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==Heresy 2.0== {| class=wikitable | Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | 450 || 8 || 8 || 6 || 6 || 6 || 6 || 7 || 7 || 10 || 2+/4++ |} Our poor, sad, psycho murder-Batman makes his return and he's in a very good, if un-fluffy, place. 450 points nets you a statline of M8, WS8, BS7, I7 and 7A with a 2+/4++, so he's already above-average for a Primarch. However, Curze's real power is in his support for his Legion, which is somewhat counter-intiutive considering how much he hated them. He has Hit & Run, Bloody Murder, Night Vision and Fear (3), as well as a number of unique special rules. *'''The King of Terrors:''' When Curze and any unit he has joined wipe an enemy squad in combat or by sweeping advance, all enemies that are not currently locked in combat and have LoS to Curze must take a Pinning test. You were Fear (3) to begin with, so that's a lot of Pinning for your army to trigger Bloody Murder and the Legion trait. *'''A Death Long Foreseen:''' Grants Curze access to the Glimpse of Death psychic power. **'''Glimpse of Death:''' At the start of the assault phase, Curze may make a psychic check against Ld 7. If passed, Curze gains the Feel No Pain (4+) special rule and +1 attacks during that assault phase. If failed, Curze suffers Perils of the Warp. You're pretty likely to fail the test (50% +/- 5%), but considering your 4++ and It Will Not Die, Perils are not as big a danger as it is on Sevatar. That said, you don't need it against anyone who isn't a Primarch, while fighting a Primarch is the exact time you don't want to blow yourself up. Further, some Primarchs have innate Instant Death and deny Feel No Pain anyway, as do tough guys with S12, in which case the prospect of +1 attack is not worth the risk of Perils. However, if you really think you need it and you've got a retinue, you can always have them tank the D3 wounds Perils causes. *'''Sire of the Night Lords:''' When Curze is your Warlord, he grants all Night Lords Infantry, Dreadnought and Cavalry in the same army Night Vision, Bloody Murder, and immunity to Fear (X). You also get an additional movement phase reaction if Curze has not died. **Bloody Murder stacks with Spite of the Legion, meaning your 20-strong Despoilers get 101 attacks on the charge against Pinned enemies, which is pretty good for Compulsory Troops. The whole army getting the rule also means you can attach Techmarines/Apothecaries to Terror/Night Raptor Squads without losing it. ***A Terror Assault formation with Curze in it allows for an automatic -1Ld on most of your opponent's units for at least 2 turns without suffering it yourself, while ignoring the shooting limitations of Night Fighting. Additionally, you can essentially knock off +15pts from Curze's price tag for every appropriate unit he gives Night Vision to in such a force. *'''Mercy and Forgiveness:''' Curze's twinned Lightning Claws, S:U, AP2, Shred, Murderous Strike (4+). Curze also gets the +1 attack for having two melee weapons, bringing him up to a whopping 8 at baseline. It's hard to overstate just how good this is, on the charge you have 10-11 attacks that hit WS5-7 on 3s and anything below that on 2s with S6 AP2 attacks that re-roll to wound and will very likely be Instant Death. Anything without Eternal Warrior, lots of 3++ wounds or Fearless/Stubborn chaff blobs is lunch. **Additionally, while S6 may not look that impressive (and it's not frankly), due to being Bulky (4) he automatically gets A Talent for Murder against Contemptors, giving ID to basically all of his wounds against them. Even standard TEQs can be mopped up fairly easily; you may not kill them all in one round of combat, but his Fear (3) makes Sweeping the survivors extremely likely. Just watch out for anything with that aforementioned Fear resistance. Try to trigger the Legion trait on Curze if at all possible; that +1 to wound really helps him