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Aye, it seems like another thing focused that helps out the Tide more than anything. Which isn't necessarily a bad thing, I'm just getting the feeling that I'm gonna have to rip all the legs off my models and replace them with assault/vanguard model legs. 

That makes rolling saves with the Stratagem active rather cumbersome, then. 

like said before... I think Terminators with 2+ 3++ 5+++ are very good in it.

 

In average it need 180 wounds ---> 30 Mortal wounds (exactly an ork mobb) - goffs are doomed^^

Edited by Medjugorje
  • 1 month later...

Well boys, the Devout Push question has been answered, and it breaks the base rules of the game after all. The wording has been clarified, but most importantly this question was answered:

 

Q: When using the Devout Push Stratagem, can a unit not

within 1" of enemy units be selected?

A: Yes.

 

So an unit that did not charge can still Pile In to keep an enemy stuck in combat. What does that mean for us?

 

Well first of all it means that we can essentially pull a 5th edition charge through Canticle of Hate and its 6" Pile In range.

 

And THAT means that an unit of Scout Bikers essentially has a 29" threat range (16+6+6+1)and can potentially get the opponents entire frontline stuck in combat because YOU CAN'T OVERWATCH A PILE IN. How's that for an alpha strike?

Edited by Palmu
Well that turns the strat from meh to amazing and useful, its a much better tool for denying overwatch or locking units down. Its essentially a heroic intervention for any unit at the beginning of the charge phase or a 6" chase to catch fleeing units or lock more units.

Huh, that opens up some interesting options. The Impulsor "Assault Ramp" looks more appealing now that you can pseudo-charge with Devout Push!

 

If you're willing to spend 2CP to Devout Push in your fight phase and your opponent's fight phase, it could be +12" of movement for an infantry unit in one battle round, which makes even footslogging CC units look a lot more dangerous.

Huh, that opens up some interesting options. The Impulsor "Assault Ramp" looks more appealing now that you can pseudo-charge with Devout Push!

 

If you're willing to spend 2CP to Devout Push in your fight phase and your opponent's fight phase, it could be +12" of movement for an infantry unit in one battle round, which makes even footslogging CC units look a lot more dangerous.

If we ever get a decent CC Primaris infantry unit (that can fit in an Impulsor) that's going to mess with heads.

Only if you actually charged that turn. A unit that did not charge at all can attack anyone within 1". Usually, the only way to be in that situation is to get charged or have an ongoing combat from an earlier turn, but Devout Push can put you in that situation too. It's good because it lets you get into combat with units that aren't allowed to charge (eg because they advanced, or used Assault Ramp from an Impulsor), or to pile in on your opponent's turn.

That's actually rather hilarious, theoretically. If an opponent gets within a theoretical 6" range to charge, and they probably DO want to get close to succeed, Devout Push can just deny them that charge and any effects associated with a successful charge.

its good because if you are on a objective marker - the enemy cannot controle it without being in melee with BT (in his round) And if taken in BT round you can move into combat without charging (without overwatch or after running). 

 

Especially after disembarking from a Impulsor its a very good stratagem.

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