Null Zone and Gate to Infinity are almost always my choice.
Null Zone and Gate to Infinity are almost always my choice.
Kelanen
I usually see NZ and Gate, or NZ and Avenger.
Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!
In the few games I've played with my fledgling SM army I've found Gate to he invaluable.
On top of that I've taken a smattering of other powers but not used them to any great effect. I'll give Vortex a go next, I think.
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I just want to confirm that nullzone only makes you re-roll invulnerable saves, it doesn't make you re-roll cover saves right. It seems to be far and away the most popular choice for psyhic powers but surely against some armies where they don't have many Inv saves it's not worth it? am i missing something here?
'Hold the line, sons of the Empire
I see the same fear in you that would take the heart of me,
but fear not for we don't auto break and can re-roll for it next turn.
a day may come when Robin Cruddace writes a good book, but it is not this day
a day may come when Ewar doesn't powergame, but it is not this day
This day our dice will roll sixes
This day we will be victorious!
Most armies are rocking up with something with inv. saves that you positively need to kill. If you regularly face opponent's who you can honestly say you have no trouble in terms of units with invulnerables, then don't take it.
@dangermouse425 - Remember Vortex is Heavy, so you will pretty much only be using it if your Librarian is in terminator armour![]()
Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!
'Hold the line, sons of the Empire
I see the same fear in you that would take the heart of me,
but fear not for we don't auto break and can re-roll for it next turn.
a day may come when Robin Cruddace writes a good book, but it is not this day
a day may come when Ewar doesn't powergame, but it is not this day
This day our dice will roll sixes
This day we will be victorious!
You've not faced the dreaded Seer Council then I take it? I think i've seen that if Nullzone is cast, then a fortuned seer council would just roll once?
I've always assumed Gate of Infinity is too much of a risk to losing one a terminator when deep striking. Although I've never worked out the actual odds.
Stuff I'm working on:
40k - Pre Badab Astral Claws - Hive Fleet Phobos - *New* Imperial Fists Heresy Era
Fantasy - One nation under Hashut
Usually benefit outweighs the dangers w.r.t. Gate.
and yes, if your opponent is not fielding the dread Seer Council then you are probably ok, but as soon as they do you will be wanting a NZ librarian to completely shut them down.
NZ shines vs. daemons (laughably so), terminators, wyches... list goes on.
Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!
I run a Libbie in Termie armor w/ SS in a unit of assault termies. Riding in a Redeemer. Giving him Null Zone and Avenger has been great. You can pop null zone and then Get out of the LR nd use the Redeemer Flamestorm and the avenger and any special characters in the unit you are going to assault will alomst immediately have two wounds on them before you charge in and assault.
I have Taken down a couple of Deamon Princes this way! A great combo that I will not leave home without.
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If your Eldar opponent doesn't run a seer council, then you can probably do without a Null zone - they need their head reading though - it's one of the few powerhouse units that codex has (I play Eldar!). If they do run it though, Seer Council and anyone with a Storm shield are the absolute prime targets for NZ across the whole metagame!
Kelanen
Thanks for the tips. He generally beats me without the council, so maybe that why he hasn't gone therewe try and keep 40k as the 'friendly fluffy' game and are more competitive with WFB though.
'Hold the line, sons of the Empire
I see the same fear in you that would take the heart of me,
but fear not for we don't auto break and can re-roll for it next turn.
a day may come when Robin Cruddace writes a good book, but it is not this day
a day may come when Ewar doesn't powergame, but it is not this day
This day our dice will roll sixes
This day we will be victorious!
I could do with some painting tips.
I want to use full 10man tactical squads with the plan to combat squad them at times, however I want them to be easily identified as coming from the same tactical squad whilst being able to distinguish which combat squad they are in.
Any suggestions or tips?
If god intended us to be brave why did he give us legs?
Probably not fluffy, but right shoulder pad for tactical number, knee pad for squad number ? Alternatively just write on the base ?
I need to do something similar as I normally end up in a mess when I combat squad my BA jumpers
Knee pad or greave mark seems acceptable?
Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!
you could paint a certain colour on the first squads right knee, and paint it on the left knee with the other squad?
I've started a similar process. My plan is to paint the trim on the shoulder pads the same color for the whole squad, then on the trim of the base's edge, have another color before I do the flocking. It'd probably help to use a 2 similar colors (lighter and darker versions of the shoulder pads, or one have the same color and the other half in a darker/lighter color).
I have painted the edge of the bases different colours before to identify the separate squads, and this works well as I used strong colours that you could tell at a glance which squad was which.
For the combat squads I like Glenn87's suggestion but I'm going to do it on the shoulder pads. I'll put the tactical insignia on the right hand side for combat squad 1 and on the left hand side for combat squad 2 and the tactical squad colour/number on the other shoulder pad. I think this will allow you to see the different combat squads easily.
Thanks for all your help.
If god intended us to be brave why did he give us legs?
Back to the subject of bikes if i may:
I find Power Fists on the sergeants extremely useful. i run my bike squads as 5 men with an attack bike, and people see them as weak because there are so few. so they charge them. they then find i have a power fist, and that T5 is a little annoyinng. I whittle them down with the power fist, winning the combat, often running them down.
No only does it act as some almost 100% of the time wounding CC weapon, it also scares tanks or infantry. Power Weapons seem to low in strength , and i usually find the bike squad doesnt get wiped before the fist can swing ( and if they do, they are in the wrong place eg; charged by berzerkers :/ )
Also, i have this for 1500 Pts. Any flaws?
Kor'sarro on moondrakken
Librarian on Bike w/ Avenger , Null Zone
Command Squad w/ Bikes , 2 x Power Weapon , Champion , Power Fist
3 x Bike squad w/ 2 extra bikes, 2 melta guns, attack bike with multi melta, power fist
2 x land speeder typhoons
this is 1500
Also, with Khan's ability to outflank , are Outflanking TH/SS Terminators in a Reedeemer any good?