mlund Posted July 20, 2010 Share Posted July 20, 2010 So when I was rechecking the Blood Angels Codex FAQ the note about when you check for distance to the Sanguinary Priest caught my attention. I'd always assumed Furious Charge kicked in when you, you know, charged. But by checking when you would roll to attack it opens up quite a vulnerable situation with the 1W Independent Character that is the Sanguinary Priest. If something you charge has Initiative 6 you probably won't be getting that S5 swings at I5. Your priest will get singled out in Close Combat and killed, leaving all your other Blood Angels feeling rather depressed and unenthusiastic. I think this stuck in my mind especially because I just finished up a match last night with a Dark Eldar player. High Initiative is sort of what they do. What units can you think of that routinely bring Initiative 6+ to the table? I have to check my Codex, but I seem to remember being able to squeeze I6 out of my Chaos Lord. Orks don't have anything that fast. Codex: Space Marines don't have it. Blood Angels might have a Furious Captain or Mephiston. I didn't see anything in Codex: Space Wolves that seemed to give anyone I6. Tau don't have it. Imperial Guard don't have it. So what about Chaos Daemons, Eldar, and Dark Elder? - Marty Lund Link to comment Share on other sites More sharing options...
Venerable Jazzman Posted July 20, 2010 Share Posted July 20, 2010 I've been running a Captain with twin claws and a jump-pack, alongside a Vanguard squad and a Priest. He tends to shred what I need him to shred at I6, and then the Vanguard kill off the rest of the threat. I was running a Librarian when the codex first came out, but he just kept dying in combat, even with a Priest nearby. Next upgrade of the list will have a Reclusiarch for the re-rolls, and I'll probably downgrade the captain mini to the Vanguard sgt, as I feel every BA army should have at least one model with twin claws on it, somewhere. Just as well i've not painted it yet. I'd love to have my old twin-clawed Librarian back as a legal option again, but I'll make do with a Codex I didn't have to print out myself... Link to comment Share on other sites More sharing options...
JamesI Posted July 20, 2010 Share Posted July 20, 2010 So far I have found it very rare that the priest is killed before I5 the turn of the charge (so rare I think it has yet to happen to me). My priest has often died at I4 or I1, but lives until then. I was using a Reclusiarch at I6 to clear things out, also have used a Captain with twin claws, and am now using Astorath. I love having some potent character at I6 (or better if using Dante) Link to comment Share on other sites More sharing options...
Tame Posted July 20, 2010 Share Posted July 20, 2010 Well, almost all Eldar strike at I5... Eldar Exarchs, harlequins, a couple HQs (Avatar, Autarch) and special characters strike at I6 (or more!) ... Link to comment Share on other sites More sharing options...
terminatorAM Posted July 21, 2010 Share Posted July 21, 2010 Eldar can be a pain when it comes to initiative, our priests only let us breack even in that department against them. Ive yet to actually play a game with the new dex (been working too much), but ive heard alot of people using tactics like keeping him back in a charge and not in base-to-base so he cant be singled out. Is this still helpful for those who tried or am i missing some rule that disallows that? Link to comment Share on other sites More sharing options...
Zeller Posted July 21, 2010 Share Posted July 21, 2010 For the record, Dante is I6 base. Add in the priest and he is as fast as anything outside maybe an Archon or Keeper of Secrets. I've been keeping my priest in the back of a squad as well. It's almost like baby sitting and it sucks considering the risk of putting him on the front. Link to comment Share on other sites More sharing options...
