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perils of the warp


yowsaman

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well i just played a game today against my friends chaos with tau as ally's and when i was casting my psychic powers with my libby. i managed to roll three times in a row a peril of the warp (double one, double six and double one) ;) . i managed to save one, but the other two where to much for him. so my libby died and much of my battle plans with him ^_^

(well i did manage to win the battle with kill points tho :whoops: )

 

any of you guy's had that much problems with perils of the warp?

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You're asking if people are having similar problems with rolling dice? Perils of the warp isnt something people can "have problems with" as it's all luck of the dice with no skill or statistics in place to increase or decrease it. It's like asking if people are having trouble rolling 1's a lot. B) :P

I think playing grey knights will be all about judicious use of psychic tests. If you spam powers for every squad, every turn then, yes, youre gonna peril alot.

And yes, sometimes the dice will hate you and you will peril three times in a row. Theres nothing much to do about that. When the dice hate you, you lose, regardless of wether you're playing grey knights or something else.

well maybe i said it wrong or asked the question badly :)

 

i know it all depends on the dice and you cant do a thing about it. you just have those day's.

i just wanted to know if other people had similar experiences with that much perils of the warp throwing, not for an specific reason (just for fun, altough there aint much fun about it :) )

 

my tactic wasent solely based around the librarian. But he is a bigg part of it. it justed sucked rolling it three times in a row for him. :P

I don't remember the last time I rolled Perils. It's been about ten games. If you're that scared of it, build a list less reliant on Psychic powers.

 

lol i'm not scared of it :huh: i know it comes with the "terretory" when you play grey knight.

 

just taught it would be nice thread to discuss some really bad luck on the perils of the warp roles :D

'Perils' is a pain, no doubt about it. Just about all you can do is take warding stave on your Librarian, and not put important wargear like hammers on your Justicars/Flame Knights.

The Stave won't save the Librarian from Perils.

 

And that's the annoying thing, a Justicar from an offensive POV is the best person to put a hammer on. He get's more attacks and can MC it. But when Perils hits he is the first to go. I don't think it will change my squad composition though. I already take a back up hammer.

Really? Because there is nothing saying you can't take it against 'Perils'. Until they FAQ it of course (making staves even less useful).

 

I don't bother with Strike squads myself (Warp Quake is highly overrated, Purifiers are so god-like it's not funny), but I see your point. On Terminator squads though, the Justicar is just as good as hitting things as his squadmates, so no need for hammer on him there (although free halberd is a must).

So far, the only time I've suffered a Perils was on a Storm Raven.

And goddammit it was double 6, too.

Have had a pretty good run since though. But I don't spam powers much (Been playing a lot against Eldar recently, so I don't roll a single test until their Farseer is dead)

It's a 2++ against combat attacks. What part of Perils of the Warp is a combat attack? Even if you Perils in the assault phase it's still not a combat attack.

 

Warp Quake is handy just as Cleansing Flame is. There are no hordes round here so Cleansing Flame is actually more usless then Warp Quake, but it depends on what your area is like.

Doesn't matter. Perils allows any invul saves you may have, but forces re-rolls. Like I said, I'm sure it's an oversight that will get FAQ'd.

I'd also add that it's dumb that vanilla Marines can just add a storm shield to their Librarian and suddenly 'Perils' doesn't matter. Warding stave will get FAQ'd, but storm shield remains broken, hooray.

 

Warp Quake is pretty dependent on the enemy Deepstriking. Seeing as that pretty much is limited to Daemons (whom we already curb-stomp horribly), it's not that great. 'Cleansing Flame' is good because one of the primary strategies for other armies vs Marines is to swamp them in close-combat (Guard, Orks and Nids all rely on this). By definition, anything with superior numbers to you in close-combat is unlikely to be another MeQ, and therefore will die horribly to 'Cleansing Flame'. If they are MeQ's, you just turn on Hammerhand instead. Very good utility vs any army you can think of, between those two powers (and of course still having force weapon for killing characters/monsters).

Doesn't matter. Perils allows any invul saves you may have, but forces re-rolls. Like I said, I'm sure it's an oversight that will get FAQ'd.

I'd also add that it's dumb that vanilla Marines can just add a storm shield to their Librarian and suddenly 'Perils' doesn't matter. Warding stave will get FAQ'd, but storm shield remains broken, hooray.

 

Warp Quake is pretty dependent on the enemy Deepstriking. Seeing as that pretty much is limited to Daemons (whom we already curb-stomp horribly), it's not that great. 'Cleansing Flame' is good because one of the primary strategies for other armies vs Marines is to swamp them in close-combat (Guard, Orks and Nids all rely on this). By definition, anything with superior numbers to you in close-combat is unlikely to be another MeQ, and therefore will die horribly to 'Cleansing Flame'. If they are MeQ's, you just turn on Hammerhand instead. Very good utility vs any army you can think of, between those two powers (and of course still having force weapon for killing characters/monsters).

It says invulnerable saves are allowed not any invulnerable save at your disposal is usable. I read this as any invun saves that you would normally have in this situation is allowed (i.e. ones that do not have limits such as against shoot/combat only). But seen as the Stave explains which situations it works in which does not cover Perils I'm gonna have to say that what it says on pg50 doesn't allow you to use the Stave in that way.

 

Deep Striking doesn't just mean Daemons. Drop Pod armies, termicide, Tau Battle Suits, DSing Dark Eldar. It covers more than just Daemons. Someone I play regularly uses a Drop Pod so it's very handy against him. And when it comes to combat I'd rather take Hammer Hand vs his marines than Cleansing Flame. Again this is just the people I face, there is very little need for Cleansing Flame against the people at my store.

Every time you roll it's a 6% chance you'll get a perils. Compare that to, say, Eldar with runes for whom its a 9% chance and your prospects are looking a little rosier :). I guess try not to use either GW dice (notorius for 1's) or loaded dice (1's or 6's) :P :P

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