Gentlemanloser Posted June 3, 2014 Share Posted June 3, 2014 Cheap Sanctic Inquisitor and getting lucky with your power roll. ;) Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3706083 Share on other sites More sharing options...
Reclusiarch Darius Posted June 3, 2014 Share Posted June 3, 2014 But Strikes don't have Sanctuary? Sadly they do not. Our infantry get 'Banishment' and 'Hammerhand', vehicles get 'Banishment' and 'Sanctuary' Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3706151 Share on other sites More sharing options...
Slipp01 Posted June 3, 2014 Share Posted June 3, 2014 So just a quick question here. I feel lile I'm reading it right, but I also feel like it sucks! Do librarians no longer "know hammer hand"? You actually need to roll it? Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3706966 Share on other sites More sharing options...
Gentlemanloser Posted June 3, 2014 Share Posted June 3, 2014 Yup. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3706973 Share on other sites More sharing options...
lt051 Posted June 4, 2014 Share Posted June 4, 2014 Ya it's a little weird that the gk characters don't know the power that all the normal gks know, but assuming you're attaching them to a squad it doesn't really matter since you can't apply it twice Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3707169 Share on other sites More sharing options...
Valerian Posted June 4, 2014 Share Posted June 4, 2014 Ya it's a little weird that the gk characters don't know the power that all the normal gks know, but assuming you're attaching them to a squad it doesn't really matter since you can't apply it twice That's right. Weird, but we can work past it. Something for the new designer to sort out for us right in the 7e iteration of our codex. V Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3707208 Share on other sites More sharing options...
Slipp01 Posted June 4, 2014 Share Posted June 4, 2014 To be honest, I'm a black Templar player. I can tell you the truth of why that is. I thought if it today while thinking of tactics for employing so gk allies. I was thinking how awesome it would be to have my crusader squad lead by a Libby with hammer hand. That's a lot of str 6 hits coming your way out of an lrc. The reason for making character powers dice rolls, is because A: it doesn't really affect the core of your army's function, and B: it makes Death Star units, like the one I'm trying to build unpredictable, and therefore more balanced. The previously mentioned unit would not be all that great if their leader had vortex, or sanctuary, or even gate.... Luckily I have built my list around such shenanigans. Should I get gate, Libby goes with the centurions, hammer hand- crusaders, cleansing flame- strike squad for some super deep strike bombs. Very long winded way for me to say: I think they are finally considering the meta when they write rules, and trying to make them somewhat balanced. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3707286 Share on other sites More sharing options...
Quozzo Posted June 4, 2014 Share Posted June 4, 2014 To be honest, I'm a black Templar player. I can tell you the truth of why that is. I thought if it today while thinking of tactics for employing so gk allies. I was thinking how awesome it would be to have my crusader squad lead by a Libby with hammer hand. That's a lot of str 6 hits coming your way out of an lrc. The reason for making character powers dice rolls, is because A: it doesn't really affect the core of your army's function, and B: it makes Death Star units, like the one I'm trying to build unpredictable, and therefore more balanced. The previously mentioned unit would not be all that great if their leader had vortex, or sanctuary, or even gate.... Luckily I have built my list around such shenanigans. Should I get gate, Libby goes with the centurions, hammer hand- crusaders, cleansing flame- strike squad for some super deep strike bombs. Very long winded way for me to say: I think they are finally considering the meta when they write rules, and trying to make them somewhat balanced. You had me, up until you said "balance". Sure you cant attach our ICs to other squads and then benefit from hammaerhand 100% of the time, but they could always roll for it. It's also possible to attach any IC to any GK squad to benefit from hammerhand, making them more effective. With the recent changes to the allies matrix means that it's also possible to attach an IG Ministorum Priest to those crusader squads, giving you the option of either boosting your offensive or defensive capabilities. With all the imperium battle brothers and unbound lists now a reality, they could have simply called it "Codex: Imperium". Not sure if C:I has been FAQ'd yet but do the inquisitors still have hammerhand? Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3707356 Share on other sites More sharing options...
Reclusiarch Darius Posted June 4, 2014 Share Posted June 4, 2014 That's right. Weird, but we can work past it. Something for the new designer to sort out for us right in the 7e iteration of our codex. It's rarely going to be an issue. You'll almost always going to have your Knight hero in a unit with 'Hammerhand' anyway. And the utility heroes you want to attach to non-Knights (Tech-Marines and Bro Champs) come with 'Hammerhand' standard anyway. The reason for making character powers dice rolls, is because A: it doesn't really affect the core of your army's function, and B: it makes Death Star units, like the one I'm trying to build unpredictable, and therefore more balanced. Unpredictable /=/ balanced. Balanced is getting core rules right, and then making exceptions that have enough drawbacks or risk that they're not either too easy to combo or have no oppertunity cost. GW has never balanced 40k, or indeed any aspect of it properly. Truthfully, they like randomness for randomnesses sake, they're uninterested in making any faction balanced or even viable (Marines are lucky to have decent stats, but xenos lurch from good to bad from edition to edition without warning often). Rolling on random tables for powers is bad design, plain and simple. Also, its easy to abuse anyway, as you re-roll duplicates, so higher Mastery psykers get most of the powers they want anyway. Random tables mainly hurt Mastery 1's, but even then you get the primaris for free, so its unbalanced too lol. The previously mentioned unit would not be all that great if their leader had vortex, or sanctuary, or even gate.... Luckily I have built my list around such shenanigans. Should I get gate, Libby goes with the centurions, hammer hand- crusaders, cleansing flame- strike squad for some super deep strike bombs. If you want 'Hammerhand' to combo with Terminator lightning claws or whatever, just take a Bro Champ or Tech-Marine. They're attachable IC's and cheap. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3707378 Share on other sites More sharing options...