sac_ld Posted July 21, 2010 Share Posted July 21, 2010 At a quick glance at the Summary sheets the following are at I6 or higher: Dark Eldar Archon I7 Dracon I6 Incubi Master I6 Wych I6 Wych Succubus I6 Beastmaster I6 Reaver I6 Reaver Succubus I6 Hellion I6 Hellion Succubus I6 Eldar Autarch I6 Avatar I6 Death Jester I6 Exarch I6 Harlequin I6 Phoenix Lord I7 Shadowseer I6 Troupe Master I6 Yriel I7 Necron Necron Wraiths Tyranids* Broodlord I7 Deathleaper I7 Genestealer I6 Lictor I6 The Parasite of Mortrex I6 The Swarmlord I6 Ymgarl Genestealer I6 Chaos Daemons Daemonette of Slaanesh I6 Herald of Slaanesh I7 Keeper of Secrets I10 The Masque I7 Seeker of Slaanesh I6 Chaos Space Marines Abaddon I6 Lucius I6 Blood Angels Commander Dante I6 Lemartes I6 Mephiston I7 The Sanguinor I6 *Note that Tyranids equipped with Lash Whips will sets the units in Base Contact Base Initiative to I1. this means with furious charge you will become I2. Link to comment Share on other sites More sharing options...
Somar Posted July 21, 2010 Share Posted July 21, 2010 forgot the howling banshees, first round of the assault they have I10, no matter who charged. Link to comment Share on other sites More sharing options...
lorider2 Posted July 21, 2010 Share Posted July 21, 2010 As you can see, a fair amount of xenos CC specialists are I6 plus, and btw almost all have rending or power weapons. However, I dare ask does the timing of FC matter? Truth is, if you get into hth with banshees, the Swarmlord or Abaddon getting FC simply isn't going to matter to your troops much. They will be going last regardless and feel no pain isn't going to help much either! But if you are concerned about this, just branch off the priest before combat. As long as he is in 6", you get the FC and FNP anyways. He can follow behind combat and hopefully rejoin next turn if he is lucky. But I see this as more helpful to common problems of fists, etc. Link to comment Share on other sites More sharing options...
Midnightmare Posted July 21, 2010 Share Posted July 21, 2010 If you branch him off he'll most likely get shot to bits in the next shooting phase unless you join another unit. Link to comment Share on other sites More sharing options...
Sir Blayse Posted July 22, 2010 Share Posted July 22, 2010 wouldn't a lash whip still keep the int at 1, because the FC goes before the contact is made? in our games lash whip really makes CC not a nice idea. second, would a priest in say a rhino/back, still give off a 6" to squads around that vehicle? Link to comment Share on other sites More sharing options...
Liltom Posted July 22, 2010 Share Posted July 22, 2010 I2 with furious charge against lash whips. FAQ said such modifiers are done after the reduction to I1, I think. Link to comment Share on other sites More sharing options...
sac_ld Posted July 22, 2010 Share Posted July 22, 2010 I2 with furious charge against lash whips. FAQ said such modifiers are done after the reduction to I1, I think. Like Liltom said the FAQ states to do stat modifiers after the reduction to I1. That's why Eldar with Banshee Masks also remain at I10. Link to comment Share on other sites More sharing options...
LordofDeath11 Posted July 22, 2010 Share Posted July 22, 2010 wouldn't a lash whip still keep the int at 1, because the FC goes before the contact is made? in our games lash whip really makes CC not a nice idea.No furious charge takes affect when the attacks are made, so after b2b contact I'm thinking. second, would a priest in say a rhino/back, still give off a 6" to squads around that vehicle? Yes, it sure would. Link to comment Share on other sites More sharing options...
Brother Biskit Posted July 23, 2010 Share Posted July 23, 2010 Interesting question, Can you lose a rule you already have in effect. In the BA FAQ it gives that a rule applies to a unit when it is used. Since FC is used to determine Initiative at the start of combat, before blows are struck, then the rule is then in effect. For example, My RAS and priest charge the Swarmlord. We work out Initiative and the FC rule from the priest kicks in, giving my guys I5 vs the Swarmlords I6. The Swarmlord then chooses to split his attacks between the priest and the squad, mullering the priest and a few of the RAS. Since FC was applied to the unit at the beginning of the combat can it then be removed with the death of the priest, wouldn’t this then cause massive confusion if the unit was also in combat with a squad of I4 guys. Would the RAS strike first still and if so would they strike at S4 or S5? Link to comment Share on other sites More sharing options...
