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===Heresy 2.0=== Much has changed in this newest edition of the Horus Heresy. Primarchs have a set of shared rules: *Independent Character, Eternal warrior, Fearless, It Will Not Die (5+), Bulky (4) and Relentless. Unit type character *They are not effected by negative modifiers to their statlines (other then wounds). *Resolve snap shots at their normal BS. *All hits from either shooting or close combat are allocated by the Primarchs controlling player. These hits are kept in a separate wound pool. The Lion in this edition has seen some interesting changes: {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || LD || SV |- | Lion:|| 460 || 8 || 8 || 6 || 7 || 6 || 6 || 7 || 7 || 10 || 2+(4++) |} He has an above average state line for a Primarchs; the exact same as Russ. * Legiones Astartes (Dark Angels): just like the rest of the legion the Lion can choose a wing sub-type, however he can switch around which one he uses each turn. The effect carries over to his squad too, but only one subtype can apply each turn so they can't stack. Some are clearly more useful then the others but at least there is some flexibility here. ** '''Stormwing:''' +1 to hit when shooting. This normally only applies to Bolt Pistols, Boltguns, or Combi-bolters. But the Fusil Actineaus gets a specific exemption. However there is almost no reason to ever use this since he already hits on a rerollable 2+. Only use it in the bizarre circumstance that he's attached to a Boltguns using squad, and out of charge range of the enemy. ** '''Deathwing:''' +1 to hit when in combat. Against most targets, this is unnecessary, as with WS8 he already hits on a 2+ with a master crafted reroll; but against bigger opponents like Primarchs, this will be a default option. ** '''Dreadwing:''' -1 to the strength of flame, plasma, volkite and phosphex weapons. For poison increase the roll needed to wound by 1. ** '''Ironwing:''' re-roll hit rolls of 1 against vehicle unit type. The Lion is accurate and gets enough rerolls that he might never need this. Use when attached to a squad armed with combi-meltas or something similar, and then they become more accurate when they need to be. ** '''Firewing:''' +1 to wound against units with at least one independent character. With or without the ability to reroll, most times the Lion already wounds on a 2+, and this '''doesn't''' affect his ability to activate Breaching or Rending on his weapons. *** It's also worth pointing out using the Firewing subtype and the Serpents Bane Rite of War gives him +1 to hit, +1 to Wound, AND +1 attack against his priority targets. Giving him the benefit of the Stormwing, Deathwing, Firewing and more all at once and should be his preferred mode when going Primarch hunting. ** '''Ravenwing:''' +1 to the distance moved when the unit Runs. Best case scenario, he's out of range of something he wants to kill. * '''Master of the Legion:''' the Lion is also eligible for ALL of the Dark Angel Rites of War. * '''Adamantium Will (3+)''' * '''The Lions Choler:''' +1 attack when reduced to 4 wounds. This increases to +2 attacks when reduced to 2 wounds. Same wording as before so if you pass a ''It Will Not Die (5+)'' test and go back up to 5 wounds you should still be able to keep the extra attack. * '''The Point of the Blade:''' automatic 8 when making a charge roll for the Lion and any unit he has joined. Ignores the effects of difficult and dangerous terrain. * '''[[Meme|LOYALIST]]''' * '''Warlord: Sire of the Dark Angels:''' All models gain the ''Crusader'' special rule (as the rule is written the Lion also gets the rule, as it’s all models with the Legiones Astartes (Dark Angels) rule- vehicles as well). All models that can see the Lion gain +1 to their leadership. One extra reaction in the shooting phase. The Lion can exchange the Lion sword for the Wolf blade for free. * frag grenades * '''The Leonine Panoply:''' 2+ save and a 4++. First failed invulnerable save of each player turn can be re-rolled (both players turns not just the controlling players turn). Ok but still no Lion Helm? * '''The Fusil Actinaeus:''' 18", S7, AP3, Assault 2, Twin-Linked, Blind, Rending(3+). A pretty good gun, that rending on a 3+ will come in handy