Hiro_Protagonist Posted September 11, 2010 Share Posted September 11, 2010 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... Link to comment Share on other sites More sharing options...
Brother-Captain Lucius Posted September 11, 2010 Share Posted September 11, 2010 Trygons annoy the :cuss out of my infantry army when nothing goes to plane. Link to comment Share on other sites More sharing options...
Stormbrow II Posted September 11, 2010 Share Posted September 11, 2010 Trygons annoy the censored.gif out of my infantry army when nothing goes to plane. What about Dante's gimp mask? Link to comment Share on other sites More sharing options...
Brother Theophantus Posted September 11, 2010 Share Posted September 11, 2010 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. Link to comment Share on other sites More sharing options...
Born of Iron Posted September 11, 2010 Share Posted September 11, 2010 tau piranah melta spam, I play pure dc so I end up chasing them everywhere Link to comment Share on other sites More sharing options...
Demoulius Posted September 11, 2010 Share Posted September 11, 2010 oddly enough close combat :rolleyes: been running an assault army as of late and facing monstrous creatures, genestealers, 30 boy mobz etc etc. makes me REALLY iffy about charging...well anything without the chances of me facerolling beeing skyhigh.... Link to comment Share on other sites More sharing options...
Brother-Captain Lucius Posted September 12, 2010 Share Posted September 12, 2010 yup dantes gimp mask was fairly gay today making my libby perils and die on his first power :) Link to comment Share on other sites More sharing options...
Zeller Posted September 12, 2010 Share Posted September 12, 2010 I fear losing my predators. As a result I am like a hawk with the distances. Ordnance templates. Solution - MM attack bike squads. Link to comment Share on other sites More sharing options...
lunchb0x Posted September 12, 2010 Share Posted September 12, 2010 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. ) Link to comment Share on other sites More sharing options...
Marshal Wilhelm Posted September 12, 2010 Share Posted September 12, 2010 People learning that I can't turn left *Did I just think that or did I say it out aloud?* Link to comment Share on other sites More sharing options...
Demoulius Posted September 12, 2010 Share Posted September 12, 2010 People learning that I can't turn left *Did I just think that or did I say it out aloud?* why is that? are your turnsignals broken? :D Link to comment Share on other sites More sharing options...
JamesI Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
I am Legion Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
lunchb0x Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
JamesI Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
Brother Theophantus Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
Hiro_Protagonist Posted September 12, 2010 Author Share Posted September 12, 2010 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. It's like the good Brother says. When they say no armour save is allowed, they mean by anyone. Link to comment Share on other sites More sharing options...
Kunanaki Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
lunchb0x Posted September 12, 2010 Share Posted September 12, 2010 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. ) Link to comment Share on other sites More sharing options...
bulley Posted September 12, 2010 Share Posted September 12, 2010 As a jump army its pie plate or a huge numbered close combat army, both of which I am yet to play against. Also not looking forward to my first "I have plane spam" IG's etc.. as I've never had to face up against them before. Link to comment Share on other sites More sharing options...
Hiro_Protagonist Posted September 12, 2010 Author Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
JamesI Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
Hiro_Protagonist Posted September 12, 2010 Author Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
Kunanaki Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
JamesI Posted September 12, 2010 Share Posted September 12, 2010 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. Link to comment Share on other sites More sharing options...
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