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Old 11-07-2007   #2 (permalink)
GriplionGremlin
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not bad but i noticed some discrepancies. also i have a different angle on some items.

bikers - if they have a mark of tzeentch then thier turbo boost becomes a 2+ as the icon/mark of tzeentch improves any existing invul save by 1! that and thier icon works as teleport hommer so you can ds termies, oblits or deamons right into your opponents face and with very little chance of losing your bikes first. and once they bring in the units then they've done thier job. give them a melta gun or 2 and let them run after vehs for the rest of the game. it'll really annoy your opponent!

defiler - with i3 you better stay away from any hth that includes sm or other chaos! you wont last most of the time. i dont care how many attacks you have if you dont get to take them it really means not a dang thing. also its nice that gw upted the ws by 1!!! but come on guys! they claim they wanted to make the defiler more of a hth monster. okay make it atleast equal to a dread. not remain worse than one!. like i said unless you're in hth with something that cant hurt it, a veh (not a dread) or something even slower than the defiler just keep it back for fire support. otherwise a waste of points.

sorcerer - a disk is nice but a bike is better. see above for normal bikers and the same goes for this guy. give him a personal icon, warp time and wind of chaos. and since (and i've checked) as long as your psychic powers dont go into affect in the same phase of the turn you can use both warp time and wind of chaos reroll all that dont wound and wound any model or glance a veh on a 4+. if you need more range give him a familiar and bolt of change.

oblits - they have 2+/5+ not 2+/4+ they cant have any marks or icons so no bonus to thier save for these guys. ds them from a unit of bikes and blast away. try to stay out of hth with them as they'll always go last unless you want to use a "normal" on thier i4 but you wont kill much with them that way. just remember you now have plasma cannon and multi-melta options!!!and the flamer is now also twin linked!!!

ahriman is only 4 attacks on the charge as the staff and bp are already part of his profile. he's nice but to much points for what you get in small games. you'd get more affect out of a regular sorcerer tooled up.

dread - its all a matter of positioning. if you play your models effectively you can limit the chance of him going nuts on your own guys (one of the guys at my local store keeps forgeting this and toasting his own guys...)

pread - cheaper then before, definately worth a look

chosen - you can have up to 5 guys with speacial weapon choices, only 1 can choose a hvy but other than that up to 5 can change out thier weapons. and they infiltrate. can be very nasty if played right.

deamon prince - always give him wings!!!! no offense but screw keeping him with a unit. for 150pts he gets 12" move, 4+ invul and no matter what he cant be instant killed unless you playing against D str weapons in apoc games! charge him at your opponent. he'll either concentrate on it to kill it or ignore it and then you waste him in hth. if you have the points left over give him warp time to improve his kill ratio and/or wind of chaos to toast more prior to charging. just becareful on which ones you cover as those are the ones that can be removed before hth which may stop your charge.

lord - termie armor and deamonic weapon. ds him blast away and then next turn charge! for vehs give him a combi melta for a quick shot if you can get him close! 5pts and take out a land raider!!

possessed - i agree with the randomness of the special ability they are a toss up on effectiveness but they are fun to use and no where near as random as the original 3rd ed codex where you rolled 3 times for all of thier abils and any double/triples were wasted!!! think diversonary tactics anytime you bring these guys. give them a rhino. even if you get speed/flight they rhino can run around doing what ever to mess up the other guy.

over all pretty good job dude!
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