Paladin777 Posted January 23, 2018 Share Posted January 23, 2018 As has been his problem since his debut. Link to comment Share on other sites More sharing options...
Zodd1888 Posted January 23, 2018 Share Posted January 23, 2018 First turn for any of the LoW seem to be pretty rough, even Morty with FNP. That said, Morty typically survives with less augmentation or consideration than the other options. FNP to get him into close range, but it helps him in every aspect. Lord of Skulls, super heavies, Magnus, Knights, etc. don't have that and all suffer the same fate. Link to comment Share on other sites More sharing options...
Prot Posted January 23, 2018 Share Posted January 23, 2018 First turn for any of the LoW seem to be pretty rough, even Morty with FNP. That said, Morty typically survives with less augmentation or consideration than the other options. FNP to get him into close range, but it helps him in every aspect. Lord of Skulls, super heavies, Magnus, Knights, etc. don't have that and all suffer the same fate. I am not finding that to be the case. Pre-codex Magnus seems about the same as Mortarion to me. 3++ rerolling 1's and a double move is pretty darn good. (changeling added what mort tries to cast: -1 to hit, but of course Magnus has to cast that himself now). Post codex? Who knows. My money is on Magnus purely because his points went up and he's extremely hard to shut down in the Psychic phase, and there's a pile of powers we don't know about yet. Honestly it looks like all Primarchs are in trouble if a 3 man Custode squad gets the charge. :) Link to comment Share on other sites More sharing options...
Raven1 Posted January 23, 2018 Author Share Posted January 23, 2018 That's why you shoot them with doombolt! Slow them down. Link to comment Share on other sites More sharing options...
Paladin777 Posted January 23, 2018 Share Posted January 23, 2018 Nah, use death hex and charge them!! They’ll go down easily enough. Or deep strike a full unit of rubrics and use veterans of the long war with prescience and a RR1’s character around. On average that will do 11W to Custodes if they don’t have storm shields. Link to comment Share on other sites More sharing options...
GreaterChickenofTzeentch Posted January 23, 2018 Share Posted January 23, 2018 Nah, use death hex and charge them!! They’ll go down easily enough. Or deep strike a full unit of rubrics and use veterans of the long war with prescience and a RR1’s character around. On average that will do 11W to Custodes if they don’t have storm shields. Yeah. 20 man "Ru-Brick" of dust bunnies with bolters and reapers is and will continue to be my all star unit. Layer buffs, launch forward with Dark Crystal and it's murdertime (bonus points for screeching "Gelfliiing!" as you do it). Link to comment Share on other sites More sharing options...
Paladin777 Posted January 23, 2018 Share Posted January 23, 2018 Nah, use the webway stratagem on them and when they get inevitably charged THEN pop the crystal to get them out of combat and shooting again. There goes another squad of Custodes! Link to comment Share on other sites More sharing options...
Zodd1888 Posted January 23, 2018 Share Posted January 23, 2018 Doombolt is going to be neat. The stopping advance will help with any units that get bonuses from advancing (ie. +1 invuln I think on some kind of clowny space elf or whatever) if I recall. Link to comment Share on other sites More sharing options...
Skerr Posted January 23, 2018 Share Posted January 23, 2018 If you can hide him turn 1 to buff your dudes and get his psych off then I agree his overall utility may be subtly increased. Thing is, in almost every Bat Rep i watch with Magnus he flies out to the front line with little to no support, hoping smites will devestate as his spells did in 7th. Also los blocking terrain is key. Seems Magnus should be an exponential overwhleming force as the battle rounds progress if you can keep him alive and we now have new tools to do so. He is still a beat stick though not a turn 1 beatstick anymore imo. Link to comment Share on other sites More sharing options...
Skerr Posted January 23, 2018 Share Posted January 23, 2018 I also run 10 man rubs with 2 wf each and a src. Good stuff. I want to kit up 2 5 man squads with flamers as well now. Link to comment Share on other sites More sharing options...
Panzer Posted January 23, 2018 Share Posted January 23, 2018 With those wings it's extremely difficult to hide him behind LoS blocking terrain tho. Link to comment Share on other sites More sharing options...
Skerr Posted January 23, 2018 Share Posted January 23, 2018 I mean your right i guess thats why most folks i see go sacks out flying him up hoping to get some use out of him before his demise. It would be cool if he had a shapeshifter rule turn 1 or a strat that diminished his size, (remember mini magnus from his debut event) shrouded him or just made it incredibly difficult to hit. Link to comment Share on other sites More sharing options...
