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Made in no
Liche Priest Hierophant





Bergen

Unless everyone is up on things, chaplains have a stratagem that garantees a litany, and you can activate it when you want. No timing issues. One of the lietanies gives 2+ to charge in a 6" bouble.

I guess SW in particular are good for this as they like to bee in melee. Even with a 9 man team they can grab 2 melee weapons. Pick one of the following units.

- Wolf banners (on greyhunters) get to reroll 1's.
- Blood claws get + 1 attack.
- Wolf guards have better weapon.

Put 9 man in a drop pod, and a chaplain. Pay 2 CP for the stratagem and get charge of from reserves. Sorta like GSC. Since it is an aura you can probably do another 10 man unit and charge something else.

It is very agressive. If the oponent arnours up you can just not do ut turn one and they are in pickle.

Still, the cost of 1 chaplain, 2 drop pods and 2 units of 9 and 10 is a really big part of any army. Is it just to squishy?

Also if my opponent is an SM and use the shotvon unit ariving from reserves they can only shoot the drop pod? Or the marines as well?

   
Made in hk
Steadfast Ultramarine Sergeant




Litany is chanted in the Command phase, so your Chappy out of pod has already missed it. A better way to do that is give him a JP or use the biker guy. Chant the Litany of +2 to charge and advance him into range of the incoming Droppod. So that arua works.
   
Made in ca
Commander of the Mysterious 2nd Legion





I mean you could do it, or you could just put 10 longfangs in the drop pod with multi melta's and watch as that warlord titan the other guy took just melts (ok, exaggeration, but still you'll slag just about anything..

Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




A few things here.

1. Out of the drop pod / deep strike you would have to spend a cp on the strat that let's the chaplain chant a litany right away/outside the command phase. This is fine because it automatically passes, no 3+ dice roll to pass.

2. The charge litany specifically says it doesn't work/stack with any other increases to charging. So ba don't get a +3" charge out of deep strike with him, its a +2" to charge max.

3. What does work is reroll charge rolls/specific dice like the wolf banner or wulfens ability. Or a cp reroll.

Personally I like the idea of 2 drop pods filled with blood claws, bare bones just them and their chain swords, and 1 chaplain. Take a squad of wulfen, t1 advance the wulfen up as far as you can, drop the drop pods and have the blood claws and chaplain get out (hopefully using the pods as blockers for the wulfen), and make sure at least 1 blood claws model from each squad is within 12" of the wulfen. Spend the cp to cast the litany. That should be enough between everything to get a t1 charge with 19 blood claws needing 7's to charge with free rerolls. And all that pressure that brings should buy your wulfen another turn to get into their own charge range t2. I mean, what is the opponent going to focus on? The 19 claws already in cc? The chaplain hanging out with 2 drop pods? Or the wulfen further back by the pods? Bonus points for dropping the pods on mid field objectives to hold them as well.
   
Made in no
Liche Priest Hierophant





Bergen

@Neophyte2012 you missed the part about the stratagem. It fikses timing.

@Briandavidson that would be 410 points. For 8 longfangs with multimelta and 2 leaders. Only hitting on 4+ the turn they arive. 2 shots each. Bonus if they are within 12. I have considered that but it seems very exspensive! 12 longfangs with 10 lascannons is 366 so that is better backup. Now they must come to me. Have a lot of the same threath, but less eggs in one basket. I will say this though. The drop pod keeps them safe if I do not get turn 1.

@azuza001 I have not considered wulfen. Wulfen used to be far to good. Now they are a lot worse. I am unsure of getting them into aura range is doable. Also if I do not get first turn they can get shot. They lost the 5+++ 8 move, aura range of 12, run 1d6 and the daizy chain from the BC. I am unsure. Now my attack is also telegraphed so it is easier to screen against.


   
Made in fi
Locked in the Tower of Amareo





Neophyte2012 wrote:
Litany is chanted in the Command phase, so your Chappy out of pod has already missed it. A better way to do that is give him a JP or use the biker guy. Chant the Litany of +2 to charge and advance him into range of the incoming Droppod. So that arua works.


There's stratagem you can use later which allows you to do chant later and what's more works automatically. So yeah what OP suggests is legal. Costs CP due to stratagem but legal.

2024 painted/bought: 109/109 
   
Made in us
Steadfast Grey Hunter






A jump pack chaplain's +2 charge aura could benefit a squad of TWC escorting him up the board too.

Primaris fanboy: "NO, you can't just give old marines 2W, they're supposed to be squatted!" GW: "Heavy Bolters go brrrrrrrr"
Slayer-Fan123 wrote:

If the argument for their uniqueness is spamming Wulfen and Thunderwolves, then it wasn't really a unique army to begin with whether you like it or not.
nervous sweating
Regal Hunt, A custom space wolf army: https://www.dakkadakka.com/dakkaforum/posts/list/774993.page#10435681 
   
Made in us
Regular Dakkanaut




Chaplain's charge bonus makes charging out of deep-strike much more realistic. It can still fail, and the method outlined above is very expensive in points and CP. You're still subject to screening out and having limited options as to where you can appear.

I'd be more tempted to go with a unit that deep-strikes natively, like Wolf Guard Terminators or the jump-pack Vanguard Vet equivalents. Put the Chaplain on a bike or in a jump pack and just pre-position him where you need him to be.

Its not a bad tactic, but you need to look at how many support resources you are using to get some Blood Claws into melee with the opponent's screen. I personally think that Space Wolves are better off with units that do both melee and shooting fairly well, and using their inbuilt heroic interventions to hold objectives.
   
Made in us
Longtime Dakkanaut




No real reason to use a drop pod for that, you can just use jump-pack stuff to DS natively. The only advantage of the pod is the ability to do it T1, but a decent player is unlikely to give you a good charge target for a pod drop anyway.

The reason the pod is good with shooting is because it's much harder to screen out something that can shoot at you from 24"+ range than something that has to come in 9" away.
   
Made in no
Liche Priest Hierophant





Bergen

The drop pod has some advantages, but point cost is bot one of them.

I feel a versatile group of GH can both shoot and the charge the turn they drop down. Further they can threaten turn one, meaning your opponent has to deploy carefully. Then do not drop it turn one and they will have to screen for another turn.

   
 
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