considering he can snipe characters. Just bear in mind that it is still AP3 against vehicles ''(Rending only adds to Penetration against vehicles)'' * '''The Lion Sword: ''' S-user, AP1, melee, Armourbane, Fleshbane, Master-crafted, Instant Death, Two-Handed. A good blade but the loss that +1 str looks weird when you consider that Guillimans one handed blade gives him a +1 to his strength but this massive two handed Sword does not. Armourbane means that he averages 14 penetration against vehicles most strikes, and doing +2 on the damage chart thanks to AP1. * '''The Wolf blade: ''' S+2, AP3, melee, Two-handed, shred, breaching(4+), reaping blow(2), Master crafted, Fearsome Ruin. The only Primarch melee weapon that is AP3? And it went from +3 str to just 2+, Why? There are plenty other Primarch weapons that deal far more damage then this sword does and still got to keep their ap2. With the breaching(4+) rule , even with ''Shred'' and the ability to reroll, you are only going to get through 2+ Armour 58% of the time; roughly half your to-wound rolls will be at AP2 and the other half at AP3, meaning that half your successful wounds are going to just bounce of 2+ armour, and the rest will be halved again by just a 4++. **Because of Shredding, the odds of wounding most targets are increased from 83% using the Lion Sword, to 97%. Six hits that wound using Breaching (4+) on average are likely to generate 3.5 AP2 wounds and 2.3 AP3 wounds, compared to the Lion Sword's 5.0 AP2 wounds. In real terms, when used against hard targets with Invulnerable saves better than 4++ ''(like Horus)'' the total number of unsaved wounds becomes so close that Wolf Blade actually turns out to be the better weapon because of the additional attacks that can be granted by the ''Reaping Blow'' rule. *Stasis grenades= (why?) are now a once per battle item. When the Lion charges he can use these grenades to target an enemy unit, and if the target fails an initiative test(its not even an automatic effect, the target can still just straight up ignore the effects on a successful role) they suffer -1 to their initiative for the assault phase. Not going to beat about the bush here, they are terrible. The Lion already has an int of 7, so the only target he could really use them on is another Primarch, too bad Primarchs ignore negative modifiers to their state line… when exactly are these things ever going to be useful in game? The Lions new rules are fine but compared to the massive boost many other Primarchs have had, he now looks very dull in comparison. The Wing sub-types really do add a lot to the overall potential and flexibility of the Lion, sometimes the combination of different Wing rules and war gear can greatly increase his combat effectiveness; you really need to pick the right one for whatever situation you are in- don’t just charge in, think first. The Lion is good at Range, Melee combat- against both individuals and squads, and he is also good against vehicles. Although there are a few brothers he will struggle against in combat (one day we be able to re-enact the dual between the Lion and the Wolf) he does also provide some army wide bonuses, and can also help boost any unit he joins; Overall not bad. ====General Primarch Tactics: Lion El'Jonson==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The Lion is nothing short of absolutely terrifying in this edition of Horus Heresy. He's got an incredibly powerful statline and wargear fit for a king, but he takes substantial skill to use to his full potential. <div class="mw-collapsible-content"> One thing to consider is which weapon to use. The Lion has two weapons, The Lion Sword and the Wolf Blade, both of which are suited to different situations. For dreadnoughts, vehicles, and other Primarchs, you're going to want the Lion Sword, and for massed infantry, you'll want to be using the Wolf Blade. I've done some math below: *Tactical Marines (WS4, T4, 1W, 3+) **'''The Lion Sword:''' 5.97 hits, 4.98 unsaved ID wounds ***Lion's Choler (+1 Attack): 6.81 hits, 5.78 unsaved ID wounds ***Lion's Choler (+2 Attacks): 7.64 hits, 6.37 unsaved ID wounds **'''The Wolf Blade:''' 7.64 hits, 7.43 unsaved ID wounds ***Lion's Choler (+1 Attack): 8.47 hits, 8.23 unsaved ID wounds ***Lion's Choler (+2 Attacks): 9.31 hits, 9.05 unsaved ID wounds :The Wolf Blade is superior here, dealing almost 1.5x the damage of the Lion Sword without factoring Lion's Choler. *Cataphractii Terminators (WS4, T4, 2W, 2+/4++) **'''The Lion Sword:''' 5.97 hits, 4.98 wounds, 2.49 unsaved ID wounds ***Lion's Choler (+1 Attack): 6.81 hits, 5.78 wounds, 2.89 unsaved ID wounds ***Lion's Choler (+2 Attacks): 7.64 hits, 6.37 wounds, 3.19 unsaved ID wounds **'''The Wolf Blade:''' 7.64 hits, 7.43 wounds, 2.68 unsaved ID wounds ***Lion's Choler (+1 Attack): 8.47 hits, 8.23 wounds, 2.97 unsaved ID wounds ***Lion's Choler (+2 Attacks): 9.31 hits, 9.05 wounds, 3.27 unsaved ID wounds :In this case, the Wolf Blade is slightly better due to Reaping Blow (2), but not by a ton. *Contemptor Dreadnought (WS5, T7, 6W, 2+/5++) **'''The Lion Sword:''' 5.97 hits, 4.98 wounds, 3.32 unsaved ID wounds (6.64 wounds) **'''The Wolf Blade:''' 5.97 hits, 5.80 wounds, 2.09 unsaved wounds :Against a dreadnought, the Lion Sword is the superior option, due to having Armourbane and Instant Death, dealing D3 wounds per successful unsaved wound. The Wolf Blade isn't great, due to having AP3, and its inability to use Reaping Blow (2) against a dreadnought, since it's a single target. *Land Raider Spartan (AV14, 6HP) **'''The Lion Sword:''' 5.97 hits, 0.66 glancing hits, 4.34 penetrating hits, '''1.45 explodes results.''' Holy fuck, that spartan is gone. **'''The Wolf Blade:''' 5.97 hits, ~1 glancing hit, ~1 penetrating hit. :The Lion Sword is the FAR superior option, due to having Armourbane, Lance, and AP1. :The Wolf Blade doesn't have anything to make it particularly great against vehicles. Generally, the bigger the thing you're killing, the better the Lion Sword is-- especially Primarchs ([[Rogal Dorn|with a single exception]]). The Lion isn't particularly durable, but his single invulnerable save re-roll can make him dangerous, especially against enemies that deal low amounts of wounds. However, the Lion isn't particularly difficult to overwhelm. How many guns do you need to kill the Lion, on average, in one turn? *Lascannons: 22 *Multi-Meltas: 17 *Plasma guns: 17 (34 shots) *Disintegrators: 28 (52 shots) *Autocannons: 28 (52 shots) *Heavy Bolters: 41 (184 shots) *Bolters: 163 (326 shots) The Lion isn't very tanky against shooting attacks, but that's why you have a retinue. Speaking of which... The Dark Angels have the two of the best retinue choices in the entire game: *Deathwing Companions: These guys are amazing. 275 points buys you 10 veterans (WS5, BS4, 2W, SV 2+) with bolters and Calibanite Warblades, which are fine, but you're taking these fine gents with a Primarch, so you should pimp them out as much as you can. **For melee weapons, you've got two additional options: power fists and Terranic greatswords. Generally you'll want to take the greatswords-- they're swords, so you get +1 to hit with the Deathwing sub-type, and on a 5+ to wound, you get AP2 ID, which means you're still inflicting ID on models with Battle-Hardened or any strength modifiers (e.g. Fafnir Rann). Additionally, consider giving one Companion a Cytheron-pattern Aegis, and keep it deployed. You only need one because of their ''Death-Sworn Companions'' rule, meaning that the whole unit ''including the character that joins it'' is immune to Precision Strikes, Precision Shots, and Sniper, so you don't have to worry about your shield man being sniped. With that, you've got 10 men that can do heavy damage to any target while taking plenty of damage in return. The cherry on top? that Cytheron-pattern Aegis gives enemies -1 Initiative when deployed, so the Lion gets a fantastic defensive boost! *Inner Circle Knights Cenobium: Enough playing around, the boys are back in town. These dudes are ridiculous. Like, Matt Ward level stupid. 