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Saga Of the Warrior Born


Sohail187

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Quick question regarding this saga. I enjoy playing my wolf lord as i just love seeing him tear through infantry lines galore. However i have always taken saga of the bear for eternal warrior. However being on TW and t5. Not many weapons that can insta kill most of the time. So i been thinking of taking Warrior born.  

 

Question 1:
However it states, that the guy gets number of attacks equal to the number of kill he got during the assault phase. Lets say for example, i gain 3 attacks and wipe that unit out. Do i keep those 3 attacks? or does it reset to basic attacks once the unit is wiped out. 

 

Question 2:


What if my lord and his unit manage to get off multiple assault. Lets say i kill 3 units from squad A, if i was to kill of squad A, can i apply the bonus attacks to squad B? since the rest of my unit are locked in combat.

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First off... T10? I think you mean T5 teehee.gif

So to your first questions: To my understanding, the attacks carry into the next combat of the next player turn. So if you wipe the squad in your opponent's turn, you can charge and have extra attacks. If you wipe the squad in your turn, if your opponent charges you then you have extra attacks. After a turn rotation however, the counter is reset.

Second question: Bonus attacks only apply to the next fight-phase. So only the next turn. If you multi-assault you will have to split your attacks up between the squads you are attacking and add those together in order to determine the number of bonus attacks.

Yeah, Warriorborn is pretty simple - you gain extra attacks for any kills in the previous Assault phase, so you have to stay in combat for that to continue to build - if you ever miss out on a fight sub-phase, the whole thing resets to your basic number of attacks.  If you wipe-out an enemy unit in your turn, then it's up to your opponent to choose to assault you in his turn; a savvy opponent wil avoid attacking a unit with a Warriorborn Wolf Lord that has been "growing" attacks and will sit back and shoot, or withdraw.  If, however, you wipe out the enemy in his turn (which is what you always want to do, as it keeps you protected from his shooting, too), then you're free to move and assault a new unit in your turn, and continue to build.

 

We've had old, old threads on how many Warriorborn attacks we've generated, and I think some players have generated above 20 (in target rich environments, e.g. against IG, etc.).  I myself had Ragnar kill four or five units by himself in 5e games.

 

Valerian

Lore Master, can I get one of those threads? I'd love to read up on the slaughter of the Allfather's enemies. devil.gif

Sure JD, here are a couple links:

http://www.bolterandchainsword.com/topic/204638-space-wolves-victory/?hl=Valerian++Dante

http://www.bolterandchainsword.com/topic/241433-ragnar-on-the-warpath/?hl=%2B%2Bvalerian+%2B%2Bbattle+%2B%2Breport

http://www.bolterandchainsword.com/topic/238856-today-ragnar-killed/?hl=%2B%2Bragnar+%2B%2Bkilled&do=findComment&comment=2883824

Unfortunately, most of the old threads where we did Ragnar kill-tallys have been archived, and don't show up in searches. Anything older than 3 years ago is hard for me to find on here since the software was upgraded.

V

Thanks for clearing that up. So basically keep him in combat biggrin.png or get into the combat as soon as you get out of it!

Slightly off topic!!! again tongue.png

I have a game vs nids tomorrow night 1750. Never ever played nids, in this edition or in 5th. Any tips on what to expect. I assume a flying hive tyrant 100%, but thats the only thing i know.

I have gone for 3 speeder seperate squads with typhoons missiles and HB, 3 squads of LF, x2 4 missile laucnhers, 3rd squad x4 heavy bolters. 2 razorbacks with 6 man squads both heavy bolters. From what i know about tyranids sit back and shoot!!!! but do you think that is to much shooty... shootyyyy

Flyrants are pretty much an auto-include for 'nids right now. My typical opponent will usually have the Doom of Malantai dropping in with a Mycetic Spore. If you see this in his list, SPREAD OUT or get in a vehicle/building. He's got a Psychic Scream (3D6-Leadership=Wounds you take, invulns only) that doesn't require a test or roll to hit,that you can't deny, that happens EVERY (both players') shooting phase. Luckily it's only a 6" range with a 6" move). On top of that he gains a wound for every one he does on you up to 10, but will remain T4. It also has Life Leech and Cataclysm. Kill it kill it.

My first game against 'nids I did not see it coming, was bunkered in my deployment zone on the objective (Emperor's Will) shooting gaunts with glee, Doom came in, had some bad dice rolls, and half my army was gone by the end of my turn. My opponent is also a fairly shrewd WAAC player so it wasn't even funny to see that happen to my Wolves. It was the most embarrassing thing that's ever happened to me in a game and required no effort by the enemy except paying 90pts(!) For Doom Plus like the 40 or 50 for the Spore. Never Again. /Rant

 

Also you can expect Tervigons spawning more gaunts each turn, they'll usually roll doubles and quit a few turns in (and can be somewhat ignored after that), but can put an overwhelming number of bugs on the board, so lots of blasts and dakka if you're expecting 'Nids. So, to answer your question, no that's not too much shooty. Just make sure you have something to deal with Flyers and MC's. The little bugs are more of a nuisance (that you can't ignore!) But the big ones you need to watch our for. And it will probably only get worse come Nidvember.

