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Dusldorf

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Posts posted by Dusldorf

  1. 1 minute ago, pretre said:

    The problem is that you are using your definition of an aura and not the rules definition. I agree that from an outside the rules perspective it is an aura. That being said, the rules define auras clearly (although apparently not clearly enough). Trying to bring outside examples and definitions into rules debates is just a recipe for frustration.

    Acts of Faith are an ability though. Which are turned into an aura by the strat.

  2. Q: Does the Book of St. Lucius increase the range of Stratagems 
    used on the bearer, such as Vessel of the Emperor’s Will?
    A: No. Aura abilities are considered to be persistent 
    abilities; Vessels of the Emperor’s Will is an 
    instantaneous ability.

     

    Wow, I don't think anybody expected that interpretation.

  3. 24 minutes ago, paxmiles said:

    This video is about how to be a more unpleasant player. Yes, it's technically correct, but it's playing in a way that won't make friends and will likely make people upset with the 40k rules for being poorly written.

    Reminds of a tactic that @peter.cosgrove was doing, where he'd use the CSM backpacks to "hook" models in place, as you can't fallback through enemy models (so if you are "hooked" in place, you can't fallback no matter how much space you have to fallback). He's right, that is the rules, but it's the kinda thing that should be reserved for a time of desperation, not something you do in every fight phase.

    lol shaming people for following the rules, classy

    FWIW, i agree w/ you about peter's thing though. but the vid isn't anything like that imo.

    • Like 2
  4. Love the Celestian spam. Them with Bloody Rose are definitely the best all-rounders in the codex. As for Dominions vs Seraphim, I'm not sure whether your recent tourney games informed that decision, but I would stick with the Seraphim. Since you aren't running transports, I think it's pretty critical that you be able to respond quickly to an opponent's deep strike or punch a hole where you need it. Did Burning Descent do much work? IMO it's most useful for double-firing with bolt pistols, since you can't really hope to wound until subsequent turns when you can get close enough for Holy Trinity.

  5. Yeah that was going to be my main comment: getting a combi-flamer and simulacrum in the dom squads. Other than that it looks like a fun starting point. I would also consider for the seraphim running EITHER 1 pair hand flamer & 1 pair inferno pistol OR (and i prefer this one) 2 pairs hand flamer but with an inferno pistol on the sergeant. This would give your list some extra anti-horde punch, which you're a little light on, and also allow you to use holy trinity.

  6. 2 hours ago, pretre said:

    You can compare it to Berserkers or Kastelans. Their language says they can fight twice. This power allows you to choose a unit and then make it fight. Big difference in wording.

    I absolutely agree with FAQ is needed.

    It doesn't say you can make it fight. It says "can be chosen to fight with twice", but that doesn't say anything about eligibility. The rulebook says that "any unit that charged or has models within 1" of a enemy unit can be chosen to fight." IMO, RAW, nothing about the faith power supercedes the rulebook requirements.

  7. 1 hour ago, fluger said:

    How'd it go?

    Went well. I played against Imperial Knights on Saturday in a narrative vigilus mission, Necrons on Sunday in a chapter approved matched play eternal war mission and won both games. It was a lot of fun using Divine Guidance and Holy Trinity on the melta dominions, and the Exorcists pulled more than their weight. Both games I managed to charge with the arcos and use the extremis trigger word strat, too. In the first game those 81 attacks were enough to kill an Armiger, while in the second it killed the majority of a Wraith unit. Celestine and seraphim are still great friends, and The Passion on Celestine is just disgusting. Both games I managed to charge with at least one penitent engine as well, which was great but not for the reasons you'd expect: the large base and double activation means you get an extra 12" of movement during the fight phase with which you an orbit an enemy unit and tie up more stuff. So that was a huge help. 

    I think the biggest misconception about the new dex is about the impact of the vessel strat. I see its value but had no efficient opportunities to use it because to play the missions I had to spread out across the board. The strat is only useful if the mission doesn't punish you for death-starring your army. And even then you need to have a pretty spammy list, so that everyone can make the most of the same faith power. 

    Bloody Rose order is a clear winner. It amped up my canoness and even allowed regular sisters to kill a unit of necron scarabs after being charged. I got too aggressive with some sisters against necron warriors, but the potential is still there. Argent Shroud didn't proc once in either game, so I might replace that one with 6+ FNP for my Exorcists just to be annoying. The +1 to faith checks order is great for the  Doms and Seraphim though. 

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