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New Codex - Tips and Tricks?


Natanael

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@ BT Cennar, yes there is no limitation to how many relics a model can have unless the rule says so. Theoretically one could use ALL of the relics on one independent character. The only limitation of using relics, is that you can only have one of each relic per army. That means your WHOLE army including detachments. So no using double detachments to replicate a relic twice.

 

To use an example of a relic limitation, lets use the Space Marine example of armour of indomitus (the once a turn 2+ invuln one). One can take it if you do not already have a suit of terminator armour. 

 

Question about the Detachment rules Cunning of the Wolf: it says that at the start of each turn after the first, you may select one unit from this formation that is in reserves. That unit automatically passes its reserve roll to arrive this turn. 

 

Lets say I have 2 drop pods and deepstrike termies. Turn 1 I can drop one pod straight away. At Turn 2, does that mean I can choose whether the second drop pod or the termies arrives automatically? Which means I only need to roll reserves for the one I did NOT choose to arrive. 

 

To expand the case, let's say I have 3 drop pods, 2 outflanking scouts and 2 flyers. Turn 1 I can drop 2 pods as per Drop Pod assault. Turn 2, I can choose one of the remaining reserve units to automatically come, then roll the rest. Turn 3 the same thing until turn 4 when all reserves come in.

 

This basically means that if we use our unique detachment, we're basically guaranteed a reserve coming in every turn, which makes our reserves far more reliable than in the past where we had to roll for each reserve unit to come on, potentially none coming in until turn 4 if we roll badly.

 

Reason I'm interested is that I find that 3 wolf guard termies with combi meltas are far more cheaper than the PA wolf guard with 3 combi meltas, which one has to take 5 at minimum, leaving you to waste 2 wolf guards. Two things that makes deepstriking unreliable and risk is that in the case of the former, it depends on your luck roll to come in from reserves, while the riskiness is that you risk the deep strike mishap if you scatter into anything less than clear terrain.

 

With Cunning of the wolf, you have cut down the unreliability by guaranteeing the arrival. Meanwhile, the risk factor is neutralised by simply installing a locator beacon on one of your drop pods.

 

So with this in mind, with a 1250-1500 point game in mind, I plan to go 3 drop pods. The first 2 will either be my alpha pack armed with meltas led by a tooled up wolf lord, along with a dreadnought with heavy flamer and anti armour to deal whichever case. Both of which should be well suited to neutralise the main threats, be they enemy tanks or hordes. If points allow, add a deathwind launcher for additional anti horde. If nothing else, they act as main distraction while my backfield rhinos and other drop pod secure objectives or come in later to support the two alpha strikers.

 

The 2nd turn, if I haven't managed to kill the big threat, that's where the termies come in, automatically arriving via Cunning of the wolf, and arriving safely via locator beacon. 3 combi meltas along with Arjac should guarantee me a kill against whatever else that is left. If its a monstrous creature and it managed to get into combat with one of the alpha strikers, I can always use the bolters against other enemy units before preparing to charge next turn.

I really like it when special rules negate randomness and auto reserves and locator becons are exactly this.  Its just a shame its only 1 unit as I want deep striking termies and a 15 blood claws riding in a stormthingy arriving turn 2 for certain.   

 

Any other methods of reliably bringing in reserves? 

not exactly a question on codex tips and tricks but: would you allow/accept your opponent to choose the warlord trait from specific codex on a non tournament level?

Background is: i liked the old Sagas very much and while i can see only the Warlord should have one (well at least from balance view) im somewhat unhappy whith the randomness in this. So choosing my Saga from the trait list and of course allow my opponent to choose one for his Warlord would be a nice thing.

So again would you accept this or challange the dice-gods?

I really like it when special rules negate randomness and auto reserves and locator becons are exactly this.  Its just a shame its only 1 unit as I want deep striking termies and a 15 blood claws riding in a stormthingy arriving turn 2 for certain.   

 

Any other methods of reliably bringing in reserves?

 

. There is a formation in champions of fenris supplement called the void claws.

 

5xwg all with lightning claws.

 

Bonuses: +1 ws to wofguard, arrive turn1 reroll scatter dice and as long as a model from the formation is alive, reroll your reserves. Just what you need mate

guys just a quick question: Is it okay to have more then 1 relic on a single model ? e.g. Armor of Russ and a weapon.

Yes and no. The rules say 'can replace one weapon with one of the following'. However, the Helm, Armour and Stone all have the a note saying it doesn't replace a weapon. So it looks like you can stack all of them one one model if you want, but can only have one of the weapons. So no mixing The Bite of Fenris with Black Death.