Well, i do not have anything with skyfire. My plan to deal with flyers is

1) get first turn and hope he deploys it kill it before it takes off.

2) Hit it with bolters and wait for it to fail a grounding test then rip the LF into it. MC's,

 

i got 18 krack missiles each turn. If i cannot kill MC with that i give up. Not only say i also have 5 wtda with combi melta or plasma, i have not decided yet, and a cyclone missile launcher + power fists.

 

Do MC not have low initiative cause i was under the impression they did and was hoping to get some jaw kills. 

Yeah Jaws is exactly what you'll need if you can maneuver your RP into the right place. It won't work too well against your I5 HQ bugs, but Tervigons will drop like flies. One thing to watch out for is, and I don't know if it's an upgrade or USR, one of the Flyrants (or something) I face if it's close will force you to roll your psychic tests on 3D6 and ANY doubles is a perils of the Warp so be careful or focus on getting those guys down with mass firepowah. (Edit: Actually yes I believe it's a Tyranid ASR)

 

You should also be able to tarpit gaunts with a dreadnought, as they can't hurt him and cannot flee combat due to being fearless (someone correct me if they have a workaround for that, I don't have a nid codex). But a smart player will keep his MCs nearby.

Figured out how to search the Archives!  Looky here at what I found...

 

Valerian

 

EDIT:  Only the first page of that thread is relevant, however; the remaining four pages is bickering about how Warriorborn worked, and then how Fenrisian Wolves as wargear worked.  These things were still under debate back then, as the codex had only recently been released.  Reading through all of those old arguments now will do you no good.

 

V

Ive only had one game versus nids and I found whirlwinds and lots of fangs good. But I did take 2 LRR's for kicks and whilst I had to keep moving/keeping out of assault range of his big things they did do alot of damage aswell as providing mobile bunkers for my greys when all his massed little gribblys jumped in.

 

Never used warrior born, sorry.

Brothers..... success. At last. I was facing a new xenos threat, however I think I chose a perfect army to deal with what he had.

 

Managing to kill his flying hive tyrant turn 1 was good. Grounded him with a heavy bolter on a razorback and unleased combi meltas and a cyclone to end his petty fall life.

 

In the end my 16 missile and 10 heavy bolters was just to much.

 

However someone warned me of the drop pod dude who makes u take LD on 3d6 anything over your LD is number of wounds..... took 13 gh when that dropped...

 

Thanks for the tips

However someone warned me of the drop pod dude who makes u take LD on 3d6 anything over your LD is number of wounds..... took 13 gh when that dropped...

 

Thanks for the tips

I told you to watch out for the Doom of Malantai! That thing is so cheesy it's pretty much an auto include for nid players. AT LEAST MAKE IT TAKE A PSYCHIC TEST, DAMMIT! Cheers on a victory for the Fang! And yes there is nothing more satisfying than dropping their Flyrants with a cuss weapon and blowing them to bits.

Man I could not believe the rules that frigging thing had. The best one was the amount of wounds it causes with that spells he gets in wounds to a total of 10. So I though ok f... this wgtda powerfist his fist his face please..

 

It was very fun to play though. Memories of starship troopers kept popping into my mind.

Yeah I drop mission, objectives, everything I can to kill the Doom I hate it so much. Only thing that I come close to hating more is the Tyranid player's movement phase. Moving that junk over craters is one of the reasons I cut the Guard blob out of my lists. Now try it with 100 Termagaunts.

He actually fielded alot of the basic troops, which had assault 3 shot weapons. He had like 3 squads of 10-15 something along those lines, and he spawned a total of 20-25 normal ones. 

 

This is the surprising thing though i think my army list for the first time was really well written out, and i think i might be able to use this against any other army. 

 

Level 2 RP

Jaws / Living L

 

5 WGTDA  x4 Combi Plas or Melta / SS TH / 4 PF

 

x10 GH POD x2 melta MOTW-WS

x9 GH POD x1 Melta MOTW-WS (Runes Priest)

x6 GH razorback Heavy bolter  MoTW

x6 GH razorback Heavy bolter MoTW

 

x3 landspeeder Typhoon missiles x3 heavy bolter (Separate squads)

 

3 squads of LF 8 Missile launchers 4 heavy bolters. 

I was able to drop evertying and for the first time ever, because i had so much fire power with the speeders from my side of the table, my pods units were cleaning up and survived several turns. 

 

Not sure how this list would fair up against other armies though. 

That's an awesome hordes list, you have enough bullets to handle all the enemy models, and I think sheer rate-of-fire would probably do you good against other armies. Against MEQ I'd probably try to fit in a little more AP3/2 but you'll probably be ok with all that krak. The lvl 2 RP might be a lot of points especially if your opponent has any combat characters gunning him for slay the warlord I would trade it for runic/tda then again it's worthless against axes/hammers/fists/plasma so maybe you'll be alright. If the lvl2 upgrade drops to 25pts in our next codex all the better.

But really I don't see any obvious flaws in that list. /highfive

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