L30n1d4s Posted July 1, 2012 Share Posted July 1, 2012 Well, tons of new options, especially with the new Pyschic Disciplines, but two that fascinate me the most for SW are "Endurance" (from Biomancy) and "Gate of Infinity" (from Telekinesis). What do these powers bring to SW? Well, Endurance may be the best one, giving a single target unit Relentless, FNP, and the new 'It Will Not Die' rule. Imagine this on a unit of Thunderwolves... not only can they regenerate lost wounds, but they are even more survivable with FNP (only S10 will negate this, as they are T5) and they can even take bolters instead of bolt pistols and still shoot them and assault, since they are relentless. Another great target for Endurance is a Long Fang squad. Relentless lets them move and shoot at full BS (even coming off a transport or Drop Pod) and FNP helps them survive, despite their small pack size. Perhaps the best use of this is on a small elite Wolf Guard Pack with some multi-wound special characters attached. Logan Grimnar, Arjac, and a couple of TDA Wolf Guard buddies, all with FNP and wound regeneration (and EW on Logan and Arjac).... throw in Logan's Fearless and/or Preferred Enemy, can anyone say Deathstar? This is Space Wolves' ability to keep all their natural advantages and make themselves even tougher. As for Gates of Infinity, I think this is the answer for SW footslogging squads. 15 Bloodclaws with a WG Pack Leader and an attached Rune Priest? No Land Raider required, just use Gate of Infinity to "bounce" 24" accross the board and get right in the enemy deployment zone turn one, ready for a Bezerk Charge next turn. The limiting factor is the danger of scattering, which can be risky. Still, if successful, this tactic can truly throw a wrench in enemy plans. One way to mitigate the scatter problem is taking allies with Homing Beacons (i.e. SM Scout Bikers, BA scouts, GK Mystics, etc.), who can "pull" the Gating Blood Claw Pack to itself with no danger of scatter. Link to comment https://bolterandchainsword.com/topic/255129-endurance-and-gate-of-infinity/ Share on other sites More sharing options...
Grimtooth Posted July 1, 2012 Share Posted July 1, 2012 Random powers would like to have a word with you. Link to comment https://bolterandchainsword.com/topic/255129-endurance-and-gate-of-infinity/#findComment-3104210 Share on other sites More sharing options...
L30n1d4s Posted July 1, 2012 Author Share Posted July 1, 2012 Hmmm, good point ;) Well, if you can get them, these powers are great, especially the Endurance one. Even vehicles can benefit, with the possibility of regenerating a hull point on a 5+ (kind of a desperate gameble, but still possible). Link to comment https://bolterandchainsword.com/topic/255129-endurance-and-gate-of-infinity/#findComment-3104292 Share on other sites More sharing options...
clanfield Posted July 2, 2012 Share Posted July 2, 2012 agree with the above but ...(ahh clanfields but)you still cannt assult after fireing a rapid fire wepon sorry and gate of infinaty can be used to get units out of trouble as well as into it if you think ahead lure the enermy into a fire zone with them boys and a rune priest and zap em away so you can bomb the hell out of em :D Link to comment https://bolterandchainsword.com/topic/255129-endurance-and-gate-of-infinity/#findComment-3105250 Share on other sites More sharing options...
CainTheHunter Posted July 2, 2012 Share Posted July 2, 2012 Ah, good old Gate from 13th Company times with Rune Priest hopping accross battlefield.... Link to comment https://bolterandchainsword.com/topic/255129-endurance-and-gate-of-infinity/#findComment-3105258 Share on other sites More sharing options...
L30n1d4s Posted July 2, 2012 Author Share Posted July 2, 2012 Actually, Endurance gives the unit Relentless (along with FNP and It Will Not Die), so they can shoot Rapid Fire weapons and still assault. Link to comment https://bolterandchainsword.com/topic/255129-endurance-and-gate-of-infinity/#findComment-3106043 Share on other sites More sharing options...
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