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So... does anyone still run a Moritat?


Ishagu

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Nope thats exactly it. +1BS using bolt pistols to a BS5 Model = B6 Hitting on 2+ rerolling 1s and hitting again if that roll is a 6.

 

The chances are already pretty low that You'll roll a 1 on to-hit with a Moritat but making it so that you get to re-roll them and potentially continue the chain-fire (since after that successful reroll of a 1 into a 6 you then hit on a 2+ again) is better than just having it end for the pistol in question.

Im looking at adding one to my Alpha Legion force the new Relic pistol they get could just be as deadly as using a Plasma Pistol. I'm thinking of running him with a Jump Pack to help with ensuring that I can get that alpha strike in.

Just remember, the more points you sink into a Moritat the more likely he is going to be Priority #1 for your Enemy Especially if they know what that Moritat can do.

 

So, that being said, strongly consider giving your Moritat a Destroyer Meat Shield Bodyguard for extra Survivability. Sure, its going to be a hefty points sink in your list but hey, at least your Moritat will have a higher probability of surviving another turn to potentially go ham again.

 

Now, if you don't give him and his destroyers Jump Packs you could shove them into a Land Raider Proteus for added protection. (Though I ain't too sure you can actually do this, honestly)

Anyone else thinks that they hit plasma moritat too hard? They could just ban him altogether.

 

I'm running orbital assault, which places those units in the best position, and I have both plasma moritat and plasma tactical support. And I took moritat just to avoid support spam. The cost of running moritat + minimal useless retinue is about the same as running 10-strong tacSupport with plasma. With support I'm counting on 20 plasma shots, with moritat I'm getting 7-9-3-7-17-6. Let's put it 8 on average. With current rules that will be 3-4 on average. It was the most overesimated unit in HH, everyone cried out about him without realizing the cost to run him.

 

They could write just "attack completely stops at first overheat", that would already hit him, but still possible to use. They made him overheat 66% of the time plus stopping the attack. Makes him completely useless.

I would say that only if one pistol suffers the gets hot, then only that pistol stops firing, the other one should keep going. In addition, the plasma shot still goes through on a 2 but overheats too.

 

I'm thinking of taking a twin volkite one now, but potentially all the shots from him can be taken on armor saves.

  • 1 month later...

Holy crap!  I just re-read the December 2014 FAQ.  When I read it the first time, I thought that the Chain Fire Overheat! rule ended the Chain Fire attack for the particular pistol that overheated, per the May 2013 FAQ (a miss stops the Chain Fire from that particular pistol rather than the entire Chain Fire attack). 

 

Upon re-reading the rule, though, the Chain Fire Overheat! rule clearly states "the Chain Fire attack immediately ends." 

 

First thing's first, I have to decide whether the juice is still worth the squeeze or whether I should trade my moritat's twin plasma pistols for volkite (or, taking a page from Slipstream's book, bolt pistols).  Then, I have to figure out whether there's something more useful I can be getting for 140 points (two plasma pistols, artificer armor, charnabal sabre, melta bombs), 120 points (two volkite serpentae...), or 110 points (two bolt pistols...).

With dual plasma pistols, you'll average at about 3 shots before the pistols clock out with a 2 or a 1.

 

He's really defanged, pretty much useless now. Good luck trying to kill the front sergeant in the squad with AA and FNP with bolt pistols or volkite serpentas.

With dual plasma pistols, you'll average at about 3 shots before the pistols clock out with a 2 or a 1.

 

He's really defanged, pretty much useless now. Good luck trying to kill the front sergeant in the squad with AA and FNP with bolt pistols or volkite serpentas.

But, RNG willing, you could shoot literally forever with a BP IF Moritat. Drown it in enough dice and its going to die regardless. BS5 Dual Volkite Serpentas also has a decent shot and causing deflagrate hits.

I'm unimpressed with volkite unless it's strength 6; at strength 4 against marines, there's so much "what if" involved before the deflagrate rule comes into play - and even then you still have to roll to wound again - that I am just not sure volkite serpenta and volkite chargers worth it. If you're talking about 8-12 hits with a serpents, I'm thinking maybe not. Possible infinite bolter rounds is appealing, but again I think we're talking realistically - and with good luck - about far fewer hits than it would take to make any particular unit just go away. You might do better generating hits with two bolt pistols than two serpentae if you play Imperial Fists, and if you don't, well, is the difference worth the additional points?

 

So...I guess I'll keep the double plasma for now (especially since he's already built and the plasma guns look so sweet...pew-pew-pew!) I'm open to the idea of one plasma, one bolt pistol, though.

 

 

Does anyone else out there give their moritat any close combat ability? I give mine a charnabal sabre and melta bombs just in case (although the melta is principally for getting through bulkhead doors in ZM).

Anyone else thinks that they hit plasma moritat too hard? They could just ban him altogether.

 

I'm running orbital assault, which places those units in the best position, and I have both plasma moritat and plasma tactical support. And I took moritat just to avoid support spam. The cost of running moritat + minimal useless retinue is about the same as running 10-strong tacSupport with plasma. With support I'm counting on 20 plasma shots, with moritat I'm getting 7-9-3-7-17-6. Let's put it 8 on average. With current rules that will be 3-4 on average. It was the most overesimated unit in HH, everyone cried out about him without realizing the cost to run him.

 

They could write just "attack completely stops at first overheat", that would already hit him, but still possible to use. They made him overheat 66% of the time plus stopping the attack. Makes him completely useless.

 

My group was thinking something similar, we want to try out: The Chain Fire only ends on an overheat of 1, he continues to hit and shoot on a 2+ but just adds a wound he'll have to save for. That way they aren't terrible but still risky. That is until we realized...

 

Or mix them... So take a volikite and a plasma. Roll on the volite first. Plasma second. Still pretty good. Or Nex is sweet too

 

This is the way to go. I forgot you have to fully resolve each different weapon independently and consecutively, so taking a serpenta and plasma is pretty good.

I just tried one the other day. I ran him with a Serpenta and a Plasma pistol. One my first batch of attacks I rolled a 2 on the Serpenta and a 1 on the plasma, then failed my 2+ armor save... On the second round of shooting he killed 5 marines with the Plasma alone before over heating on a 2 and failing his 2+ save again to kill himself.....

 

Sooooo.. I'm not sure on him yet. He did well enough for me to prime him at least. I'll try him again in another game to see what he does.

That's not quite how it works, if you fire the seprenta first you roll all to hits, wounds and any saves before you even start the plasma pistol. So if the Sarge with AA is out front you have a choice: Risk the chainfire to eliminate him with plasma, or attempt to drown him in wounds.

Wait, I just reread the chainfire overheat rule, I think it means the chainfire for the specific weapon with overheat. So even if you roll the plasma and it stops, you can still use the serpenta after since it isn't affected by the overheat rule. Very strange arrangement of rules.

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