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I'm trying to determine which warlord trait to take for my DP that improves his survivability the most. These are the options I am considering.

Revolting Resilent: add 1 to DR rolls unless it's a mortal wound.

Tainted Regeneration: regain a lost wound at the start of each players turn.

Hulking Physique: +1 toughness.

Rotten Constitution: reduce all damage by 1, to a minimum of 1.

Gloaming Bloat: wound rolls of 1-3 always fail.

 

I plan on him being in melee as much as possible and I'm pretty good at keeping him screened for Look Out Sir. With a toughness of 6, most things should only be wounding him on a 5+. Unless it's S7 or higher and/or they have a +1 to wound. So I don't know how beneficial Gloamimg Bloat would be. The +1 to DR is nice, but that's still a roll of 4+ vs just reducing all damage by 1 (no roll required). Then there is the gaining a wound each players turn, 2 per round, but he has to be alive for that to even matter.

I've been trying to math it out, but there are so many variables to take into consideration.

Anyone have some ideas on this?

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Might be easier to think about what targets you would be throwing him at.

 

If they only have light weapons that don't have strength boosts - gloming bloat would be wasted.

 

Revolting Resilience would be good if you think he will be hit with random multi damage weapon as you can take it against each point of damage

 

Rotten constitution might be best if you know your targets are going to have D2 or D3 weapons

 

If they are strength 3 then the extra point of toughness Hulking pisique gives makes you that bit more secure

I'm trying to determine which warlord trait to take for my DP that improves his survivability the most. These are the options I am considering.

Revolting Resilent: add 1 to DR rolls unless it's a mortal wound.

Tainted Regeneration: regain a lost wound at the start of each players turn.

Hulking Physique: +1 toughness.

Rotten Constitution: reduce all damage by 1, to a minimum of 1.

Gloaming Bloat: wound rolls of 1-3 always fail.

 

[My Opinion based on 5/5 being best]

 

Revoltingly Resilient - Obviously useful in every situation except mortal wounds, which not every faction can even reliably do. Doesn't matter the damage, strength or number of shots, just adds 16.66% damage reduction (minus MW). 5/5

 

Tainted Regeneration - Not bad if they only peck at your DP. But you screen yours anyways, so typically in my experience once my DP can be hit, my opponent goes all in on him because of his threat level. I wouldn't get but maybe one wound back on it, but maybe your situations are different. 3/5

 

Hulking Physique - since the DP is already T6, going to T7 really only matters for S6-7 hits (with S12-14 stuff being much rarer). I find most small fire spam is S3-5, so that won't change, and most Sx2 melee or heavy hitting guns come out to S8+ and T7 won't change that. Worst one I think. 1/5

 

Rotten Constitution - This one is good, and even better now that alot of stuff is going to 2D+ for the anti marine meta. Does nothing against small arms fire and 1D though. It very well could be the best, but I would still probably take RR over it. 4/5

 

Gloaming Bloat - Wound rolls of 1 are auto fails anyways. Being at T6, this only makes S7-11 fail on 3 and S12+ fail on 2-3. Does nothing for S6 and less shots/hits. I'm ranking this second worse, but your experience might vary. I run alot of Daemon engines, couple drones, PBC or two, and now three haulers, with the 4++ relic, so most S7+ shots are trying to get into the vehicles regardless if my prince is open or not. But if you use your prince for fighting units that can punch back in melee at high strength that you can't wipe out quickly, this trait is better. 2/5

 

Those are just my opinions though. So my votes are revolting or rotten. Just don't take hulking haha.

At this point I really think Rotten Constitution is the best choice, most damage comes from MW (spells/snipers) and RR offers no help there. But being able to reduce smite or other spell damage and having the 5+++ regardless of source is more beneficial then a 4+++ except for MW's. Edited by McElMcNinja

At this point I really think Rotten Constitution is the best choice, most damage comes from MW (spells/snipers) and RR offers no help there. But being able to reduce smite or other spell damage and having the 5+++ regardless of source is more beneficial then a 4+++ except for MW's.

Like I said it could definately be the best given the right scenario. My main opponents are admech and Necrons, so I never get hit with any mortal wounds but tons of 1D shots, so rotten constitution does nothing and RR is the best for me.

 

Before the space marine eliminators came out, most snipers were only 1D and fishing for the 1MW on 6's, and rotten constitution did nothing because it's seperate 1D's (the MW happens as soon as the wound roll of 6+ is made, the normal weapon damage comes after a savings throw). Even with 2-3D shots with the 1MW rotten constitution at most is stopping 1D, where RR *can* stop more.

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