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Tactics Using New Chaplain Abilities


L30n1d4s

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My Chaplain Cordae conversion will see a lot of play with these. Giving him Ravens Fury so he can shoot across the battlefield and add 2" to the charge roll of the unit that's going to deep Strike on his position.

6" pile in and consolidate? Seriously? That's ridiculously abusable and far better than stacking +1"s to charge. 6" pile in with those long bike bases will let you trap pretty much anything, almost justifies them banning/not updating biker chaplains. A full 9 man bike squad can basically shut down those pesky knights easily.

 

16 man crusader squads with hormagaunt pile in might make land raider crusaders almost worth it.

 

There's also a White Scars relic which is +1" to charge so you can get +2" to charge Reivers without fathing about with chaplains.

The knight will probably be able to kill his way out of that bike fight. Unless they are deathwatch bikes or company vets on bikes with storm shields, otherwise, stomp stomp stomp.

 

White scars have a psychic power for +2 to charge as well. They are pretty scary.

 

6" pile in and consolidate? Seriously? That's ridiculously abusable and far better than stacking +1"s to charge. 6" pile in with those long bike bases will let you trap pretty much anything, almost justifies them banning/not updating biker chaplains. A full 9 man bike squad can basically shut down those pesky knights easily.

 

16 man crusader squads with hormagaunt pile in might make land raider crusaders almost worth it.

 

There's also a White Scars relic which is +1" to charge so you can get +2" to charge Reivers without fathing about with chaplains.

16 man crusader squads with hormagaunt pile in might make land raider crusaders almost worth it.

 

Black Templars being powerful?

 

Can't have that now, can we? :sweat:

 

But seriously - yes, 6" PI/C is potent, but it's far from broken. Marines still aren't exactly cheap, and you're throwing in the cost of a Chaplain on top, plus the opportunity cost of using that particular Litany; but it's certainly got some potentially powerful utility - especially if someone is being cagey with their screen and keeping them further out from their important units.

 

If the Chaplain makes the charge, an accompanying unit can really take advantage of the 6" PI/C to lock down, or at least minimise, the shooting of the enemy. And that's generally a powerful thing in 8th (and also generally needed, considering the usual power of shooting).

 

I'm definitely glad I bought a Chaplain; especially since with the Benediction of Fury Relic, Might of Heroes and Mantra of Strength Litany, he could get up to 7 8/-2/4(!) attacks; add in a Warlord Trait through Hero of the Chapter for Imperium's Sword (+1 S/A on the charge/HI) - that's 8 9/-2/4 attacks, hitting on 2s! Chaplains can have teeth, if you want them to!

 

 

Edit: With Mantra of Strength, he'd be up to 4D!

The knight will probably be able to kill his way out of that bike fight. Unless they are deathwatch bikes or company vets on bikes with storm shields, otherwise, stomp stomp stomp.

 

Knights can't stomp that well when they're wounding on 3s at only -2 and then praying to not roll 1s on their d3 damage. You can easily manage your lap around to keep a knight trapped even if you lose 3-5 bikes because coherency doesn't matter until you next have to move.

6" Heroic Intervention is potentially strong. As a SW player indicated - it's not even necessary for the enemy to charge, to allow a HI.

 

Heroic Intervention
After the enemy has completed all of their charge moves, any of your CHARACTERS that are within 3" of an enemy unit may perform a Heroic Intervention.

After the charge moves is a certain step in the turn, not a requirement to have a charge. So, any enemies closing to within 6" (melta range, speedbump,...) are free to get a heroic surprise visit even if they didn't charge anything.

6" Heroic Intervention is potentially strong. As a SW player indicated - it's not even necessary for the enemy to charge, to allow a HI.

 

Heroic Intervention

After the enemy has completed all of their charge moves, any of your CHARACTERS that are within 3" of an enemy unit may perform a Heroic Intervention.

After the charge moves is a certain step in the turn, not a requirement to have a charge. So, any enemies closing to within 6" (melta range, speedbump,...) are free to get a heroic surprise visit even if they didn't charge anything.

 

Yup. I am planning on using Born Heroes for my Howling Griffons. Not sure yet what I want to use for the second (although Knowledge Is Power is tempting!)

 

But yeah, 6" HI is very powerful.

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