525 points gets you 10 Cataphractii terminators with WS5, Terranic Greatswords (which they can replace with thunder hammers FOR FREE), flamers with AP4 and Breaching (6+), and an ability called Orders of the Hekatonsystika, which gives them a whole slew of options: **<u>Augurs of Weakness</u>: +1 Strength when making an Armour Penetration roll against a vehicle's facing if it is AV11 or more. **<u>Icons of Resolve</u>: +1 Leadership when Charged or Charging? Pass. **<u>Slayers of Kings</u>: Re-roll 1s to-hit when in close combat with enemy models that have WS5 or higher, or completely re-roll failed hits in Challenges against WS5 or higher. **<u>Hunters of Beasts</u>: Re-roll 1s to-wound when in close combat against models of T5, or completely re-roll failed wounds in close combat against Toughness 6 or higher. **<u>Reapers of Hosts</u>: Gain +1 Attack when in base contact with more than one model. **<u>Breakers of Witches</u>: Re-roll to-hit and to-wound rolls against units containing Daemons, Psykers, or ''Corrupted'' units. :Even as a squad drawn from individuals from a particular Hekatonystika, this unit can still choose a Hexagrammation sub-type; Deathwing applies to Terranic Greatswords, so it is possible to hit WS4 on a 2+. :Obviously, Reapers of Hosts is still the best option against everything your opponent has, as +1 attack for every model in base contact with Terranic Greatswords or Thunder Hammers is way too good to pass up. The other Hekatonystika options are too situational if players don't know what they're facing beforehand. Against single models, Plasma Burners will drown them in templates for a crap-ton of hits, so anything Cenobites engage in melee will already be hurting by the time they get into range regardless; for tanks and Automata, you have the Hammers. </div></div> ====30k The Lion 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. Although it will not be used to calculate the outcomes below, if you want to go Primarch hunting take the Firewing Rite of War as it gives you a straight +1 to hit in both combat and at range (against units containing a priority target), and +1 attacks in melee. <div class="mw-collapsible-content"> '''Horus vs Lion:''' :Lion with the Wolf Blade ''(hits on MC 4+)'': 3.75 hits, 2.18 AP2 wounds + 1.62 AP3 wounds, '''0.99 unsaved wounds''' ''(0.73 against 3++, 0.27 against 2+)'', which is reduced to 0.66 at the end of the turn thanks to IWND. :Horus with Worldbreaker ''(hits on MC 4+)'': 3.75 hits, 3.125 rounds, '''2.875 unsaved wounds''', which is reduced to 2.54 at the end of the turn thanks to IWND. :Horus wins- Horus wipes the floor with the Lion, having a 3++ and not being able to be hit on anything better then a 4+(In melee). He has more wounds and being able to swap between his str10 Brutal(2) maul and his talon, the Lion doesn’t stand a chance. ::The Deathwing subtype does not work against Horus' ability to only be hit on a flat 4+. :::If anyone is interested: the Lion Sword causes '''1.04 unsaved wounds''' which is better on its own without the benefit of any extra attacks resulting from Reaping Blow. This means the Wolf Blade is actually the more practical choice as his attack value aught to increase when Horus has his retinue squad. :The Lion beats Horus at range, yes you are still trying to get through that 3++ but Horus has no access to AP2 ranged attacks, so will have to get through the Lions 2+ save; stay at range for as long as possible to try and soften him up a bit before charging, as the Lion does want to be the one charging Horus. '''Fulgrim vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC3+)'': 4.88 hits, 4.07 wounds, '''1.35 unsaved wounds''', which is reduced to 1.02 at the end of the turn thanks to IWND ::Lions Choler +1 attack ''(hits on MC3+)'': 5.55 hits, 4.62 wounds, '''1.54 unsaved wounds''', which is reduced to 1.21 at the end of the turn thanks to IWND. ::Lions Choler +2 attacks ''(hits on MC3+)'': 6.22 hits, 5.18 wounds, '''1.72 unsaved wounds''', which is reduced to 1.39 at the end of the turn thanks to IWND. :Fulgrim with the Laer Blade (Initiative 9, +2 attacks). 4.75 hits, 3.98 wounds, '''1.73 unsaved wounds''', which is reduced to 1.4 at the end of the turn thanks to IWND. ::Fulgrim, charging with the Laer Blade (Initiative 10, +3 attacks). 