out due to his low strength. **That being said, his primary function is to zip in, wipe a squad, and then let you sit back and laugh hysterically as half your opponent's army takes Pinning checks at Ld -3. *'''The Widowmakers:''' S4, AP5 (Rending 4+), Assault 3, 12" range. Rending (4+) makes them pretty good at killing a squad sergeant in artificer armour since Primarchs have precision shots. *'''The Nightmare Mantle:''' Armour gives a 2+/4++ and allows Curze to ignore movement modifiers from any source, as well as auto-pass dangerous terrain tests. When running, Curze adds +12 to his movement instead of his initiative. This puts him in a weird place in terms of movement, as he's faster than nearly every other unit in the Night Lords, but not quite fast enough to keep up with Night Raptors. You also don't want to stick him in a typical deathstar unit due to him having completely average Primarch defenses; Curze stays alive by staying mobile. He either has to go it alone or run into a unit that's already somewhere else on the table. It does however, mean that you don't need to buy a transport for him, as he is one of very few Primarchs who are fast enough to sally up the table on his own without getting shot to pieces. This is complemented by the Night Lord options for Night Fighting, which will protect him even more. *'''Frag Grenades:''' Important, since he's striking at I7, which he really wants. ====30k Konrad Curze Vs other Primarchs: Heresy 2.0==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Primarch fighting has significantly changed in the new edition. The sweeping changes to the Weapon Skill system really put those with lower scores at a huge disadvantage. While the changes to universal special rules mean that characters can often bring more attacks (like with Rage and Rampage) or newer tricks (Brutal) to the table that they never could before. This means that Primarch vs Primarch fighting is more likely to actually resolve itself within the duration of the game, rather than taking turns whittling off small numbers from each other. Also, because Overwatch Reactions are now done at full ballistic skill, shooting will likely play a more significant role. However, for the sake of brevity, there should be no need to include them unless they make a meaningful difference to the outcome. <div class="mw-collapsible-content"> '''Curze vs. The Lion''' *Lion with the Lion Sword & Deathwing subtype ''(hits on MC3+)'': 4.88 hits, 4.07 wounds, '''2.03 unsaved wounds''', which is reduced to 1.70 at the end of the turn thanks to IWND **Lions Choler +1 attack ''(hits on MC3+)'': 5.55 hits, 4.62 wounds, '''2.31 unsaved wounds''', which is reduced to 1.98 at the end of the turn thanks to IWND. *Curze ''(hits on 4+)'': 4 hits, 3 wounds, '''1.25 unsaved wounds''', which is reduced to 0.92 at the end of the turn thanks to IWND. **Curze charging with Bloody Murder ''(10 attacks, hits on 4+)'': 5 hits, 3.75 wounds, '''1.63 unsaved wounds''', which is reduced to 1.29 at the end of the turn thanks to IWND. **Curze using Glimpse of Death ''(+1 attack, hits on 4+)'': 4.5 hits, 3.37 wounds, '''1.43 unsaved wounds''', which is reduced to 1.10 at the end of the turn thanks to IWND. :Lion wins- even though they have the same WS and Initiative, and Curze has an extra attack for two close combat weapons; without any rerolls to hit, half of them are missed, and only wounding on rerollable 4+. By contrast the Lion remains more likely to hit and wound. ::Curze does get better charge bonuses, but still never really overtakes the Lion at any point. If he Hit and Runs each turn, he's only getting shot in the face each turn too. ::If Curze uses the Glimpse of Death, his output does increase, but not by much. Feel No Pain doesn't work against the Lion Sword either. Risking about 41% chance Perils of the Warp for an extra 0.21 wounds hardly seems worth it. :::If Curze can outnumber the Lion's unit to gain a +1 