Jump to content

Recommended Posts

Shrike can reroll all failed hits and wounds... right?

 

His aura allows all units within 6 inches to reroll failed hits so he gets that because he's within 6 inches of himself.

Then his weapons allow him to reroll all failed wounds.

 

Am I missing something?

In the German-Version its "failed hit rolls" :D so its just an typo...

I had a feeling that might be the case which is what I mentioned typos. I didn't know you had a German copy, but with a name like Bluthusten it was a reasonable guess :D

Also, kudos on a pretty brutal name that just doesn't work in English

 

Non-English translations in most games I've payed are often a bit...odd. Except Infinity, where it's the English one that's odd because the original is in Spanish.....

Edited by Extropian

 

Until they get their Codex. We may be the ones eye-rolling then.

This

Maybe, but at least they'll have a comparable amount of stuff. Right now most armies effectively have 1.5 choices for warlord trait and usually only use command reroll. We have a ton of effective warlord traits and stratagems, it's more catchup instead of power creep

 

Maybe, but at least they'll have a comparable amount of stuff. Right now most armies effectively have 1.5 choices for warlord trait and usually only use command reroll. We have a ton of effective warlord traits and stratagems, it's more catchup instead of power creep

 

 

Catch-up for them ;)

It's interesting the mix of SFTS plus the rules about deployment and going first. If you use SFTS to deploy your Vanguards (or Terminators or whatever) 9" away from an enemy to try and get a 1st turn charge, you really want to build a list with as few units as possible so you can try and go first. And if you get seized on, you can bet your attempted 1st turn assault unit is going to get shot or charged off the board. It's better than 70-50% chance of failing a 9" charge out of deep strike, but it's still pretty risky. 

 

I think it's probably worth it to gamble, a 16.7% + (83.3% chance of failing the roll)(16.7% chance of a CP re-roll succeeding) = 30.6% chance of your opp seizing is pretty unlikely but 25% of the time you're going to lose a premium 1st turn charge unit. I wonder if that might make it better to run something like CCW Scouts using SFTS and charge them 1st turn to try and tie up shooty units, so you can deep strike behind them and make your charge turn 2 instead.

https://m.imgur.com/r/Warhammer40k/0HJDg

 

A few fotos. Seems like objective secured is back for us :biggrin.:

There's a generic warlord trait that fits Raptors perfectly...6" bubble around the warlord, every shooting wound roll of 6 increases the AP by 1. Nice for a stalker boltrifle captain, boosting his gunline...

6 Agressors placed with strike from the Shadows in the perfect spot

 

Shrike next to them (hit rerolls) with the ap+1 trait

 

and a Primaris Lietnant (reroll 1's wound)

 

Should be a solid alphastrike + Gunline for the rest of the game i a perfect spot

6 Agressors placed with strike from the Shadows in the perfect spot

 

Shrike next to them (hit rerolls) with the ap+1 trait

 

and a Primaris Lietnant (reroll 1's wound)

 

Should be a solid alphastrike + Gunline for the rest of the game i a perfect spot

 

6 shots from Auto Boltstorm Gauntlets + ~3.5 shots from Fragstorm Grenade Launcher = 9.5 x 2 for standing still x 6 Aggressors = 114

 

114 x 88% (likelihood to hit on 3+ re-rolling all misses) = 100 hits

 

Vs. Toughness 4 re-rolling ones it's 100 x 58.5% = 58 wounds, ~17 of which are sixes (-1 AP)

 

Of the 41 regular saves, opp's 3+ lets 13.5 wounds through and he fails 8.5 of the AP -1 saves for a total of 22 wounds. 11 if they move. That's pretty good, that's one or two full 10-model Tactical Squads a turn, and I shudder to think of the result vs. Orks, Nids or Astra Militarum. It's too bad I hate the models with the shoulder pack grenade launchers.

 

What about Vanguards versus those guys? I don't wanna calculate points costs right now but let's say it's a squad of 5 with twin LCs. That's 16 attacks x 88% = 14 then multiplied by 75% (4+ re-rolling all wounds) minus 5+ saves = 7 wounds against MEQ

 

I was planning to run Centurion Devs but they only have 12 Grav-Cannon shots x 88% to hit x 77% to wound on 3+ re-rolling ones causing 8 wounds with the opp failing 6.74 saves. Plus the ~6 Centurion Missile shots at 97% to wound with the opp failing about 3 saves for a total of 10 wounds. The catch with these guys is all their wounds can deal D3, so you're really looking at 20 wounds against Primaris whereas the Aggressors are more likely to take out weaker infantry (obviously.) Against vehicles or MCs with toughness 6-7, the grav is only 55% to wound for a total of 5.8 wounds with a Daemon Prince/Hive Tyrant failing 3.8 wounds (5+ invuln) = 7.6 total, or a vehicle failing 4.8 (6+ save) = 9.6. The Missile Launchers are 77% to wound for a total of 4, AP 2 means both targets let 2.68 wounds through doubling with d3 to a total of 5.3 + 9.6 = 13-15 wounds, a dead vehicle or MC per turn.

 

Then let's take a look at Hellblasters. 5 guys with Incinerators, assuming they overcharge, is 10 shots x 88% to hit x 97% to wound with -4 AP blocking all saves = 8.5 wounds on single-wound models or 17 wounds on Primaris. Vs. a vehicle it'd be usually 77% to wound with no saves meaning 13.5 wounds, and against an MC it'd be similar but with the 5+ invuln you'd get about 9 wounds.

 

Now I'm curious about Vanguards. A squad with 5 Thunder Hammers puts out 11 attacks with a 4+ to hit plus re-rolling all (Shrike/Chaplain), wounding T6-7 on a 3+ re-rolling ones (77%) = 6.35 hits, meaning about 12.5 wounds vs. 5+ invuln and 15.8 wounds against a 6+ save (vehicles).

 

Centurion Devs w/ Grav+Missiles = 13-15 wounds vs. vehicles/MCs

Vanguards w/ TH = 12.5-15.8 wounds vs. vehicles/MCs

Hellblasters = 9-13.5 wounds vs. vehicles/MCs

 

Obviously this doesn't factor in Shrike or a Chaplain's attacks for the CC examples but it's food for thought at least.

 

 

Until they get their Codex. We may be the ones eye-rolling then.

This

Maybe, but at least they'll have a comparable amount of stuff. Right now most armies effectively have 1.5 choices for warlord trait and usually only use command reroll. We have a ton of effective warlord traits and stratagems, it's more catchup instead of power creep

 

I dont think anything we are seeing can be considered power creep.  The Space Marine Codex was likely written months ago and play tested.  I think GW has a general power level already worked out for major factions but we just havent seen it yet since only 1 codex has arrived. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.