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Our Dreads now have a 6+ Invulnerable Save


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I'm excited all of our vehicles get a 6+ maybe run an all land raider list with a dangel Libby with powerfield generator and then sacrifice him once you get to the enemy for a free thirster

Beat you too it! msn-wink.gif

http://www.bolterandchainsword.com/topic/291497-land-raiders-roll-out/

The reroll DtW alone makes the dreads worth it. Sanctuary is just icing on the cake!

 

Would that only work if they're the targets of the enemy psychic power?  It's not clear to me how to apply that, since they're are two modes of DtW now.

 

V

 

The reroll DtW alone makes the dreads worth it. Sanctuary is just icing on the cake!

 

Would that only work if they're the targets of the enemy psychic power?  It's not clear to me how to apply that, since they're are two modes of DtW now.

 

V

 

 

So the way it works is that if a psychic power targets a unit, then that unit denies the witch, and receives all of the benefits of DtW modifiers. If the psychic power is a conjuration, or blessing (i.e. doesn't target one of your units) then you pick which unit Denies the Witch and don't receive any modifiers. Thus Libbies with hoods are best for dealing with Witchfires and Maledictions, while Dreadnoughts are best for dealing with Blessings and Conjurations.

 

 

The reroll DtW alone makes the dreads worth it. Sanctuary is just icing on the cake!

 

Would that only work if they're the targets of the enemy psychic power?  It's not clear to me how to apply that, since they're are two modes of DtW now.

 

V

 

 

So the way it works is that if a psychic power targets a unit, then that unit denies the witch, and receives all of the benefits of DtW modifiers. If the psychic power is a conjuration, or blessing (i.e. doesn't target one of your units) then you pick which unit Denies the Witch and don't receive any modifiers. Thus Libbies with hoods are best for dealing with Witchfires and Maledictions, while Dreadnoughts are best for dealing with Blessings and Conjurations.

 

 

Thanks for the explanation.  I saw this in play at the FLGS while observing a few games earlier tonight.  Definitely payed off well for the Grey Knights player there, who had taken two TLAC Dreadnoughts.  He was able to leverage his reroll on failed Deny the Witch attempts a couple time to block adversary powers that would have otherwise gone through (Blessings).  

 

Additionally, he had enough Warp Charge dice in his pool to pretty much guarantee a 6++ Sanctuary-based Invulnerable save for most of his vehicles every turn, which was a pretty decent advantage to have for his two Dreadnoughts, four or five Razorbacks, and two Stormravens.

 

V

 

 

 

The reroll DtW alone makes the dreads worth it. Sanctuary is just icing on the cake!

 

Would that only work if they're the targets of the enemy psychic power?  It's not clear to me how to apply that, since they're are two modes of DtW now.

 

V

 

 

So the way it works is that if a psychic power targets a unit, then that unit denies the witch, and receives all of the benefits of DtW modifiers. If the psychic power is a conjuration, or blessing (i.e. doesn't target one of your units) then you pick which unit Denies the Witch and don't receive any modifiers. Thus Libbies with hoods are best for dealing with Witchfires and Maledictions, while Dreadnoughts are best for dealing with Blessings and Conjurations.

 

 

Thanks for the explanation.  I saw this in play at the FLGS while observing a few games earlier tonight.  Definitely payed off well for the Grey Knights player there, who had taken two TLAC Dreadnoughts.  He was able to leverage his reroll on failed Deny the Witch attempts a couple time to block adversary powers that would have otherwise gone through (Blessings).  

 

Additionally, he had enough Warp Charge dice in his pool to pretty much guarantee a 6++ Sanctuary-based Invulnerable save for most of his vehicles every turn, which was a pretty decent advantage to have for his two Dreadnoughts, four or five Razorbacks, and two Stormravens.

 

V

 

Glad to be of service. I'm also glad to see other players leveraging MSU play for building our psychic pool. I was already leaning towards mech at the end of 6th and now that the psychic phase seems to be our strongest asset, I think I'm going to dive right in. The question I'm left with at the moment is what our primary psychic unit should be? GM? lvl 3 Libby? Pair of OMI's with PML1? Luckily we got options :)

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