to-Wound, it increases his <u>base</u> output by 0.27 wounds per turn, without factoring extra attacks. '''Curze vs. Fulgrim''' *Fulgrim with the Laer Blade ''(Initiative 9, +2 attacks, hits on MC 4+)'' 4.75 hits, 3.98 wounds, '''1.99 unsaved wounds,''' which is reduced to 1.65 at the end of the turn thanks to IWND. **Fulgrim, charging with the Laer Blade ''(Initiative 10, +3 attacks, hits on MC 4+)'': 5.25 hits, 4.38 wounds, '''2.19 unsaved wounds,''' which is reduced to 1.85 at the end of the turn thanks to IWND. **Fulgrim with the Laer Blade vs. Glimpse of Death: 4.75 hits, 3.98 wounds, '''1.0 unsaved wound,''' which is reduced to 0.67 at the end of the turn thanks to IWND. *Konrad Curze with Mercy and Forgiveness (Hits on 4+): 4 hits, 3 wounds, '''1 unsaved wound,''' which is reduced to 0.67 at the end of the turn thanks to IWND. **Konrad Curze with Glimpse of Death: 4.5 hits, 3.38 wounds, '''1.13 unsaved wounds,''' which is reduced to 0.80 at the end of the turn thanks to IWND. :Fulgrim wins. If Curze uses Glimpse of Death, Curze outdamages Fulgrim, though Curze is on average taking 0.5 wounds per turn from Perils. '''Curze vs. Perturabo''' *Konrad Curze with Mercy and Forgiveness ''(Glimpse of Death, Hits on 3+):'' 6 hits, 3.33 wounds, 1.11 unsaved wounds, which is reduced to 0.78 at the end of the turn thanks to IWND. *Perturabo with Forgebreaker Desecrated ''(Hits on MC 5+):'' 2.22 hits, 1.85 wounds, '''1.85 unsaved wounds,''' which is reduced to 1.52 at the end of the turn thanks to IWND. :Perturabo wins, even if Curze decides to use Hit & Run to get to 10 attacks-- Despite having shred, Mercy and Forgiveness just aren't enough to damage Perturabo with his T7 and 3++ Invulnerable Save. '''Curze vs. The Khan''' *Jaghatai Khan with the White Tiger Dao ''(Hits on MC 5+)'': 2.56 hits, 1.71 wounds, '''0.86 unsaved wounds,''' which is reduced to 0.53 at the end of the turn thanks to IWND. **Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 5+):'' 2.89 hits, 2.41 wounds, '''1.21 unsaved wounds,''' which is reduced to 0.88 at the end of the turn thanks to IWND. *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''1.33 unsaved wounds,''' which is reduced to 1.0 at the end of the turn thanks to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 4.5 wounds, '''1.5 unsaved wounds,''' which is reduced to 1.17 at the end of the turn thanks to IWND. :It's even. Whoever passes the most Hit & Run checks wins-- and that's ''slightly'' more likely to be the Khan. Curze outdamages the Khan, but his extra wound helps him out in the end. '''Curze vs. Leman Russ''' *Konrad Curze with Mercy and Forgiveness ''(Hits on 4+):'' 4 hits, 3 wounds, '''1.5 unsaved wounds,''' which is reduced to 1.17 at the end of the turn thanks to IWND. **Konrad Curze charging with Mercy and Forgiveness ''(Hits on 4+):'' 4.5 hits, 3.38 wounds, '''1.69 unsaved wounds,''' which is reduced to 1.36 at the end of the turn thanks to IWND. *Leman Russ with the Sword of Balenight ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''3.54 unsaved wounds,''' which is reduced to 3.21 at the end of the turn thanks to IWND. **Leman Russ using Counter-Attack with the Sword of Balenight ''(Hits on MC 4+):'' 5.25 hits, 4.38 wounds, '''4.38 unsaved wounds,''' which is reduced to 4.05 at the end of the turn thanks to IWND. :Russ wins. Even with Curze's psychic power, Russ negates the majority of Curze's FNPs with his Murderous Strike (4+). '''Curze vs. Rogal Dorn''' *Rogal Dorn with Stormโs Teeth ''(Hits on 4+)'': 3 hits, 2.91 wounds, '''1.45 unsaved wounds,''' which is reduced to 1.11 at the end of the turn thanks to IWND. **Reaping Blow (+2 attacks): 4 hits, 3.89 wounds, '''1.95 unsaved wounds,''' which is reduced to 1.62 at the end of the turn thanks to IWND. *Curze with Mercy and Forgiveness ''(Hits on 4+)'': 4 hits, 3 wounds, '''1.5 unsaved wounds,''' which is reduced to 1.16 wounds at the end of the turn thanks to IWND. :Dorn