5.25 hits, 4.375 wounds, '''1.93 unsaved wounds''' which is reduced to 1.60 at the end of the turn thanks to IWND. :Fulgrim wins- Both brothers have a Master-crafted, Fleshbane sword, and wound each other the same way. The Lion is more accurate, but because of his higher initiative Fulgrim has more attacks, even though they hit less often. This fight boils down to the fact that Fulgrim has a better save in melee. ::A few assumptions have been made here. The Emperor's Children Legiones Astartes trait allows their models to fight at one initiative step higher, this is NOT the same as +1 to their initiative characteristic (the same way that Unwieldy weapons do not lower Initiative either, they just fight at Initiative step one). However Fulgrim does get a +1 Initiative bonus in challenges from ''Duelist Edge'' and from charging with ''Sudden Strike''. ::Fulgrim is slightly easier to shoot at though. He only has a 4++ invulnerable save outside of melee, and Primarch reactions cannot be denied by his ''Tactical Excellence'' rule. :::If Fulgrim takes the Fireblade, he loses ''Duelist Edge'', and therefore one bonus attack, and only wounds on a 3+. Resulting in '''1.00 unsaved wounds''' per phase, and will lose. :::If the Lion uses the Wolf Blade, and can trigger Reaping Blow for extra attacks, his damage potential increases to '''1.55 unsaved wounds''', increased to '''1.72''' and '''1.89''' when triggering Lion's Choler. This still works out as a loss because Fulgrim strikes before the Lion. '''Russ vs 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 :Russ with the Sword of Balenight: 4.25 hits, 3.54 wounds ''(doubled before saves)'', '''3.29 unsaved wounds''', which is reduced to 2.95 at the end of the next turn thanks to IWND. ::Russ charging with the Sword of Balenight (+1 WS due to Legion trait): 6.22 hits, 5.18 wounds ''(doubled before saves)'', '''4.93 unsaved wounds''', which is reduced to 4.60 at the end of the next turn thanks to IWND. ::Russ using Counter-Attack the Sword of Balenight: 5.25 hits, 4.375 wounds ''(doubled before saves)'', '''4.125 unsaved wounds''', which is reduced to 3.8 at the end of the next turn thanks to IWND. :Russ wins: they have the same statline but Russ gets the extra attack for having two weapons, and although he hits less often than Angron his sword has Brutal(2), so every wound has to be saved twice. ::Because Primarchs do not have the infantry unit type, instead of being able to Run, Snapfire and Charge, Russ gains +1 Weapon Skill on any turn he charges, thanks to the Space Wolves Legion Astartes trait. This means he charges at WS9 and hits WS8 on 3+. Also, with that additional -1 to hit means that the Lion will only strike him on a 6+ unless he starts with the Deathwing subtype active. Things only revert to normal in the following turn, but by then the Lion is nearly dead. ::It's not much better charging against Russ due to his Counter-Attack, but at least Russ doesn't get the the crazy modifiers in that case. ::Also, while it might be tempting to just sit 18" away and snipe with the Fusil Actineaus, Russ's Armour gets boosted against plasma to 3++, so it only causes about 0.43 unsaved wounds when fully resolved and leaves the Lion dangerously vulnerable to a charge in the following turn. '''Alpharius vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 3.98 wounds ''(S7 rather than Fleshbane)'' '''1.99 unsaved wounds''', which is reduced to 1.69 at the end of the turn thanks to IWND. :Alpharius ''(hits on 5+)'': 1.99 hits, 1.66 wounds, '''0.58 unsaved wounds''', which is reduced to 0.25 at the end of the turn thanks to IWND. :Lion wins. Although Alpharius ignores Fleshbane, weapons are only strength 1 if they did NOT have a strength characteristic before. ''(This is NOT the same as Mortarion's rule)'' Meaning the Lion still hits at MC WS8 S7. Alpharius still has his own Fleshbane, but he hits on 5+ thanks to the difference in WS. He hits too few times and the Lion's reroll on saves really helps him. :Alpharius can give himself ''Preferred Enemy'' once per battle to increase his output, it doesn't really change the outcome. '''Corax vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds '''2.48 unsaved wounds''', which is reduced to 2.15 at the end of the turn thanks to IWND :Corax ''(hits on 5+)'': 2.33 hits, 1.74 wounds, '''0.62 unsaved wounds''', which is reduced to 0.29 at the end of the turn thanks to IWND ::Corax ''(charging +1 attack, with Rage [4], 12 attacks total)'': 3.99 hits, 2.99 wounds, '''1.24 unsaved wounds''', which is reduced to 0.92 at the end of the turn thanks to IWND. :Lion wins- same initiative and number of attacks. Corax can hit and run to gain a