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But what do you fear?


Hiro_Protagonist

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I've seen many a post dealing with rock solid units and game winning strategies but few that deal with an army's shortcomings. That's what this is about, trying to think of how our armies could be destroyed...and how to prevent it. So what units really give you the hardest times? And what have you thought of to fix the problem?

For example AP3 bolters used to chew up my assault marines...now I'm rocking the transports.

Anyone else got some examples....or are you too afraid to admit to you've had problems?

 

Denial ain't just a river in Egypt...

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

If FNP didn't work for AP 3 weapons, then FNP on demons would never take it. An AP3 weapon is not a weapon that can never give an armor save.

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I fear two thing. Killa kan, ork dreadnought armies with nobs and Tyranid monstrous creature lists.

I build my armies based on these lists, but then you still need to have enough anti-infantry.

So i guess my fear is not having enough units to deal with both in a competitive environment.

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

If FNP didn't work for AP 3 weapons, then FNP on demons would never take it. An AP3 weapon is not a weapon that can never give an armor save.

 

 

Really? So if your armour is a 3+, and then you are hit with an AP3 weapon...which does never gives you an armour save...you get FNP? :mellow:

 

I dont think so.

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

If FNP didn't work for AP 3 weapons, then FNP on demons would never take it. An AP3 weapon is not a weapon that can never give an armor save.

 

 

Really? So if your armour is a 3+, and then you are hit with an AP3 weapon...which does never gives you an armour save...you get FNP? :mellow:

 

I dont think so.

So nurgle demons, who ahve no armor, can never use their FNP?

 

Check the Official rules forum. Its pretty well accepted that AP3 does not remove FNP.

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

If FNP didn't work for AP 3 weapons, then FNP on demons would never take it. An AP3 weapon is not a weapon that can never give an armor save.

 

 

Really? So if your armour is a 3+, and then you are hit with an AP3 weapon...which does never gives you an armour save...you get FNP? ;)

 

I dont think so.

So nurgle demons, who ahve no armor, can never use their FNP?

 

Check the Official rules forum. Its pretty well accepted that AP3 does not remove FNP.

 

To sum up the key phrase is "ever be taken", ie no one ever gets an armour save from a power weapon but anyone with a 2+ save can get one from ap3 weapons.

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Honestly? It's always my fear about being swarmed by huge numbers of whatever I'm facing.

 

Say what you want about Mechanized and the like, however nothing gives me the chills more then facing an army that's double my model count at minimum.

 

This is why I always take force multipliers. My army is never short of Heavy Flamers, the least amount I'll take is 2-3. I also like having a pie plate or two, usually in the form of Vindicators.

 

Blood Angels have the same problem that every Space Marine Army has, Small Model count, kill point heavy. Every single one of your models has to have a purpose and be able to take out twice his number of enemies to stand a chance.

 

But yeah, a big weakness to SM in general is being out numbered, and I'll admit I play against a lot of non Meq players. Denying them cover saves is huge....I do love my Holy Promethium.

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

If FNP didn't work for AP 3 weapons, then FNP on demons would never take it. An AP3 weapon is not a weapon that can never give an armor save.

 

 

Really? So if your armour is a 3+, and then you are hit with an AP3 weapon...which does never gives you an armour save...you get FNP? ;)

 

I dont think so.

So nurgle demons, who ahve no armor, can never use their FNP?

 

Check the Official rules forum. Its pretty well accepted that AP3 does not remove FNP.

 

Dont nurgle demons have an invuln? ( i know nothing of demons. )

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Now that's what I like to see, people admitting that their army hasn't got it all in the bag, but still looking for a way to overcome. I find it to be a big help in games. If you can't face those fears then you might as well pack up as soon as you see them across the board!

 

Another thing I fear is Death Company...9 + Chaplain = Dead Squad so I try and hose these guys down with plasma as soon as possible.

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

If FNP didn't work for AP 3 weapons, then FNP on demons would never take it. An AP3 weapon is not a weapon that can never give an armor save.

 

 

Really? So if your armour is a 3+, and then you are hit with an AP3 weapon...which does never gives you an armour save...you get FNP? ;)

 

I dont think so.

So nurgle demons, who ahve no armor, can never use their FNP?

 

Check the Official rules forum. Its pretty well accepted that AP3 does not remove FNP.

 

Dont nurgle demons have an invuln? ( i know nothing of demons. )

yes, but they have no armor save, which means they can never take an armor save, which would mean (if you are right on FNP) they can't use FNP.

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Basically the same as other MEQ armies, AP1+2 and power weapon spam. Remember the FNP from priests and for DC gives you a save against AP3 weapons.

 

How do you figure this? The rule specificly states : This ability can not be used against woulds from weapons that inflict instant death ( by having high enough strength or a special rule to that effect; even if the model is an eternal warrior) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound that which no armour save can ever be taken (like wounds from power fists, dreadnought close combat weapons, rending weapons that roll a 6 , perils of the warp , failed dangerous terrain test, etc. )

If FNP didn't work for AP 3 weapons, then FNP on demons would never take it. An AP3 weapon is not a weapon that can never give an armor save.

 

 

Really? So if your armour is a 3+, and then you are hit with an AP3 weapon...which does never gives you an armour save...you get FNP? ;)

 

I dont think so.

So nurgle demons, who ahve no armor, can never use their FNP?

 

Check the Official rules forum. Its pretty well accepted that AP3 does not remove FNP.

 

Dont nurgle demons have an invuln? ( i know nothing of demons. )

yes, but they have no armor save, which means they can never take an armor save, which would mean (if you are right on FNP) they can't use FNP.

 

It's clearly stated in the rulebooks, in ()'s right after the sentence that says CAN ever be taken. Now, it doesn't say can never be taken by a model with a 3+ save, it says ever taken. You can NEVER take an armour save from ap 1 or 2, never from a power weapon or power fist, or from a monstrous creature, a close combat weapon from a dread, rending, perils of the warp, failed dangerous terrain...but you CAN, take one from AP 3, even if you're power armoured, because it's possible, though not for the unit, to take an armour save. Thus is why FNP works against things that deny saves with AP3.

 

A little weird perhaps, but clearly stated in the rulebook. It doesn't specify can never be taken by that unit, it says specifically "no armour save can <ever> be taken" emphasis mine on the ever.

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yes, but they have no armor save, which means they can never take an armor save, which would mean (if you are right on FNP) they can't use FNP.

 

But it's not the weapon that is allowing no armour save, they just never had one in the first place. So they CAN use FNP.

I know that. I'm trying to explain why AP 3 does not deny marines FNP.

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