wins; though they look to perform identical amounts of damage, Dorn's extra wound carries the day here. While Glimpse of Death is powerful, Perils of the Warp on average deals 0.5 wounds to Curze each turn if he uses the power every turn. Hit & Run doesn't work, since Dorn counts all charges against him as disordered. '''Curze vs. Sanguinius''' *Curze with Mercy and Forgiveness ''(Hits on 4+)'': 4 hits, 3 wounds, '''1.5 unsaved wounds,''' which is reduced to 1.16 wounds at the end of the turn thanks to IWND. **Curze charging: 4.5 hits, 3.38 wounds, '''1.69 unsaved wounds,''' which is reduced to 1.36 at the end of the turn due to IWND. **Curze vs. Sanguinius charging: 4 hits, 3 wounds, '''0.75 unsaved wounds,''' which is reduced to 0.42 at the end of the turn thanks to IWND. *Sanguinius with the Blade Encarmine ''(Hits on MC 4+):'' 3.25 hits, 2.89 wounds, '''1.45 unsaved wounds,''' which is reduced to 1.12 at the end of the turn thanks to IWND. **Sanguinius charging with the Blade Encarmine ''(Hits on MC 4+):'' 4.25 hits, 3.78 wounds, '''1.89 unsaved wounds,''' which is reduced to 1.56 at the end of the turn due to IWND. :Curze wins with Hit & Run. '''Curze vs. Ferrus Manus''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 2.96 wounds, '''0.99 unsaved wounds,''' which is reduced to 0.66 at the end of the turn due to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 3.33 wounds, '''1.11 unsaved wounds,''' which is reduced to 0.78 at the end of the turn due to IWND. *Ferrus Manus with Forgebreaker ''(Hits on MC 5+):'' 2.22 hits, 1.85 wounds, '''2.78 unsaved wounds,''' which is reduced to 2.45 at the end of the turn due to IWND. :Once again, Brutal (3) manages to take Ferrus Manus to victory. '''Curze vs. Angron''' *Curze with Mercy and Forgiveness ''(Hits on 2+):'' 6.67 hits, 5 wounds, '''2.5 unsaved wounds,''' which is reduced to 2.17 at the end of the turn due to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 2+):'' 7.5 hits, 5.63 wounds, '''2.82 unsaved wounds,''' which is reduced to 2.49 at the end of the turn due to IWND. *Angron with Gorefather and Gorechild ''(Turn 3, +3 Attacks, Hits on re-rollable 4+): 7.5 hits, 6.67 wounds, '''3.33 unsaved wounds,''' which is reduced to 3 at the end of the turn thanks to IWND. :Angron wins. Even if Curze uses Glimpse of Death, Angron's chainaxes deal Murderous Strike (3+), negating Curze's FNP. :S7 on Gorefather and Gorechild as well as Hatred (Everything) manage to win this one for Angron. Curze just doesn't have the defense required to survive Angron's onslaught. '''Curze vs. Guilliman''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''1.75 unsaved wounds,''' which is reduced to 1.42 at the end of the turn due to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 4.5 wounds, '''2 unsaved wounds,''' which is reduced to 1.67 at the end of the turn due to IWND. *Guilliman with the Hand of Dominion ''(Hits on MC 5+):'' 2.56 hits, 2.13 wounds, '''2.13 unsaved wounds,''' which is reduced to 1.80 at the end of the turn thanks to IWND. **Guilliman with the Hand of Dominion ''(Glimpse of Death, Hits on MC 5+):'' 2.56 hits, 2.13 wounds, '''1.07 unsaved wounds,''' which is reduced to 0.74 at the end of the turn due to IWND. :Curze wins with Glimpse of Death, due to conferring Feel No Pain (4+). '''Curze vs. Mortarion''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 2.96 wounds, '''1.48 unsaved wounds,''' which is reduced to 0.98 at the end of the turn due to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 3.33 wounds, '''1.67 unsaved wounds,''' which is reduced to 1.17 at the end of the turn due to IWND. *Mortarion with Silence ''(Hits on 5+):'' 2 hits, 1.67 wounds, '''0.83 unsaved wounds,''' which is reduced to 0.5 at the end of the turn thanks to IWND. **Reaping Blow (+2 Attacks): 2.67 hits, 2.23 wounds, '''1.12 unsaved wounds,''' which is reduced to 0.79 at the end of the turn thanks to IWND. :Curze wins. :Mortarion's