LOT more attacks but the difference in WS really hurts Corax here. :Primarchs cannot be negatively affected by characteristic penalties from Blind, so it doesn't come into play. Whether from Corax's melee or Lion's shooting/overwatch. '''Vulkan vs Lion:''' :Lion wins- the Lion does manage to out damage Vulkan. '''Lorgar vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+, Feel No Pain is negated)'': 5.97 hits, 4.97 wounds '''2.48 unsaved wounds''', which is reduced to 1.98 at the end of the turn thanks to IWND. :Lorgar ''(hits on MC 5+)'': 2.22 hits, 1.85 wounds ''(doubled before saves)'', '''1.60 unsaved wounds''', which is reduced to 1.27 at the end of the turn thanks to IWND. :Lion wins- Lorgar has the lowest WS and base attacks of any Primarch, but thanks to his Brutal (2) weapon and improved IWND (4+) he is able to put up a surprisingly respectable challenge. ::Psychic powers don't really help Lorgar here. Because of Adamantium Will (3+), Lorgar needs to do it with buffs, rather than psychic attacks and none of the standard disciplines do anything to really adjust how much they wound each other eithe, as the Lion Blade really doesn't care about Lorgar's Toughness. :::The Diabolism and Anethema discipline does not really help Lorgar. The strength and toughness bonuses granted by the ''Dark and Terrible'' power do not affect their abilities to wound each other. While Hammer of Wrath (3) is still negligible. '''Magnus vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds '''2.48 unsaved wounds''', which is reduced to 2.15 at the end of the turn thanks to IWND :Magnus ''(hits on 5+, the Lion's save is increased to 3++ against Force Weapons)'': 2 hits, 1.66 wounds ''(activating Force for S12)'', '''0.333 unsaved wounds''', which is reduced to 0 at the end of the turn thanks to IWND :Lion wins- if Magnus just uses his basic gear he will straight up lose. Magnus does have his choice of every psychic powers to try and turn things to his favour, but that is not likely this edition, the Lion's Adamantium Will (3+) gives him an effective defense against any psychic wounds Magnus throws at him. The standard disciplines don't provide any powers that influence the fight here. '''Mortarion vs Lion:''' (Wolf Blade as Mortarion can only be effected by Fleshbane on a 6) :Lion with the Wolf Blade & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 3.48 AP2 wounds + 1.99 AP3 wounds, '''2.07 unsaved wounds''' ''(1.74 against 4++, 0.33 against 2+)'' which is reduced to 1.57 at the end of the turn thanks to IWND. :Mortarion: 2 hits, 1.67 wounds, '''0.58 unsaved wounds''', which is reduced to 0.25 at the end of next turn thanks to IWND. :Lion wins. Despite detractors claiming that the Wolf Blade is a pathetic weapon, it does really well here <u>though it does get complicated.</u> It causes AP2 wounds on a 3+ while rerolling 1s, and creates a separate pool of AP3 wounds on a result of 2. These get saved separately and added together to create the final figure. :Mortarion's lower WS and fewer attacks means.he does nowhere near the Lion's output in damage. '''Guilliman vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds, '''2.23 unsaved wounds''', which is reduced to 1.90 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, '''2.58 unsaved wounds''', which is reduced to 2.25 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, '''2.93 unsaved wounds''', which is reduced to 2.60 at the end of the turn thanks to IWND. :Guilliman (Sword) ''(hits on MC 5+)'': 2.56 hits, 2.27 wounds, '''0.89 unsaved wounds''', which is reduced to 0.55 at the end of the turn thanks to IWND. ::Guilliman (Sword, round 2 and beyond) ''(hits on MC 5+, rerolling 1s)'': 2.94 hits, 2.62 wounds, '''1.05 unsaved wounds''', which is reduced to 0.72 at the end of the turn thanks to IWND. :Guilliman (Fist) ''(hits on MC 5+)'': 2.56 hits, 2.12 wounds, '''1.88 unsaved wounds''', which is reduced to 1.54 at the end of the turn thanks to IWND ::Guilliman (Fist, round 2 and beyond) ''(hits on MC 5+, rerolling 1s)'': 2.94 hits, 2.43 wounds, '''2.20 unsaved wounds''', which is reduced to 1.87 at the end of the turn thanks to IWND :Lion wins- Guilliman has a slightly lower WS so he hits on master-crafted 5+ but can also re-roll all to hit rolls of 