Muaddib Posted February 28, 2018 Share Posted February 28, 2018 (edited) I play the « One GMNDK with 2++ » tactic for a while now and nobody ever forbid me to use Heed on my GM in the teleportarium T1. Usually my stormraven takes all the shooting, die and drop one apo/dreadnought (no more because you can only reroll one 1 ^^) in front of my opposent line. Need to be carefull of the lucky D6 smite though. But your GMNDK will survive. What do you guys think of taking the second sanctic power instead of fttf as warlord trait? The turn 1 charges stay highly unreliables anyway and the GM with Sanctu + Gate seems... usefull Edited February 28, 2018 by Muaddib Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5021620 Share on other sites More sharing options...
Danarc Posted February 28, 2018 Share Posted February 28, 2018 I agree with the theory that forbids the use of Heed on units that are not on table. But I can understand the reason some people advance. But following the rules I still think that it is impossible. Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5021650 Share on other sites More sharing options...
Corvus Fortis Posted February 28, 2018 Share Posted February 28, 2018 What do you guys think of taking the second sanctic power instead of fttf as warlord trait? The turn 1 charges stay highly unreliables anyway and the GM with Sanctu + Gate seems... usefull Rule of 1 makes this WT useless. The only exception is small games, when you use a lot of transports (not enough units to have all powers you want) or know you want to play defensively (still generic traits are better here). The problem of our WT is that 3 of them work only when you are already in close combat. So slight increase of charge chance is always better. FttF doesn't make our charges more reliable but I cannot count how much time it saved me. But following the rules I still think that it is impossible. I repeat: there is not a single string in the RB that forbids this. Not even a hint. And there is a long list of things that "feels wrong" in 40k rules now and some of them even approved in FAQs. Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5021676 Share on other sites More sharing options...
Reclusiarch Darius Posted February 28, 2018 Share Posted February 28, 2018 I've never seen the point to it, same as the extra power strategem. It's a waste. Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5021682 Share on other sites More sharing options...
Capt. Mytre Posted February 28, 2018 Share Posted February 28, 2018 What do you guys think of taking the second sanctic power instead of fttf as warlord trait? The turn 1 charges stay highly unreliables anyway and the GM with Sanctu + Gate seems... usefull Rule of 1 makes this WT useless. The only exception is small games, when you use a lot of transports (not enough units to have all powers you want) or know you want to play defensively (still generic traits are better here). The problem of our WT is that 3 of them work only when you are already in close combat. So slight increase of charge chance is always better. FttF doesn't make our charges more reliable but I cannot count how much time it saved me. But following the rules I still think that it is impossible. I repeat: there is not a single string in the RB that forbids this. Not even a hint. And there is a long list of things that "feels wrong" in 40k rules now and some of them even approved in FAQs. FttF is a change of 27.78% chance to 47.84% chance (IIRC). It's also an aura, so you can deploy other units near by with 47.84% charge chances. It's a significant increase, and you almost guarantee a charge once you have 3 units or more. To top it off of "feels wrong", re-rolls before modifiers. So stupid and just adds confusion and messiness to the game. Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5021706 Share on other sites More sharing options...
Muaddib Posted February 28, 2018 Share Posted February 28, 2018 FttF is a change of 27.78% chance to 47.84% chance (IIRC). It's also an aura, so you can deploy other units near by with 47.84% charge chances. It's a significant increase, and you almost guarantee a charge once you have 3 units or more. Im mot saying its useless, only unreliable. Yes you'll probably make one out of three charges, but still. But the "rule of one" point is good though... Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5021842 Share on other sites More sharing options...
Reclusiarch Darius Posted March 2, 2018 Share Posted March 2, 2018 Out of all the GK Traits, 'First Into The Fray' is the only vaguely useful one IMO. All the others are kinda meh. Nemesis Lord is okay I guess, prevents the irritation of rolling 1's on greatsword damage. On the other hand, if you bring Allies, you're invariably going to find their Warlord Traits more beneficial (especially the 'generate Command Points when X happens' ones). And 'Veil of Time' does what 'First Into The Fray' does (and more), it's just single target and a psychic power. Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5023419 Share on other sites More sharing options...
Ninjoe42 Posted March 2, 2018 Author Share Posted March 2, 2018 FttF is a gift to us, due to our previous habit of relying heavily on mass deepstrike and charge. Funny enough though, the range limit on the aura generally means a warlord with that will be Last to the Fray, so everyone around him can benefit from rerolls first Muaddib 1 Back to top Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5023424 Share on other sites More sharing options...
Muaddib Posted March 2, 2018 Share Posted March 2, 2018 Ok guys, thanks for the answers. I’ll stick with FttF for now :) Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5023483 Share on other sites More sharing options...
Reclusiarch Darius Posted March 8, 2018 Share Posted March 8, 2018 Funny enough though, the range limit on the aura generally means a warlord with that will be Last to the Fray, so everyone around him can benefit from rerolls first Yeah I found that out the hard way haha. You always charge with other units first, then the Warlord last. Ninjoe42 1 Back to top Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5027540 Share on other sites More sharing options...
Capt. Mytre Posted March 8, 2018 Share Posted March 8, 2018 Funny enough though, the range limit on the aura generally means a warlord with that will be Last to the Fray, so everyone around him can benefit from rerolls first Yeah I found that out the hard way haha. You always charge with other units first, then the Warlord last. If it's on a dreadknight, just charge him first and rotate the base. Also means you have more space for other models to charge into. Link to comment https://bolterandchainsword.com/topic/344810-single-2-gmndk-option/page/2/#findComment-5028164 Share on other sites More sharing options...
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