Jump to content

Psychic Awakening 2 rumours


Sete

Recommended Posts

Overall I’m happy with these rules. I am disappointed crusader squads didn’t get a price drop, I really can’t see anything that justifies it, but I’m impressed with the rest. I’m thinking I’ll drop pod in Helbrecht with company vets and his warlord trait, grav dev squad, and maybe some cenobytes to boost their bodyguard saves and then rush a jump chaplain with the charge aura up the board near them. Then have a squad of vanguard vets with jump packs disembark a land raider and use the advance and charge stray to push the board and have a massive turn one charge.

I can honestly see the point cost being what it is because they just copy pasted the old cost without taking any damn notice that they had dropped the cost of a basic marine in the last release.

You should all remember to email GW about this. Frankly speaking, this release imho perfect barring Crusader squads getting taken to the back and shot

 

I can honestly see the point cost being what it is because they just copy pasted the old cost without taking any damn notice that they had dropped the cost of a basic marine in the last release.

You should all remember to email GW about this. Frankly speaking, this release imho perfect barring Crusader squads getting taken to the back and shot

 

 

A little overly dramatic don't you think? Crusader squads got a buff to melee, that is both good and fluffy which this forum as been begging for for years.  Sure we lost the ability to take 2 weapons in a 5 man, but it's hardly the end of the world. 

 

 

I can honestly see the point cost being what it is because they just copy pasted the old cost without taking any damn notice that they had dropped the cost of a basic marine in the last release.

 

You should all remember to email GW about this. Frankly speaking, this release imho perfect barring Crusader squads getting taken to the back and shot

 

A little overly dramatic don't you think? Crusader squads got a buff to melee, that is both good and fluffy which this forum as been begging for for years.  Sure we lost the ability to take 2 weapons in a 5 man, but it's hardly the end of the world.

If it affected Neo and Init I agree, also secondly it’s more about point reduction than anything else

OMG Tenacious Assault is AMAZING!!!

It's ARMY WIDE, you can literally lock down ANY non flier (note not fly keyword, but actual fliers) Infantry unit within 1" of any BT infantry unit. Take 2 Big crusader squads, charge 3-4 units at once with them, 2 CP's and on a 2+ they are ALL held in combat. 

That is beautiful, pure beautiful, and it isn't even one use only!!!!

OMG Tenacious Assault is AMAZING!!!

 

It's ARMY WIDE, you can literally lock down ANY non flier (note not fly keyword, but actual fliers) Infantry unit within 1" of any BT infantry unit. Take 2 Big crusader squads, charge 3-4 units at once with them, 2 CP's and on a 2+ they are ALL held in combat.

 

That is beautiful, pure beautiful, and it isn't even one use only!!!!

Really? It’s not limited to one unit? That IS awesome

Well what do you know you're right. From what I gather they're pushing us to use tactical squads as shooting units and crusader squads for large melee blobs. Kind of a shame our crusader squads don't have better morale protection but I suppose large melee squads can work to tie up large chunks of the enemy army.

Well what do you know you're right. From what I gather they're pushing us to use tactical squads as shooting units and crusader squads for large melee blobs. Kind of a shame our crusader squads don't have better morale protection but I suppose large melee squads can work to tie up large chunks of the enemy army.

 

I mean, if you keep them within range of Grimaldus (because you ARE taking Grimaldus right?? RIGHT?!?!) they are LD 9 so that is pretty decent. 

OMG Tenacious Assault is AMAZING!!!

 

It's ARMY WIDE, you can literally lock down ANY non flier (note not fly keyword, but actual fliers) Infantry unit within 1" of any BT infantry unit. Take 2 Big crusader squads, charge 3-4 units at once with them, 2 CP's and on a 2+ they are ALL held in combat. 

 

That is beautiful, pure beautiful, and it isn't even one use only!!!!

 

Incorrect. Firstly, the wording is 'Use this strategem when AN ENEMY UNIT' thus you have to activate it when a single unit attempts to retreat. Secondly, you are never allowed to use the same strat twice in one phase. That's a basic rule of the game. So as it stands we can lock down a single infantry unit that doesn't have the flyer battlefield role, though those aren't exactly common. It's good, but it's not the Night Lords strat by a long shot.

 

OMG Tenacious Assault is AMAZING!!!

 

It's ARMY WIDE, you can literally lock down ANY non flier (note not fly keyword, but actual fliers) Infantry unit within 1" of any BT infantry unit. Take 2 Big crusader squads, charge 3-4 units at once with them, 2 CP's and on a 2+ they are ALL held in combat. 

 

That is beautiful, pure beautiful, and it isn't even one use only!!!!

 

Incorrect. Firstly, the wording is 'Use this strategem when AN ENEMY UNIT' thus you have to activate it when a single unit attempts to retreat. Secondly, you are never allowed to use the same strat twice in one phase. That's a basic rule of the game. So as it stands we can lock down a single infantry unit that doesn't have the flyer battlefield role, though those aren't exactly common. It's good, but it's not the Night Lords strat by a long shot.

 

 

Ah damn you're right :( Not AS good then

Well that's disappointing. So it's just objectively worse than the Night Lord's strat and costs more? I'm still happy overall but a little peeved by that and the crusader squad price.

 

Edit: Although I will admit the Night Lords need it more. It fits their harassment play style.

So...uhh...did anyone notice how stupidly strong a large buffed Crusader squad can be?  Like...STUPIDLY strong.  Potential first turn charge strong.