Arachnofiend Posted January 23, 2018 Share Posted January 23, 2018 I have never played on a table with terrain capable of fully hiding Magnus. Link to comment Share on other sites More sharing options...
Khalan Posted January 23, 2018 Share Posted January 23, 2018 I have never played on a table with terrain capable of fully hiding Magnus. Same, but I have played tables where I delploy him last 48" away from what is most likely going to kill me the hardest. Saving to move him up for T2/3 isn't the worst thing. Eitherway he still will get shot. Link to comment Share on other sites More sharing options...
Zodd1888 Posted January 23, 2018 Share Posted January 23, 2018 Now that I think about it, those wings are wildly difficult to deal with. We've got some high terrain we use, but the wings coming out around corners is always a pain. Maybe I can get some house rules on firing requiring LOS to the body. Link to comment Share on other sites More sharing options...
Skerr Posted January 23, 2018 Share Posted January 23, 2018 Not that a models wings need to be symmetrical like Morty's though Maggie's are all kinds of wonky and all over the place which doesnt help. Link to comment Share on other sites More sharing options...
Drudge Dreadnought Posted January 23, 2018 Share Posted January 23, 2018 I remember the days when wings didn't count for LOS. At least now the deepstrike strat will let us keep him safely in reserve (assuming it can be used on him at all.) Link to comment Share on other sites More sharing options...
Hathor42 Posted January 23, 2018 Share Posted January 23, 2018 Nope only infantry for the strat. Link to comment Share on other sites More sharing options...
Zodd1888 Posted January 23, 2018 Share Posted January 23, 2018 Man did I ever get grief for that suggestion. A couple people agreed as it made sense, but then our "that guy" posted and started griefing the conversation. Need ITC to agree to it for this dude to have a fun game. It's actually crazy how big Magnus is with wings versus without. His footprint is significantly larger than some of our terrain pieces! Link to comment Share on other sites More sharing options...
Vilicate Posted January 23, 2018 Share Posted January 23, 2018 So if the rumors are true, Skyfires are going to be like the best unit ever. They've got to get a little froggy, but a full allocation of them (27 or so) will wreck shop against primarchs or basically whatever else you want to shoot. Prescience + Shaman means mortal wounds on a 4+; and you can give them re-roll 1's to hit pretty easily with at least Ahriman. So yeah. They're going to be good. I wish that I had more than just the three I bought for AoS. So far, I love the amount of teleporting and other shenanigans that I see - the only other thing that I'd really want to see is some sort of recursion for the Rubrics - maybe that temporal power lets you bring back a model like the Nurgle strat. Doubtful, but itt'd be cool. Link to comment Share on other sites More sharing options...
Arachnofiend Posted January 23, 2018 Share Posted January 23, 2018 Just to be clear, the Skyfire bows do NOT deal mortal wounds; they just skip the wound-roll if you roll a hit of 6+. The target still gets their armor save. Link to comment Share on other sites More sharing options...
Zodd1888 Posted January 23, 2018 Share Posted January 23, 2018 Just to be clear, the Skyfire bows do NOT deal mortal wounds; they just skip the wound-roll if you roll a hit of 6+. The target still gets their armor save.Hold on, what? I thought it skipped the remaining portion of the shooting interaction (ie. Saves, FNP, etc.) and jumped straight to damage. It'd have been like a true damage mechanic. That makes me sad. Edit: I hope that the rules mirror AoS wording and replace mortal wound with damage or something. Did we see this somewhere and I missed it? Link to comment Share on other sites More sharing options...
Arachnofiend Posted January 23, 2018 Share Posted January 23, 2018 I probably shouldn't have been as firm on that as I was since it's not 100% clear how it works. I can say for certain they're not mortal wounds, though. Link to comment Share on other sites More sharing options...
Khalan Posted January 23, 2018 Share Posted January 23, 2018 No they just auto wound on a 6+. Normal saves damage etc. Link to comment Share on other sites More sharing options...
Zodd1888 Posted January 24, 2018 Share Posted January 24, 2018 Have hope brothers! We need some undeniable damage in the 40k meta, hopefully it's the TSons Bowgoat. These suckers need a nickname. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.