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I was wrong....


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And I'm gonna admit it,

 

When codex demons came out, I hated the warpstorm table, I thought it was an awful idea, overcomplicated, and slows the game down....

 

Its awesome, every game useful things come from it, my most recent game, khorne bombarded my opponents long fangs with skulls, panicking his warlord and psychic defense off the table, game before that, slaanesh took a storm raven from behind and did unspeakable and obscene things to its exhaust ports.. Its like having an ally, another guy on your team!

 

Anyhow, enough of my excited burbling, any of you guys equally loved up with the storm?

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I like the idea enough that it really has me thinking about using daemons as primary as opposed to allied with my CSMs. The only downside would be losing access to the CSM warlord trait table, (and Huron inspired infiltrate).

 

The chances of something good happening far outweigh the bad IMHO. Plus it adds something fun to the proceedings.

 

I mean, who doesn't relish the thought of Slaanesh personally having his way with a sisters of battle army :P

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The best rolls i can remember is: 

when a glorious rot gave me first blood in relic mission against grey knights killing a five man strike squad.

The look on my opponents face when free units appeared out of thin air to claim objectives (generally double 6 is awesome, got it rolled 3 or 4 times so far)

Unfortunatly, i get the -1 invu saves far more often than the +1 invu which hurts a lot.

Come to think of it 4 is the only roll i actually hate. I only lost a single psyker after rolling 3 and instability has never hurt me where it counts.

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Oh man, the Warp Storm table is awesome. Khorne has killed more of my Bloodletters (through scattering) than he has anything else, and Nurgle seems to regularly pass wind on my battlefields.

 

I did feel bad once for rolling an 11 and possessing my opponent's Coteaz. But then I remembered that it was Coteaz and I stopped feeling bad.

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The Warp Storm Table is awesome. It does have it's weaknesses, like occasionally blowing up your own guys, but that's what instruments are for. And has anyone else noticed that, the way it's worded, instruments can be used to re-roll whether or not an enemy unit takes a hit?

 

Imagine it, mono-god army gets lucky and rolls the right punishment, and you can make it much more likely something important will take a hit.

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The Warp Storm Table is awesome. It does have it's weaknesses, like occasionally blowing up your own guys, but that's what instruments are for. And has anyone else noticed that, the way it's worded, instruments can be used to re-roll whether or not an enemy unit takes a hit?

Imagine it, mono-god army gets lucky and rolls the right punishment, and you can make it much more likely something important will take a hit.

It's not just how it's worded; that seems to be exactly how it was intended. It hasn't helped me yet, though I don't tend to use any more than 2 or so instruments in a normal game.
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Basically the warp storm table is our main shooting phase in my opinion, and I think its great, even better with Fateweaver.

75% of the results are good. 25% of them them can be game changing.

 

You can also improve your odds if you roll a 3 by including troop upgrades, such as a Plagueridden, Alluress, etc...

 

Sadly, almost every time I've rolled an 11 my opponent had no psykers...except for once when I instant killed Eldrad on turn 1.

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  • 1 month later...

My last game had some disastrous Warp Storm rolls. Completely forgot to roll on the first turn (my opponent and I agreed to just wait until the second turn) and got +1 invul saves on turn 2. The rest of the game, however, gave me:

 

-1 invuls

Random character takes 3D6 Instability test (this alone might make the 5pt character upgrade in your squads worth it!)

Whole army takes Instability tests

 

My opponent pointed out that it was obviously the gods balancing out the fact that in our games, Instability has been very kind to me.

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