damage output against Primarchs is so painfully low, it hurts me to do the math for his Primarch duels. '''Curze vs. Magnus''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''2 unsaved wounds,''' which is reduced to 1.67 at the end of the turn due to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 4.5 wounds, '''2.25 unsaved wounds,''' which is reduced to 1.92 at the end of the turn due to IWND. *Magnus with Ahn-Nunurta ''(Hits on 5+):'' 2 hits, 1.67 wounds, '''0.83 unsaved wounds,''' which is reduced to 0.5 at the end of the turn thanks to IWND. :Curze wins. :Same as Mortarion, [[Fail|just keep Magnus out of melee. please.]] '''Curze vs. Horus''' *Curze with Mercy and Forgiveness ''(Hits on 4+):'' 4 hits, 2.22 wounds, '''0.74 wounds,''' which is reduced to 0.41 at the end of the turn thanks to IWND. **Curze charging with Mercy and Forgiveness: 4.5 hits, 2.5 wounds, '''0.83 unsaved wounds,''' which is reduced to 0.5 at the end of the turn thanks to IWND. *Horus with Worldbreaker ''(Hits on MC 4+):'' 3.75 hits, 3.13 wounds, '''3.13 unsaved wounds,''' which is reduced to 2.80 at the end of the turn thanks to IWND. :Horus wins. Even with Shred, Curze struggles to get through Horus's toughness of 7 and 3++ save. Glimpse of Death can keep Curze somewhat safe, but even with Feel No Pain (4+) he takes too much damage to get through the Serpent's Scales. '''Curze vs. Lorgar''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''2 unsaved wounds,''' which is reduced to 1.50 at the end of the turn due to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 4.5 wounds, '''2.25 unsaved wounds,''' which is reduced to 1.75 at the end of the turn due to IWND. *Lorgar with Illuminarum ''(Hits on MC 5+):'' 2.22 hits, 1.85 wounds, '''1.85 unsaved wounds,''' which is reduced to 1.52 at the end of the turn thanks to IWND. :Curze wins, but somehow it's close. Illuminarum is a surprisingly powerful melee weapon. '''Curze vs. Vulkan''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 2.96 wounds, '''0.99 unsaved wounds,''' which is reduced to 0.49 at the end of the turn thanks to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 3.33 wounds, '''1.11 unsaved wounds,''' which is reduced to 0.61 at the end of the turn due to IWND. *Vulkan with Dawnbringer ''(Hits on MC 5+):'' 2.22 hits, 1.85 wounds, '''0.93 unsaved wounds,''' which is reduced to 0.60 at the end of the turn thanks to IWND. :Vulkan wins, though with Hit and Run it's basically dead even. Curze's offense just isn't enough to get through the Drakescale plate, and with Dawnbringer dealing Instant Death, Glimpse of Death can't save Curze here. '''Curze vs. Corax''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''2 unsaved wounds,''' which is reduced to 1.67 at the end of the turn thanks to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 4.5 wounds, '''2.25 unsaved wounds,''' which is reduced to 1.92 at the end of the turn thanks to IWND. *Corax with the Panoply of the Raven Lord ''(Hits on 5+):'' 2.33 hits, 1.75 wounds, '''0.88 unsaved wounds,''' which is reduced to 0.55 at the end of the turn thanks to IWND. **Corax charging with the Panoply of the Raven Lord ''(Rage (4), Hits on 5+):'' 3.67 hits, 2.75 wounds, '''1.38 unsaved wounds,''' which is reduced to 1.05 at the end of the turn thanks to IWND. :Curze wins. Corax's lower WS really hurts him here. '''Curze vs. Alpharius''' *Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''2 unsaved wounds,''' which is reduced to 1.67 at the end of the turn thanks to IWND. **Curze charging with Mercy and Forgiveness ''(Hits on 3+):'' 6 hits, 4.5 wounds, '''2.25 unsaved wounds,''' which is reduced to 1.92 at the end of the turn thanks to IWND. *Alpharius with the Pale Spear ''(Hits on 5+):'' 2 hits, 1 wound, '''0.5 unsaved wounds,''' which is reduced to 0.17 at the end of the turn thanks to IWND. :Curze wins. </div></div>
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