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With all the comments and suggested ideas being thrown around in this forum. I think its time we covered the warp elephant in the digital room. 

 

RRRRrrunnne Priests or just simply rune priests.

 

And how to go about arming them this edition. First thing to think about is what units you want them to run beside so that they can get protection while utilizing their powers to buff/debuff/or mortal assassinate models.  Then pick your power then equipment.

 

I've started to run the RP on a bike because I want the module to be highly mobile and have a higher toughness so it can support TWC in battle.

Powers: Tempest Keep because if you cast that on a enemy unit that the TWC are going to charge, then the unit can't overwatch them due to their hit being a +7. It also ups the surviablity during assaults as your enemy has a -1 to hit.

Wargear: Runic armor seems okay even though it only grants a 5 invul but the psychic hood helps a lot with dispel roles. Plasma pistol helps with some added damage and the force sword with its D3 wounds makes it slightly better then a pwr sword.

 

 

 

Yeah, I prefer the "has cover" spell, since it can affect multiple units (including the RP). This lets you focus on closing with the enemy, or helping out your vehicles, which otherwise have a very difficult time gaining a cover bonus. Units with SSs don't typically need cover, as the 3++ is used most of the time. Jaws of the World Wolf I find very gimicky at best, and so far haven't been overall impressed with it.

 

I agree that the RP does need a mobility boost, so either a bike or jump pack is a must. I would also upgrade to runic power armor every time, as it is fairly cheap source for an invul save.

Acually -1 to hit does not save you from overwatch, it ignores all modifiers, negative and positive.

That doesn't seem to make sense because it states in the index that the modifier affects All hits from that affected unit, including close combat and hits from overwatch shooting.

 

I can understand maybe that it doesn't affect flame over watch cause those always auto hit but I have my doubts about the rest of the quote.

Edited by Brotherblur

 

Acually -1 to hit does not save you from overwatch, it ignores all modifiers, negative and positive.

That doesn't seem to make sense because it states in the index that the modifier affects All hits from that affected unit, including close combat and hits from overwatch shooting.

 

I can understand maybe that it doesn't affect flame over watch cause those always auto hit but I have my doubts about the rest of the quote.

 

I disagree.  While the psychic power indicates that the affected enemy unit subtracts 1 from any hit rolls they make, the Overwatch rule specifically reads that "a 6 is always required or a successful hit roll, irrespective of the firing model's Ballistic Skill or any modifiers."  The psychic power is clearly a modifier to the hit roll, so it must be disregarded for the purposes of Overwatch.

 

 

Acually -1 to hit does not save you from overwatch, it ignores all modifiers, negative and positive.

That doesn't seem to make sense because it states in the index that the modifier affects All hits from that affected unit, including close combat and hits from overwatch shooting.

 

I can understand maybe that it doesn't affect flame over watch cause those always auto hit but I have my doubts about the rest of the quote.

 

I disagree.  While the psychic power indicates that the affected enemy unit subtracts 1 from any hit rolls they make, the Overwatch rule specifically reads that "a 6 is always required or a successful hit roll, irrespective of the firing model's Ballistic Skill or any modifiers."  The psychic power is clearly a modifier to the hit roll, so it must be disregarded for the purposes of Overwatch.

 

I may have to concur with outside forces on this but your probably right about the overwatch. Still, the way some of the rules are written seem very open to interpretation. 

 

But that doesn't mean Tempest Keep is a bad spell, far from it as is the stormcaller. Both seem rather situational at times.

 

Wait a tick, does that mean Flamers can't auto hit during overwatch?

Edited by Brotherblur

Flamers auto-hit, because it is right there on the weapon statline (it isn't a modifier, so it isn't excluded). That being said, the rules also state that the person charging must be withing weapon range at the start of the charge to use the weapon in overwatch. 9"+ charges ignore flamers, for example. Rapid Fire is determined using the initial distance, which means some models may get it, while others further away may not. Line of Sight is also a factor, so charging around corners can prevent overwatch.

I like to use Njal in TDA. Inserting him where I do need him. No need to choose powers with him, casting and denying are improved, can advance and still "shoot" with his bird, still have bolt pistol while in TDA. Totally worth 1 PL over generic TDA runepriest. And he is one of my favorite SW models

Yeah, I prefer the "has cover" spell, since it can affect multiple units (including the RP). This lets you focus on closing with the enemy, or helping out your vehicles, which otherwise have a very difficult time gaining a cover bonus. Units with SSs don't typically need cover, as the 3++ is used most of the time. Jaws of the World Wolf I find very gimicky at best, and so far haven't been overall impressed with it.

 

I agree that the RP does need a mobility boost, so either a bike or jump pack is a must. I would also upgrade to runic power armor every time, as it is fairly cheap source for an invul save.

 

The match I played recently was against footslogging Choas. They fielded terminators and Jaws alone accounted for four or five TDA deaths, as well as the death of the Despoiler. While it is a situational spell, it is incredibly helpful when it does get used. Mortal wounds of any kind are no joke.

 

I was very impressed with my biker Rune Priest. The mobile smite helped finish off or soften up units. Jaws or Storm Caller helps specialize them as either an offensive or defensive unit. 

I tried bikepriest against the eldar last weekend. Jaws were gold with a smite (two killy powers) and twin bolters. As a buff starmcaller help survive mine Land Raider and APCs on the field, because it is difficult to hide all mine Rhino rushing army in the bushes. 

Bike or jump pack is a must. Or even teleporting on the middle of the field personal drednaught armour.

Most of the Rune Priests configurations work well as long as you combo them correctly. TDA Rune Priest gets 4++ and go well with TDA squads, either boosting their damage with Smite or Jaws, or boosting their survivability with Tempest or Storm. so far that is my personal favorite. Haven't tried Njal yet though.

 

A Jump pack might be the best in terms of speed and utility. He'll be able to zip here and there to boost/kill squads as necessary, whereas bike is limited to going around stuff.

 

Bear in mind that Rune Priest is one of the few infantry models with 2+ armour that isn't in terminator armour. With Stormcaller, they can maintain the 2+ save against many -1AP weapons.

Njal has a 2+ save without terminator armor (not Rune Priests). Rune Priests come with a 3+ save. The only non-named characters that start with a 2+ save are our Iron Priests.

Confirmed on page 137 (Rune priests) and on page 151 (iron priests) in imperial index one.

 

Also ran two RPs on bikes with smite/jaws combo against salamanders. Jaws useless on jump troopers but did fairly well on the infantry.

 

Njal has a 2+ save without terminator armor (not Rune Priests). Rune Priests come with a 3+ save. The only non-named characters that start with a 2+ save are our Iron Priests.

Confirmed on page 137 (Rune priests) and on page 151 (iron priests) in imperial index one.

 

Also ran two RPs on bikes with smite/jaws combo against salamanders. Jaws useless on jump troopers but did fairly well on the infantry.

 

 

Apologies, I mistakenly assumed that Runic Armour still gives a 2+ save, when now, it just provides a 5++ save on top of the power armour. my bad. Nuts, a lot of mindset and assumptions still stuck in 7th Ed.

My Rune Priest in TDA Smote Shadowsun to death this evening after rolling 10 to cast. I am feeling the warm fuzzies for him right now. :biggrin.:

 

I think I will invest in Njal at some point. Only access to 1 Tempestus power is limiting. He gets the full suite and +1 to cast as well. Easily worth the points premium IMHO.

Edited by Karhedronuk

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