Deus_Sanguinius Posted July 23, 2010 Share Posted July 23, 2010 No! If you loose the priest before you could make your attacks you also loose the benefit of FC. Link to comment Share on other sites More sharing options...
TrentL Posted July 23, 2010 Share Posted July 23, 2010 When I charge with my units and a priest is attached I tend to move my priest last to make sure that what he's fighting he can surive. Or if possible at times I will even leave him out of base to base contact sure he cant' participate but his 2 attacks or the whole squad having +1str/init... I'll take the +1. I almost always try and protect my priest if possible and only take him out when I'm charging something that him + the sgt + HQ if possible are all striking the high value target (Like an Ork Warboss) Of course I have yet to fight any of the truly high initiative armies yet. Link to comment Share on other sites More sharing options...
SDarmy Posted July 24, 2010 Share Posted July 24, 2010 When using my SP i try to start the assault phase with him pinned in the center. ICs move first after the inital charger has reached btb. dont leave space enuff for him to pass between the bases of his unit and he has to move more then 6" to reach btb. then whn you move the regular guys in the unit he wont be in btb and therefore not targetable. this is very easy with the 40mm termmy bases but tricky with te standard bases but buried in a 10man squad he pretty well insulated. Edit. Quick note. in the rules for assaults the nearest model to the targeted unit must move the shortest route to make BtB contact with the targeted unit. after that the IC MUST move up to his maximum assault distance to make btb contact with an enemy model not in btb. then all members of the squad must attempt to make btb with any further models not in btb. so you really gotta be tricky and block the IC from slipping in between the bases of his unit members. if his base can not fit between the gaps the he cant move even if it is models in his unit. hope that was realativly clear. Link to comment Share on other sites More sharing options...
Brother Nathan Posted July 25, 2010 Share Posted July 25, 2010 dont forget many other units can also get furious charge, ragnar, khan etc. and isnt one of the marine powers that makes the libby init 10? Also on the tryinads lash whip thing, does it usually matter if furious charge brings you up to initive 2 as most, if not all of their attacks are likely to have already hit you... Link to comment Share on other sites More sharing options...
Wicksy Posted July 25, 2010 Share Posted July 25, 2010 What this tends to mean is that you need to pick your fights wisely. If you face a squad of I6+ close combatters, dont let the buggers get near you! Kill them at range and let your guys get at stuff they can easily kill. It can be very tough to make sure this happens but its the best way forward IMO. Keeping the priest at the back is difficukt as you generally have to make IC's a viable target for close combat though if you're beardy and make sure they can only engage the combat by being at the back you can keep them safe(ish). I like sticking a power weapon on them and using them as an extra source of unsavable wounds. Today i had a unit of 5 assault marines (sgt with PW), a sanguninary priest with a PW and a captain all charge a unit of 10 plague marines. There wasnt anyone left to retalliate :P (i did get lucky though). Link to comment Share on other sites More sharing options...
Valerian Posted July 26, 2010 Share Posted July 26, 2010 When using my SP i try to start the assault phase with him pinned in the center. ICs move first after the inital charger has reached btb. dont leave space enuff for him to pass between the bases of his unit and he has to move more then 6" to reach btb. then whn you move the regular guys in the unit he wont be in btb and therefore not targetable. this is very easy with the 40mm termmy bases but tricky with te standard bases but buried in a 10man squad he pretty well insulated. Edit. Quick note. in the rules for assaults the nearest model to the targeted unit must move the shortest route to make BtB contact with the targeted unit. after that the IC MUST move up to his maximum assault distance to make btb contact with an enemy model not in btb. then all members of the squad must attempt to make btb with any further models not in btb. so you really gotta be tricky and block the IC from slipping in between the bases of his unit members. if his base can not fit between the gaps the he cant move even if it is models in his unit. hope that was realativly clear. You got this all wrong; ICs don't have to move before the rest of the unit on the charge. That's only for the countercharge/reaction move and Pile-ins. Read the part about Assaults in the rulebook again. V Link to comment Share on other sites More sharing options...
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