Slipp01 Posted June 4, 2014 Share Posted June 4, 2014 Another question about psychic powers: nova powers, (cleansing flame) do they affect each unit in range with number of hits rolled, or does each unit affected get a roll for number of hits? Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3708465 Share on other sites More sharing options...
AnImA8 Posted June 4, 2014 Share Posted June 4, 2014 my assumption is that you roll the 2d6 for each squad? Though I am actually unsure... Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3708494 Share on other sites More sharing options...
Slipp01 Posted June 4, 2014 Share Posted June 4, 2014 Whoa. Just saying, but that could seriously wreck a tau or cron players day. They like their Stuff all close together. So you gate your Libby in, then you "cleanse" everything in 18" radius. Then you laugh as they lose multiple models, and make leadership tests all across their front rank. You only have to do this a few times before the tau start deploying out of range for their multiple over watch silliness. Granted there is a decent chance that you will lose the librarian, but that is a good trade for reduced fire power and potential for units to run away! Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3708518 Share on other sites More sharing options...
Reclusiarch Darius Posted June 5, 2014 Share Posted June 5, 2014 Another question about psychic powers: nova powers, (cleansing flame) do they affect each unit in range with number of hits rolled, or does each unit affected get a roll for number of hits? No its per unit touched by the nova, as per the rules for novas. Each unit in the AOE is automatically targeted and hit with the profile listed. You roll 2D6 per unit in the case of 'Cleansing Flame'. Makes sense, it is Mastery 2, so it needs to be powerful. Whoa. Just saying, but that could seriously wreck a tau or cron players day. They like their Stuff all close together. So you gate your Libby in, then you "cleanse" everything in 18" radius. Then you laugh as they lose multiple models, and make leadership tests all across their front rank. You only have to do this a few times before the tau start deploying out of range for their multiple over watch silliness.Granted there is a decent chance that you will lose the librarian, but that is a good trade for reduced fire power and potential for units to run away! Nah, Mordrak him in for maximum narrative ;) Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709115 Share on other sites More sharing options...
Gentlemanloser Posted June 5, 2014 Share Posted June 5, 2014 Nah, Mordrak him in for maximum narrative Oh you sneaky boy you. And add in Belial with a second Nova caster! Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709129 Share on other sites More sharing options...
Reclusiarch Darius Posted June 5, 2014 Share Posted June 5, 2014 And add in Belial with a second Nova caster! Haha, yeah cos all Imperium is Battle-Brother level now. Oh, and Belial has a teleport homer built into his armour too, so you don't need to buy one on the Librarian. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709149 Share on other sites More sharing options...
Berle Posted June 5, 2014 Share Posted June 5, 2014 What do you do once you get interceptet by 3 riptides, before your psyhic-phase even begins? Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709237 Share on other sites More sharing options...
Slipp01 Posted June 5, 2014 Share Posted June 5, 2014 Gate happens during psy phase. Intercept happens at the end of the movement phase. Therefore they will be to late to intercept. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709249 Share on other sites More sharing options...
Gentlemanloser Posted June 5, 2014 Share Posted June 5, 2014 Hmm... Gate over first turn Deep Strikes. Is there anyway to be sure of getting Gate? Also, I feel this is just another bit of sloppy editing, and deploying via Gate (which deploys using the DS rules) was probably ment to trigger Interceptor as well. But GW forgot they split out the Phases... Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709256 Share on other sites More sharing options...
Slipp01 Posted June 5, 2014 Share Posted June 5, 2014 No way to guarantee any powers. Or even that you would get both gate and cleansing flame. But with a mastery level 3, chances are good that you will have some kind of good combo. The idea is to keep your army flexible to benefit from whatever combo you have. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709277 Share on other sites More sharing options...
Slipp01 Posted June 5, 2014 Share Posted June 5, 2014 Deep striking is different than reserves. Technically it's just a movement type. Otherwise the filthy tau would be intercepting personal teleporters shunt moves too. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709282 Share on other sites More sharing options...
Reclusiarch Darius Posted June 6, 2014 Share Posted June 6, 2014 What do you do once you get interceptet by 3 riptides, before your psyhic-phase even begins? Riptides are broken. More news at 11. Deep striking is different than reserves. Technically it's just a movement type. Otherwise the filthy tau would be intercepting personal teleporters shunt moves too. Shunt moves aren't Deepstrike either. I think they will FAQ 'Gate' to trigger Interceptor, but not shunt moves. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/page/3/#findComment-3709917 Share on other sites More sharing options...
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