 

Consider this:

 

1 Sword Brethren (Power Sword), 9 Initiates (1 Power Sword/8 Chainswords), and 9 Neophytes (To activate Paired Combat -- 9 BP/CCWs) is 237 points.  If you have Grimaldus running along with Devout Litanies (5+++ and +1 Attack) and his Cenobytes, you have a helluva durable squad that rocks 3+ save (2+ if you use prepared defenses)/5+++/4+++ (mortals).  Add in any other character with Crusader Helm and WL trait to Advance/Charge +1" (Apothecary anyone?) and this is what you get first turn.

 

Deploy as far up as you can in deployment zone.  If go second, try to get into cover.  Pop your Litanies via Grimaldus.  Pop your Crusader Helm with 2nd character.  Move full speed ahead.  Pop advance, shoot, charge stratagem on crusader squads.  2nd character should be in range of all of this.  Advance.  Charge.  So potentially a 26" threat range.  If all is done, the crusader squad will generate ~59.3 dead GEQ/~43.6 dead MEQ on the charge.  Keep in mind this includes our assault/super doctrine (from Crusader Helm), exploding 6's from Grimaldus, Paired Combatants, and Litanies.

 

Yikes

With the +1" charge range increase warlord trait I can see myself potentially using deep strikes a bit more than usual. Dropping the warlord and drop pods and/or terminators at the enemy line... nice. My orks have that +1" and it does make a noticeable difference in success rate!

 

Chaplains are a bit problematic in that scenario, since deep striking them via any means or even having them in a transport means they won't always be able to use their buffs. I suppose in the above scenario I should try using my jump chaplain with some jump escorts to move through the table to help with the "landing"... but chances are they'd be shot off the table. A jump chaplain would be able to follow a LRC better though.

 

Deploy as far up as you can in deployment zone.  If go second, try to get into cover.  Pop your Litanies via Grimaldus.  Pop your Crusader Helm with 2nd character.  Move full speed ahead.  Pop advance, shoot, charge stratagem on crusader squads.  2nd character should be in range of all of this.  Advance.  Charge.  So potentially a 26" threat range.  If all is done, the crusader squad will generate ~52 dead GEQ/~34 dead MEQ on the charge.  Keep in mind this includes our assault/super doctrine (from Crusader Helm), exploding 6's from Grimaldus, Paired Combatants, and Litanies.

The assault/super doctrine stuff would only work on turn 3 the earliest though, wouldn't it? Still, potential for carnage certainly. What's the Paired Combatants thing, or rather what bonus it gives? Hopefully it still works after some models are dead and no longer paired :P

what is this, brothers :smile.: i am OVERJOYED!

 

1. real overall power level will only be apparent after some games, but some combos are already seen. rght now i say we are at least mid-tier if not above. time will tell.

 

2. the DIRECTION of the release is towards close combat. this should be natural for BT, but it has not been the case for years. finaly we are pushed away from faux devi squads and into fast assaults(emphasis on FAST :) ). this is a cause for celebration.

 

3. i thought the antipsyker warlord trait would be king. boy was i wrong! believe me, the +1 charge and advance is even better! with advance + charge stratagem, a mere infantry unit has 8"+3d6 charge range, with rerolls, without even using litanies. THIS IS BONKERS! 18" average threat range without even the use of rerolls or litanies.

 

4. some of our stratagems are quite powerful. i think dual battalion or even brigade is ABSOLUTE MINIMUM now. which will be hard to do because the types of strong stratagems we have are best employed by well-sized units. in my case i'll maybe try 3 well-sized units as core, supported by the rest of the army, like an american brigade combat team.

I'm interested by the possibility of 3 Invictor Warsuits next to a Phobos Lt./Captain with Aurillian Shroud. If you get to go first you get to cut down hordes in the shooting phase and get your invictors into some trouble in the enemies front lines. If you go second you can pop the Aurillian Shroud and tank quite a bit of damage. Autocannons will still hurt, but 39 Wounds at T6 3+/4++ is pretty hefty.

 

I'm thinking these guys alongside a GFB Leviathan. Letting either one rampage around unhindered is dangerous, with that much target saturation its going to be difficult to take them all down. They wont go down easy.

 

 

Deploy as far up as you can in deployment zone.  If go second, try to get into cover.  Pop your Litanies via Grimaldus.  Pop your Crusader Helm with 2nd character.  Move full speed ahead.  Pop advance, shoot, charge stratagem on crusader squads.  2nd character should be in range of all of this.  Advance.  Charge.  So potentially a 26" threat range.  If all is done, the crusader squad will generate ~52 dead GEQ/~34 dead MEQ on the charge.  Keep in mind this includes our assault/super doctrine (from Crusader Helm), exploding 6's from Grimaldus, Paired Combatants, and Litanies.

The assault/super doctrine stuff would only work on turn 3 the earliest though, wouldn't it? Still, potential for carnage certainly. What's the Paired Combatants thing, or rather what bonus it gives? Hopefully it still works after some models are dead and no longer paired :tongue.:

 

 

From what I can tell (correct me if I am wrong), but the new Crusader Helm relic allows the model using it to select another unit on the board (within 6") during the movement phase to enter Assault Doctrine.  If you're already on the board on turn 1, then you can skip straight to "turn 3".  Crusader squads gained a special rule (Paired Combatants) saying that as long as you have equal or more INITIATES (So Sword Brother doesn't count) than Neophytes, the Neophytes get to reroll to hit rolls of one.

So...uhh...did anyone notice how stupidly strong a large buffed Crusader squad can be? Like...STUPIDLY strong

I’m so incredibly happy to hear this. Do you think this can make black tide a thing again? Could we see something like 2-3 massive crusader squads and a close combat terminator squad in a LRC be viable? Just thinking about lists like that make my tabard tight!!

Archived

This topic is now archived and is closed to further replies.

  • 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.