkanaut





That's my bad, I was relying on the first post that supposedly has everything word for word.someone should probably edit that for those of us who don't have the book. Sorry
   
Made in ca
Roaring Reaver Rider






Hey guys I have a few questions on how some rules work for the Scions before I get into my next games after lockdown.

1- Do Scions benefit from a form of ObSec rule? The one in the Astra Militarum Codex states Troops in an Astra Militarum detachment gain it but if I make a pure Scions Detachment isn't it a Militarum Tempestus destachment instead of an Astra Militarum detachment thus removing my ability to gain ObSec?

2- With the Laurels of Command relic how does it work for sequencing? For example if I issued FRFSRF could I then roll 4+ then issue take aim to get RF2 weapons re-rolling ones or do I resolve the RF2 shots first then issue the second order on a 4+ that at this point Take Aim would be useless since I've already fired. I think the first version is how it works but I want to be sure before I screw it up at the table.

3- Is it possible to use the Move Move Move! Order to move your scions within range of a transport for embarkation? It doesn't seem you have to embark during the movement phase according to the BRB just that you move models to within 3" of the transport. I ask this in relation to any situation where I may move more units out of transports in a turn than I need to to clear an enemy but then have leftover squad that didn't shoot that has no viable targets in range that may want to re-embark.

Thank you in advance for any clarification you guys can share on these.

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Made in us
Longtime Dakkanaut





1. Scions are astra militarum troops.
2. laurels of command allow you to stack orders on one target, meaning frfsrf and (4+) take aim stack. SWEET!.
3. errata to embarkation restricted it to move phase proper. Also note that any one unit can disembark but not also reimbark in the same movement phase.
I know of one way offhand to use this effectively, but its a bit situational.
Spoiler:

3a. If you for example had a bunch of hotshotlaser cheap infantry in the birds on turn 2 start, moved the birds forward to precision drop the hotshotlasguns into rf2 range, then issued frfsrf to clear a lot of screens, you might .. MIGHT .. decide that deepstriking behind the valkyrie but within 3 inches would be a good idea for something like a couple melta squads, who could then on the next turn use the big hole blown in the enemy screens to disembark very close to a very dead enemy tank or two.
If situational, its a valid way to get meltas into play with fewer valkryies on the board and more cheap scion troops, which aslso means you don't have the most expensive infantry in the planes on turn 0, and get the planes shot down on turn 1.
Especially if you are precision dropping a 10 man squad of droptroop valkyrie style and close deepstriking another of iotan gorgonnes, you can really rip up enemy screens on turn 1 and 2, reload the valkyries with meltas on turn 2, and drop those on the enemy on turn 3. However, you better have enough valkyries that you can put them in one that isn't wounded, or you may find yourself regretting the strategem as they tumble out of a dying bird and don't have even cover to protect them in the enemy shoot phase.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in ca
Roaring Reaver Rider






Awesome, thank you for the clarifications Dukeofstuff on these interactions. Missed the errata on transport rules, it's a shame cause I think it could have been fun to try and find a way to leverage movement to allow some Kappic Eagles to hop out, fire their HSVG then hop back in for safety, kinda like one of the Harlequin tactics. That's a neat trick with the melta squads for sure, shame you really wouldn't be using them till turn 3 at the earliest though but you're right it is a situational tactic.

That's great news about the ObSec and Laurels of command, I'm excited about those. One last question on the Laurels btw, I didn't see if the additional orders stop after the first 4+ so after I roll my first 4+ and issue a second order to that squad do I roll again and possibly make a third order to the squad until I fail to roll a 4+? Or does it simply stop at the first bonus order and I move on?

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Made in us
Lone Wolf Sentinel Pilot






Iowa

With the new rules for heavy weapons and vehicles, how are Militarum Tempestus lists going to stack up for 9th?

What was the “best” regiment again?

If the truth can destroy it, then it deserves to be destroyed. 
   
Made in au
Battlewagon Driver with Charged Engine





Personally I'd go with the lions. The invul relic, AP boost and Re-roll-1 trait is a pretty nice combo. I was fond of running it with 3 taurox primes, well that list just got a bit more effective on the move.
   
Made in us
Decrepit Dakkanaut




Taurox will be good as a general battle tank without even needing to deliver anything. If you were already doing Jackals + Taurox redeployment, it is still strong. Otherwise without that I'm still giving it to 24" Hot Shots being the best you can choose.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Roaring Reaver Rider






So with some of the local quarantine restrictions being lifted I have been able to get a few small games in with my local group. I must say I am loving the new Scion content from PA.

I have been running a 750 Kappic eagles list and it has been performing wonderfully for me. The list is as follows:

Spoiler:

HQ:
Tempestor Prime, command rod, command vehicle warlord trait, Warlord
Tempestor Prime, command rod, laurels of command, progeny of conflict, extra order warlord trait

Troops:
Scions (5) 2x Volley Gun, Vox Caster
Scions (5) 2x Volley Gun, Vox Caster
Scions (5) 2x Volley Gun, Vox Caster

Elites:
Command squad 4x Grenade Launcher

Transport:
Taurox Prime 2x Autocannon, Battle Cannon, Storm Bolter
Taurox Prime 2x Autocannon, Battle Cannon, Storm Bolter
Taurox Prime 2x Autocannon, Gattling Cannon, Storm Bolter

Aux Detachment: Assassins
Callidus Assassin


So my local meta is not like tournament competitive but we do make lists with synergy and goals in mind. This list has definitely won me more games than lost, some to kills and many to the objective game. Running the latest chapter approved missions. I choose Kappic eagles because I love the Primes and this synergizes well with the volley guns. I know some of you may not like it cause how many times can you disembark in a game but what I've found is that once is often enough, it's about getting into position, unloading with some well-spent CP and deleting priority targets off the board, firing volley guns at BS3 is also really handy throughout the game and makes little 5 man squads hit decently hard from over 9" away.

The new strats are amazing, I'm especially loving killing field, because it affects a targeted enemy unit as opposed to one of your own it generates great value for min squads. One squad gets a kill and suddenly my other 3 squads can benefit from +1 to wound which is amazing. Coupled with orders and BS 2 from disembarking and it makes for very efficient shooting. I'll often use point blank efficacy to get my first squad a boost then killing field to benefit the rest, makes little 5 man scion squads punch well above their weight.

I've also done a 1000 point list that adds a valkyrie and 2 5-man melta squads as well as a master of the fleet. Scion valkyries hovering at -1 to hit and +1 BS actually can punch well and the new starts for the officer making his abilities viable as well as close grav-chutes for melta make them much more appealing now. I ended up tabling my Custodes opponent by turn 4 with that list, was very impressed with it.

Anybody else getting any table time lately and getting to enjoy the Scion PA?




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