The way TWC rending is worded, the models riding get it as a bonus to what ever weapons they have. Nice bonus on top of the FA drop pods full of centurions or IG plasma vets or GK purgators/purfires with 4 heavy flamers or unit of henchman with 2 jakkeros 3 warriors with plasmaguns 3 psyker dudes and 2 inq with combi plasma.

Do wolfguard on bikes retain their bolt pistol and chainsword? Thereby letting them keep alost of attacks.

Can wolfguard leader in swiftclass take 2 melee weapons, storm shield and thunderhammer perhaps, since they dont have both bolt pistol and Close combat weapon?

Not sure if I have got this right, but I finally got my copy of the codex last night and I was looking through the possible load-outs for TDA. While I know sadly the LW days of CF/SS are gone I did notice that this combo seems completely acceptable for a WGBL or WL as there is a sentence stating that for a nominal fee they can drop either a melee or a ranged weapon for a stormshield. This would suggest now that you can kit a WGBL up with TDA, SS/CF combo. You wouldn't get the FNP/Eternal warrior perks that you get with a LW but in bigger points games you could assign him some combi melta TDA WG and have yourself a nice little (if expensive) deepstriking tank hunting unit? Am sure there are cheaper ways to do this but it could be an option.

 

or have I read this incorrectly? (which is quite possible since I only got about 45mins to have a look through it last night).

Do wolfguard on bikes retain their bolt pistol and chainsword? Thereby letting them keep alost of attacks.

Can wolfguard leader in swiftclass take 2 melee weapons, storm shield and thunderhammer perhaps, since they dont have both bolt pistol and Close combat weapon?

 

Yes, Wolf Guard retain their weapons on bikes.

 

No, it doesn't look like the Swiftclaw Wolf Guard can.

Another one: maybe been asked and answerd before and i didnt see.

 

In most Charakter entrys it says (wording might be diferent im using a german codex): May purchase equipment from SPECIAL/MELEE and RELICS list.. then Changes PA+granades etc. VS Termi then, and thats what i stumble about: may change his melee weapon to Stormshield XY points.

 

So whats true now.. Melee weapons list says changing Bolter or chainsword for Stormshield is ZY points here it says XY  im not getting it.

perhaps one of the only viable ways to run a PAWG unit:

 

Wolf priest with jump pack and plasma pistol 140 preferred enemy infantry.

10 wolf guard with jump packs and 2 plasma pistols each 510

total: 650

 

now you have an anti-Paladin squad.

the plasma pistols with gunslinger means there are 21 plasma shots which get to re-roll 1's to hit and wound.

on average you will have 7 misses, with 3.5 re-rolls resulting in an average of 17 hits, and then 16 wounds

the paladins/terminators would make 5 saves and suffer 11 wounds. (5 dead)

 

suffer return fire, 10 shots, 7 hits, 4 wounds, 1 dead.

 

you wouldn't charge, let them charge you following turn, snap fire the pistols and have 4 hits on average causing 4 wounds with 1 save means another 3 wounds.

7 paladins are now dead, you counter charge, having 4 attacks each on the charge since you have 2 pistols which means they count as 2 close combat weapons.

so with 9 left standing you have 40 attacks back.....

but lets assume the 3 remaining all have the +1 init weapons.

he will issue a challenge with his squad leader to try and kill the wolf priest to deny preferred enemy.

you accept with your squad leader.

your squad leader dies, and the other 2 inflict 6 attacks, 4 hits and 3 wounds killing 3.

you now have 5 dead.

your 5 + wp back have 4 attacks each so 24 attacks, 12 hits, 4 re-rolls, 14 hits total, 8 wounds, killing 1 more.

next turn

he issues challenge again, you turn it down, you have 15 attacks to his 4

he kills 1 more

you attack back with 12 attacks 7 hits, 6 wounds, 1 more dies

combat drawn

next round he issues challenge, you decline

2 attacks, 1 hit, kills 1

9 attacks, 5 hits, 4 wounds, you kill him.

your left with 3 WG with JP and 2PP each and a Wolf Priest with PP and JP

he is wiped out.

 

and thats assuming you have no units assisting or hindering.

 

 

having a unit that can jump over a wall and desiccate any unit it fires upon is 1 of the view viable tactics you can run with using wolf guard in PA

power weapon wise its just not worth it.

1 other upgrade thats ok points wise (due to what i believe is a misprint by GW) is the single Wolf claw, its 5 points cheaper for PA to use compare to a fist when compared with the TDA weapons prices.

so you could upgrade a few with claws, but they aren't as good as ap2 pistols.

Out of curiosity if you are in melee with twin plama pistols, does that mean you hit the opponent at strength 7 because that is the weapons strength or at strength 4 because it is the users strength?

 

Just curious as I had a game a while back where I was fighting a SM Captain, and he said he could use the strength of his plasma pistol for determining his rolls to wound. I wasnt sure if I should have called shenanigans on him or not.

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