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Murderous Hurricane is very good.


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Played a 500 point game today, first game in a long time. Space Wolf versus Space Wolf. 500 point games only require one HQ and one Troop.

 

My army:

 

Rune Priest: terminator armour, murderous hurricane, living lightning

 

10 Grey Hunters: power fist, plasma pistol, 2 plasma guns

 

5 Long Fangs: 2 lascannon, 2 missile launchers

 

His army

 

Wolf Priest:

 

9 Blood Claws: power weapon, flamer, Rhino

 

8 Grey Hunters: meltagun

 

Dreadnought: multi-melta

 

We had a fun little bash, highlights included his Wolf Priest being charged by nine of my Grey Hunters (one died from a plasma overheat) taking no wounds (rosarius stopped a power fist wound) and killing two, killing another on the no-retreat wounds. My long fangs managed to miss or fail to damage in the majority of the phases, but did pull it together when they were down to two lascannon and the dreadnought was twelve inches away.

 

Murderous hurricane took out the majority of his Blood Claws. In fact, for the first three turns it killed more than the rest of my units combined. In addition the difficult terrain status, and the roll of double 1s, meant that he couldn't charge my Rune Priest.

 

I think that MH has to be one of the most useful psychic powers available to us. It does damage, and helps control the enemy movement.

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Played a 500 point game today, first game in a long time. Space Wolf versus Space Wolf. 500 point games only require one HQ and one Troop.

 

My army:

 

Rune Priest: terminator armour, murderous hurricane, living lightning

 

10 Grey Hunters: power fist, plasma pistol, 2 plasma guns

 

5 Long Fangs: 2 lascannon, 2 missile launchers

 

His army

 

Wolf Priest:

 

9 Blood Claws: power weapon, flamer, Rhino

 

8 Grey Hunters: meltagun

 

Dreadnought: multi-melta

 

We had a fun little bash, highlights included his Wolf Priest being charged by nine of my Grey Hunters (one died from a plasma overheat) taking no wounds (rosarius stopped a power fist wound) and killing two, killing another on the no-retreat wounds. My long fangs managed to miss or fail to damage in the majority of the phases, but did pull it together when they were down to two lascannon and the dreadnought was twelve inches away.

 

Murderous hurricane took out the majority of his Blood Claws. In fact, for the first three turns it killed more than the rest of my units combined. In addition the difficult terrain status, and the roll of double 1s, meant that he couldn't charge my Rune Priest.

 

I think that MH has to be one of the most useful psychic powers available to us. It does damage, and helps control the enemy movement.

 

It will really vary on your meta-game, and just luck of the dice, because 3D6 S3 hits won't really do much to the majority of armies out there, considering they get saves. Dangerous Terrain can be quite useful if you target expensive units like Terminators or Bikes, but that's counting on them rolling 1's (which I have never seen in all the games I've used it, unfortunately).

 

My preferred combination is Living Lightning and Jaws of the World Wolf.

 

 

DV8

when i use a generic RP its setup like yours but i usually use Njal. the two most commonly used powers are definately LL and MH. and yes MH is very good. i've killed nob bikers during their own movement phase with it. 2 in the same turn. that'll wittle down your dang wound allocation. ha ha

Mourderous Hurricane has been very effective for me so far. I remember particularily 2 games, vs Tyranids and vs Daemons when this power was gold. It slaughtered a unit of Genestealers and a unit of Gaunts between wounds and dangerous terrain rolls. The same happened with 2 units of daemonettes.

 

I haven't use it against orks but I think it can be useful against them just for the sheer amount of rolls the have to make.

I think in games against the new BA, MH and Tempest's Wrath (I think, the one that nerfs jumping and deep striking) will be an absolute must. I also think that Njal or at least a RP with Master of Runes will be required against them since you really need to have both going constantly.

I have very good experience with Murderous Hurricane as well - especially in games against orks and tyranids. The main reason for this is the ability to nerf the movement of large groups of creatures with 6+ / 5+ saves, and at the same time kill quite a lot of them.

I think the best use of MH that I've ever had was against a group of 30 ork boyz - it killed no less than 14 boyz in one turn.

I love Murderous Hurricane, and often use it along with Living Lightning on my Rune Priest.

 

An anecdote: At the recent Conquest NW GT, I found myself in a kill points mission against Chaos Space Marines, led by Abaddon. I cracked his Land Raider open, killed all but one of his Berserker bodyguard, and reduced him to one wound... but it cost me most of my army. He kept making that 4+ invuln save, over and over! A Land Raider Crusader filled with Blood Claws, with a Wolf Priest, supported by my Frost Blade Warrior Born Wolf Lord... nothing could stop him.

 

I was one kill point behind, we were nearing the last turn of the game, and Abaddon was marching towards my Long Fangs with murder on his mind. My Rune Priest used Murderous Hurricane, failed to wound, but made Abaddon test for Dangerous. A 1 came up, he rolled his Invuln save... another 1. Abaddon slipped on the icy ground and died, giving me the draw!

 

Much ale was consumed that night.

 

Magnus

I love Murderous Hurricane, and often use it along with Living Lightning on my Rune Priest.

 

An anecdote: At the recent Conquest NW GT, I found myself in a kill points mission against Chaos Space Marines, led by Abaddon. I cracked his Land Raider open, killed all but one of his Berserker bodyguard, and reduced him to one wound... but it cost me most of my army. He kept making that 4+ invuln save, over and over! A Land Raider Crusader filled with Blood Claws, with a Wolf Priest, supported by my Frost Blade Warrior Born Wolf Lord... nothing could stop him.

 

I was one kill point behind, we were nearing the last turn of the game, and Abaddon was marching towards my Long Fangs with murder on his mind. My Rune Priest used Murderous Hurricane, failed to wound, but made Abaddon test for Dangerous. A 1 came up, he rolled his Invuln save... another 1. Abaddon slipped on the icy ground and died, giving me the draw!

 

Much ale was consumed that night.

 

Magnus

 

That is one of the greatest Abaddon kill stories I have ever heard.

Played another couple of games, this time a 500 point kill team battle and then a two on two 500 point each battle.

 

First game I just threw down my two Grey Hunter packs, and my thunder hammer, storm shield terminator Lone Wolf.

 

My opponent had Chaos marines and Khorne Berzerkers.

 

Short story shorter, Lone Wolf killed everything he touched. I reduced him to three models while I had eight, but I failed my run away check first.

 

Second game, I took Rune Priest, Lone Wolf, and two seven man Grey Hunter squads. My partner had a bunch of Tau, we were up against the Chaos player again, with the addition of some Necrons.

 

Highlights of the match included Kharne charging one of my Grey Hunter units (with attached Rune Priest) and killing all bar two of the squad. I counter charged with my Lone Wolf, Kharne knocked a wound off him, took the squad down to one (carrying a powerfist) and then the Lone Wolf and Rune Priest whiffed all their attacks... the others reminded me to roll for my Grey Hunter... I roll my one dice... I hit... I roll to wound... I wound... he rolls to save... splat! All from a model I nearly forgot to attack with. Power weapons? We don't need no stinking power weapons.

 

After that the Rune Priest got to target the Necron Lord with Jaws of the World Wolf. I make my leadership test... he rolls... a 6. Playing to the FAQ he gets his WBB roll, but all he gets is a 1. Guess Necrons have problems climbing out of holes too.

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