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Using Fallen in your gamesCypherApart from the fact that the model is phenomenal, and his backstory is the coolest in the entire setting, you’re going to add Cypher to you army for two reasons: to blast stuff with his pistols or to bolster one of your squads.Cypher is an unusual character in games of Warhammer 40,000, in that you don’t tend to want to get him in combat. He has a stat-line that out-classes most lord-level characters, and he has the ever-useful Eternal Warrior rule, but no invulnerable save and only power armour means he can be fragile. He’ll be a match for most squad leaders, but you’ll want to stay well clear of dedicated combat characters in melee.His main damage output lies in shooting. At range 12″, you will reliably cause 2 plasma hits and 2 bolt pistol hits on anything, then one more of each against anything that charges in overwatch. Then, with his high initiative, possibly another two of each before they get to swing, before using Hit and Run to bounce out of combat to do the same again (assuming you survived). You can pick your fights using Infiltrate too, so it’s well within the realms of possibility that he can take out whole squads this way over a few turns, unless the enemy can bring some serious firepower to bear, or catch him with a dedicated combat unit in melee.While that’s cool, this alone doesn’t necessarily make Cypher a must-have choice in your army. Where he really shines though, is when you put him in a squad.The Lord of the Fallen is able to join either Imperial or Chaos units as Battle Brothers, giving you loads of options on what to do with him. He brings with him a raft of useful special rules – not least of which are Hit and Run and Shrouded. As well as bringing the not insignificant threat of his blazing pistols, he also makes one of your units incredibly durable to enemy shooting when in cover and all but impossible to pin-down in combat. Unless the enemy devotes considerable resource to dig this unit out, they’re going nowhere.His other key rule is Infiltrate, and all of the above counts double if you join him to a unit that get to set up last – exactly where you want it. The best unit for Cypher to join?FallenEffectively Veteran Space Marines, the Fallen have an arsenal of kit to choose from. If you take them alongside Cypher, they gain Infiltrate, and when near him, they also gain Stubborn and They Shall Know No Fear – these guys are as reliable as they come.You can take up to three units of 5- to 10-strong Fallen alongside Cypher. It’s worth noting that, while they will all gain Infiltrate, and the morale bonuses when nearby, only the unit Cypher actually joins will get Hit and Run and Shrouded, so the other units will be more vulnerable to enemy shooting and assault. For this reason, I tend to favour one big unit equipped to the nines rather than multiple units, as two will be an easier target (though even without those bonuses, two units of infiltrating veteran Space Marines with special weapons is nothing to be sniffed at).It’s a good idea to have a target in mind for your Fallen unit. While you can kit them out in a “take on-all-comers” style setup, you might find more luck by specialising. Here are some examples:– Melt armourA small unit infiltrating with 5 meltaguns will make a mess of most enemy armour. Chuck a meltabomb or power fist on the Champion if you have the points, just to be sure.– Elite-killersThe Fallen can be excellent Space Marine and Terminator killers. The unit can include a terrifying 5 plasma guns and a combi-plasma. This is a great unit for Cypher to roll with, as together at range 12″ the units kicks out a power-armour-melting 14 plasma shots. Ouch.– Ranged supportUse Infiltrate to set up a big unit with boltguns, backed up by accompanying autocannon or heavy bolter in the building with the best field of fire on the board. Add in Cypher to make full use of his Shrouded rule to help keep the unit intact against enemy fire, and dominate that area of the battlefield.– Blades of CalibanAll Fallen are rolling at least 3 dice in the Assault phase, every turn, but you can really make them up-close killers if you want with 5 of the your squad able to take a range of deadly power weapons. This unit can be equipped to tackle most enemy unit types, but remember: you can’t charge directly after Infiltrating , so getting the most from this unit can be tricky, as you will need to take a least one turn of enemy fire before closing. Adding Cypher to this unit means he can help them bounce between enemy units with Hit and Run, causing no-end of problems in the enemy deployment zone.
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Most interesting thing I've seen is a fun little chart that's optional (by mutual agreement) between a Grey Knight player and their opponent, which turns their opponent into a 'Demonic Adversary' - basically their Warlord gets the Demon, Fleshbane, Armourbane and Smash rules as well as a 3++ and any of their independent characters (unless Genestealer Cult or Tyranid) can be upgraded to have the Demon special rule and ML1 Psyker for free (or 25pts for ML2). Tau and Necron only get the Demon rule - no psykers for them. Then, at the start of each of their psychic phases, the Adversary gets to roll D6+turn number and consults a chart for a free random buff ranging from free Warp Charge, a permanent +1 Strength/Toughness, random shots from the sky hitting units (ala Warpstorm Table from Demon codex), Independing Characters getting upgrading to Demon/Eternal Warrior, free auto-success undeniable Summoning power and so on. Looks really fun for a Word Bearers army!
Fallen are an almost exact copy-paste of Chaos Chosen. 100pts for 5, can add 5 more for 20pts each (Chosen are 18pts each). Same upgrade options as Chosen (minus Chainaxe and basic combi-bolter, and obviously no Chaos Marks, VoTLW, Gift of Mutation option or Champion of Chaos rule). No options for Dedicated Transports either. Their formation is Fallen Champions - Cypher and 1-3 units of Fallen. They gain Infiltrate, and any unit from the formation within 12" of Cypher gains ATSKNF and Stubborn
Cypher, btw, is the same as his dataslate as far as I can tell. The only change is his 'Never Forgive' rule now specifies that Dark Angel models with the Deathwing rule (previously was models with the Inner Circle rule) get Zealot. Also technically his Eternal Warrior and Shrouded rules are now in his base rules, rather than being listed on his unusable sword.
voldus and Guilliman are for any Army of the Imperium, regardless of faction. Cypher and the Fallen are too, for both Armies of the Imperium (as long as no Dark Angels are present) or Chaos Space Marines. Cypher doesn't take up any slots in the Force Org Chart either. And Voldus adds some serious beatstick to any Imperium army. S8, AP2 with Force at Initiative 5 is no joke, and that's without considering his Psychic Buffs.