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Scion Command Squad + Sevrin Loth


L30n1d4s

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One of the combos I am excited to try out with the new Tempestus Militarum codex is the following:

 

-Sevrin Loth using Biomancy discipline

-Scion Command with 4 hotshot volley guns

 

Since Loth can pick his powers, give him Endurance and Enfeeble.

 

Attached to the Scion Command squad , he casts Endurance on the squad and Enfeeble on their target. This makes the squad Relentless (so it can shoot the volley guns to full effect, I.e. 16 S4 AP 3 shots at 24" even when moving), gives them FNP, and gives Loth and the Tempestor Prime IWND to regain lost wounds.

 

Enfeeble reduces the target toughness by -1, making the Volleyguns more effective (I.e. Wound MEQs on 3+s). Finally, the Tempestor Prime gives the unit rerolls to Hit with his Order and Loth activates his 2++ save to help tank for the unit.

 

Against a MEQ unit, that's 16 shots, an average of 14 hits, and about 9 wounds, basically wiping out an entire squad in one phase.

 

We'll see if it is actually competitive, but looking forward to trying it out sometime.

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Seems like a very niche death star, only effective against MEQ units and with fairly short range to boot. Pretty awful in CC as well, and for ~100 points more you could be taking Tiggy + Grav cents, although I suppose they're pretty mediocre in CC as well.

 

On a similar topic, the new AdMil orders combined with Loth or Tiggy In a guard blob/scions unit looks like it could put some hurt out, rerolling hits las guns/hot shots with precision shots or rending, benefitting from 4++ and ATSKNF is pretty tasty.

i am very much looking away from hot shot volley guns as 4 shots with gets hot will hurt. On the onther hand i am looking at running Space Marines with multuple locator beacons to bring the scion squads right where i need them, with meltas in regular squads, and a naked command squad to reduce the threat from the important an squishy tempestor prime. Drop pod with sternguard with beacon, scouts in a lss with beacon, and scout bikers with a beacon= at least one locator beacon alive turn 2. I will have to post the outcome of the first match played with this once i get time to play.

Fortunately, hotshot volley guns do NOT have the "gets hot" rule (despite how their name sounds), so that should not be an issue, unlike Plasma Guns. In turn, that means that you can put out 16 shots a turn without fear of hurting yourself.

 

Unfortunately for the strategy you suggested, Scouts in a LSS cannot take a Locator Beacon (can only take a Teleporter Homer, which only works on teleporting Terminators). Still, your Drop Pod and Scout Bikers with Locator Beacons should be quite useful for your strategy.

Hmm, in the iBook codex everywhere I look (I.e. Unit entires, armory, etc.) there is no mention of Gets Hot on the profile at all.

 

Also, in the new AM book it does not have Gets Hot, so I think the error may be on certain codexes that have Gets Hot, since the majority of entires do not have that rule.

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