Sarto ripped claw Posted April 1, 2020 Share Posted April 1, 2020 I was hoping someone could definitively tell mehow i can build an eversor into my army i think having it being able to charge the enemy on the first turn would be a massive distraction to allow the rest of my army to advance. But im unsure how the mechanics work? Do i lose battle forged im being told no but have to do it in certain ways i want to try to not lose as many CP as possible. Any help would be greatly appreciated. Link to comment https://bolterandchainsword.com/topic/362948-eversor/ Share on other sites More sharing options...
Jorin Helm-splitter Posted April 1, 2020 Share Posted April 1, 2020 To add a single assassin you would need to save the points, and then use a stratagem from white dwarf. I'm pretty sure you do lose combat doctrines though. So I don't think it's worth it. Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499678 Share on other sites More sharing options...
Rune Priest Jbickb Posted April 1, 2020 Share Posted April 1, 2020 Including an assassin loses you combat doctrines. Just going to start there. As for adding 1 assassin, you options are a 2 cp strat that allows you to bring in any assassin assuming you have the 85 points reserved in your army. This is the flexible choice. Or a detachment that provides -1 cp and gives you an Elites slot which you can then use for the assassin Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499683 Share on other sites More sharing options...
Dark Shepherd Posted April 1, 2020 Share Posted April 1, 2020 Think unless you start it in your deployment zone it can only come in turn 2 as its technically reserves Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499685 Share on other sites More sharing options...
Vassakov Posted April 1, 2020 Share Posted April 1, 2020 Jorin is right - you need to save 85pts and then use the 2 CP stratagem "Operative Requisition Sanctioned" to add it to your army at deployment. You do however lose Combat Doctrines and making a mess of things in combat isn't really a weakness for us. If you really wanted an assassin I would think a Vindicare or Culexus might augment us better, but even then 3 Eliminators or a Rune Priest with the new Wolf Tail Talisman relic do reasonable impressions of them. Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499688 Share on other sites More sharing options...
Sarto ripped claw Posted April 1, 2020 Author Share Posted April 1, 2020 Think unless you start it in your deployment zone it can only come in turn 2 as its technically reserves No they set up 9" from the enemy and get a 3d6 charge at the start of the battle. Including an assassin loses you combat doctrines. Just going to start there. As for adding 1 assassin, you options are a 2 cp strat that allows you to bring in any assassin assuming you have the 85 points reserved in your army. This is the flexible choice. Or a detachment that provides -1 cp and gives you an Elites slot which you can then use for the assassin I heard something about you can added a special elite detachment which it adds into so then its not classed as soup. Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499706 Share on other sites More sharing options...
Rune Priest Jbickb Posted April 1, 2020 Share Posted April 1, 2020 (edited) Think unless you start it in your deployment zone it can only come in turn 2 as its technically reserves No they set up 9" from the enemy and get a 3d6 charge at the start of the battle. Including an assassin loses you combat doctrines. Just going to start there. As for adding 1 assassin, you options are a 2 cp strat that allows you to bring in any assassin assuming you have the 85 points reserved in your army. This is the flexible choice. Or a detachment that provides -1 cp and gives you an Elites slot which you can then use for the assassin I heard something about you can added a special elite detachment which it adds into so then its not classed as soup.Yes it's called an auxiliary support detachment its the one I mentioned as being negative 1 CP. The problem is combat doctrines requires all units in the ARMY to have angels of death to benefit from combat doctrines. So even in a separate detachment the assassin will cause a loss of combat doctrines. Edit actual wording for combat doctrines is: "If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR, BEAST and UNALIGNED units)." So actually triggers on combat doctrines not Angels if Death. Edited April 1, 2020 by Rune Priest Jbickb Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499712 Share on other sites More sharing options...
TiguriusX Posted April 1, 2020 Share Posted April 1, 2020 Think unless you start it in your deployment zone it can only come in turn 2 as its technically reserves No they set up 9" from the enemy and get a 3d6 charge at the start of the battle. Sorry you are 100% wrong here Eversor has a deep strike rule but you cant use it turn 1. If you want a turn 1 charge you need something that can infiltrate like a warsuit or incursor or infiltrator And you literally need to deploy as close as possible (9" outside enemy deployment zone) However any opponent with a brain will either deploy away from you or simply kill you depending on who goes 1st / 2nd Kallas 1 Back to top Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499732 Share on other sites More sharing options...
Dark Shepherd Posted April 1, 2020 Share Posted April 1, 2020 Yeah its slightly confusingly worded but as its end of your movement phase theyre reserves Not pre game deployment Theyre fun to field but the odd thing with Eversors is theyre best at butchering light infantry/heavy weapons squads not killing characters Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499777 Share on other sites More sharing options...
Karhedron Posted April 1, 2020 Share Posted April 1, 2020 (edited) AFAIK the only unit we can add to Wolves without breaking combat doctrines is a single Inquisitor. Inquisitors have a special rule specifying that they do not affect Combat Doctrines. I feel that Assassins should have the same rule but as written, they do not currently. Edited April 1, 2020 by Karhedron ranulf the revenant 1 Back to top Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5499906 Share on other sites More sharing options...
Rune Priest Jbickb Posted April 1, 2020 Share Posted April 1, 2020 Supposedly assassins are in sar of the spider so perhaps they will get a similar treatment Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/362948-eversor/#findComment-5500020 Share on other sites More sharing options...
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