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Max GK power?


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If you have a squad of GK's with 2 Libby's attached. You cast 3 Hammerhands and 2 Might of Titans. Would everyone strike at Str 9 with 4d6 armor penetration :) ? Sorry if that isn't correct

I am not 100% sure but I don't think Might of Titans stack.

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I recommend/request this get bumped over to the OR board so it can get appropriate exposure.

 

I can't address this myself as my rule books are at home and - frankly - I'm awake only by the grace of caffeine this morning. I do seem to recall this coming up before and that Hammerhand was ruled to stack with itself (per the FAQ) while MotT was ruled to not stack with itself; I honestly cannot recall how this is though.

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Nah, you'd be much better off with a model with some of the grenades then 2 Libbies. The above deathstar is completely reliant on Psychic powers for being powerful. For close to the same points (more or less) you could get 1 Libby, a Techmarine with Grenades, a Brotherhood champ, and 10 purifiers.
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Nah, you'd be much better off with a model with some of the grenades then 2 Libbies. The above deathstar is completely reliant on Psychic powers for being powerful. For close to the same points (more or less) you could get 1 Libby, a Techmarine with Grenades, a Brotherhood champ, and 10 purifiers.

Why the Brotherhood Champ as far as I have seen he is a waste of points?

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Oh, I never take him, but re-rolls to hit on the charge is nice if you are trying for super hammer unit. Usually it is excessive and 1/3 of the times Psykotrokes will do the same/better. But that particular hammer could swing at S9 against T 3 re-rolling hits on the charge, with all kinds of other effects.
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10 Paladins w/ a Banner for good measure

1 Libby with Might and Hammerhand

1 Libby with Might and Hammerhand

1 Techmarine

 

Paladins cast Hammerhand = S5

Librarians both Cast Hammerhand and Might (which all stack according to BRB FAQ) = S9 + 2D6

1 Techmarine casts Hammerhand and drops Psykotrokes = S10 + 2D6 as well as funky other effects.

 

The entire unit basically has Nemesis Daemonhammers striking at normal initiative, with +1A and automatic Force Weapon activation.

 

Inclusive of two Hammers in the Paladins plus the Techmarine's Servo Arms, there's just not much that can actually survive this. The Paladins are hitting everything in the game on 4+ at worst, and have +1A.

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That would the be case, thade. If you want to activate your Force Weapons, you're going to be stuck at S9, unless you add another Techmarine (the only IC available outside of the used up HQ choices). If you don't plan to use your force weapon activation, you can achieve S10 with the setup I listed above.

 

Well, heck. Do that. Add anothe Techie, then get to S10 with free Nemesis activation.

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That would the be case, thade. If you want to activate your Force Weapons, you're going to be stuck at S9, unless you add another Techmarine (the only IC available outside of the used up HQ choices). If you don't plan to use your force weapon activation, you can achieve S10 with the setup I listed above.

 

Well, heck. Do that. Add anothe Techie, then get to S10 with free Nemesis activation.

 

I'm not really sure what the S10 adds to that combo. You're going to be instant deathing everything due to Nemesis Force Weapons anyway and the extra 1 Strength isn't going to make a huge difference against AV when you're rolling 3d6 base anyway.

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That would the be case, thade. If you want to activate your Force Weapons, you're going to be stuck at S9, unless you add another Techmarine (the only IC available outside of the used up HQ choices). If you don't plan to use your force weapon activation, you can achieve S10 with the setup I listed above.

 

Well, heck. Do that. Add anothe Techie, then get to S10 with free Nemesis activation.

 

I'm not really sure what the S10 adds to that combo. You're going to be instant deathing everything due to Nemesis Force Weapons anyway and the extra 1 Strength isn't going to make a huge difference against AV when you're rolling 3d6 base anyway.

 

Someone missed the point of this thread.

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That would the be case, thade. If you want to activate your Force Weapons, you're going to be stuck at S9, unless you add another Techmarine (the only IC available outside of the used up HQ choices). If you don't plan to use your force weapon activation, you can achieve S10 with the setup I listed above.

 

Well, heck. Do that. Add anothe Techie, then get to S10 with free Nemesis activation.

S9 is still going to ID almost any model you come up against, and glancing AV14 on 5 means you'll tear apart light apcs...and actually, this is a full unit we're theorizing on...it would tear apart AV14 the same way a pack of FC'd Klaw Nobz do: with about a dozen glances. I'm going to go ahead and say that your additions here are overkill. :) But I like them for style-points.

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Actually they would do much better than Nobs 9 or 10 + 3 D6 (average of about 10) means that you are rolling a Pen on average, so with the S 10 squad (with 1 Techmarines, 2 Libbies, and 10 Paladins) get 52 (I think) S 10 + 3 D6 swings, even if that vehicles moves more than 6" it is likely getting hit 8 times, each hit is about 98% to penetrate, so lets say 7 pens, which on odds should destroy said vehicle
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Actually they would do much better than Nobs 9 or 10 + 3 D6 (average of about 10) means that you are rolling a Pen on average, so with the S 10 squad (with 1 Techmarines, 2 Libbies, and 10 Paladins) get 52 (I think) S 10 + 3 D6 swings, even if that vehicles moves more than 6" it is likely getting hit 8 times, each hit is about 98% to penetrate, so lets say 7 pens, which on odds should destroy said vehicle

Oh, of course! The extra D6. Even more reason not to sweat S9 vs S10. You could even get lazy and take only ONE LIBRARIAN. :devil: So much damage.

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Oh, of course! The extra D6. Even more reason not to sweat S9 vs S10. You could even get lazy and take only ONE LIBRARIAN. So much damage.

 

And then your squad gets hit by a vindicator...and you cry...:evil:

That Vindicator should have already been lit up with Psycannons, no? ;) That's how we address those silly plate-throwing things.

 

Though with all of this points-focus on melee vehicle killing, I wonder if we have points left for enough cannons for that?

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