1 after the first round of combat. ''Shred'' on the Sword allows for more wounds than the Fist, but ''Brutal (2)'' creates more saves for the Lion to deal with. :Ultimately even with all those rerolls, Guilliman struggles to land a solid blow on his brother ''(rerolling 1s on a 5+ is still only 0.05 of a hit)'' while the Lion only gets angrier when he takes more wounds. '''Angron vs Lion:''' :Lion with the Lion Sword ''(hits on MC 2+, FnP is negated)'': 5.97 hits, 4.97 wounds, '''2.48 unsaved wounds''', which is reduced to 2.15 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, '''2.83 unsaved wounds''', which is reduced to 2.5 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, '''3.18 unsaved wounds''', which is reduced to 2.84 at the end of the turn thanks to IWND. :Angron: 3.5 hits, 3.41 wounds, '''1.45 unsaved wounds''', which is reduced to 1.11 at the end of next turn thanks to IWND. ::Angron (+1 Attack): 4 hits, 3.8 wounds, '''1.69 unsaved wounds''', which is reduced to 1.36 at the end of next turn thanks to IWND. ::Angron (+2 Attacks): 4.5 hits, 4.375 wounds, '''1.93 unsaved wounds''', which is reduced to 1.60 at the end of next turn thanks to IWND. ::Angron (+3 Attacks): 5 hits, 4.86 wounds, '''2.18 unsaved wounds''', which is reduced to 1.84 at the end of next turn thanks to IWND. ::Angron (+4 Attack): 5.5 hits, 5.34 wounds, '''2.42 unsaved wounds''', which is reduced to 2.09 at the end of next turn thanks to IWND. :::Angron charging (with base attack allowance): 6.75 hits, 6.56 wounds, '''3.03 unsaved wounds''', which is reduced to 2.69 at the end of next turn thanks to IWND. :Lion wins '''under normal circumstances'''. Angron hits like a truck in the first round, and it really starts eating into the Lion's wounds giving him extra attacks, even though Angron picks up attacks as the game continues too. But due to a higher Initiative, much better accuracy, and the save reroll mean that the Lion should be able to claim the win in the third round. ::If Angron charges later in the game, after having built up some attacks then he could potentially wipe the Lion in a single turn. But otherwise the Lion will always be the better combatant. :The Lion doesn't have to bother with any Hexagrammaton subtype here, as Angron's Butchers Nails count him as WS3 for attacks rolled against him. Meaning the Lion both hits AND wounds on 2+ when using the Lion Sword. '''Ferrus vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds, '''1.65 unsaved wounds''', which is reduced to 1.32 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, '''1.89 unsaved wounds''', which is reduced to 1.56 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, '''2.12 unsaved wounds''', which is reduced to 1.79 at the end of the turn thanks to IWND. :Ferrus Manus ''(hits on MC 5+)'': 2.22 hits, 1.85 wounds, '''2.52 unsaved wounds''', which is reduced to 2.19 at the end of the turn thanks to IWND. :Ferrus wins- not even close, not at any point. With a 3++ save and Brutal(3) hammer, even with the disadvantage of lower WS, those hits that do land will multiply into so many saves that the Lion can't do much about it. ::The Lion Sword negates Feel No Pain, so it hasn't been included. ::If the Lion uses the Wolf Blade and can trigger ''Reaping Blow'', his potential does actually outstrip the Lion Sword, starting out at '''1.91 unsaved wounds''' for 9 attacks, then increased to '''2.12''' and '''2.32''' for Lions Choler. While his damage output is still lower than Ferrus, he can actually win the fight because he has higher initiative, and can total enough damage to kill the Primarch of the Iron Hands before Forgebreaker hits him in the third round. '''Sanguinius vs 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 ::Lion with the Lion Sword & Deathwing subtype, Sanguinius charged from Deep Strike ''(hits on MC 4+, Sanguinius rerolls failed saves)'': 3.75 hits, 3.125 wounds, '''0.78 unsaved wounds''', which is reduced to 0.45 at the end of the turn thanks to IWND : Sanguinius with Blade Encarmine ''(Hits on MC 4+)'': 3.25 hits, 2.88 wounds, '''0.94 unsaved wounds''', which is reduced to 0.61 at the end of the turn thanks to IWND :: Sanguinius charging from Deep Strike with Blade Encarmine ''(9 attacks on MC3+)'': 6.22 hits, 5.53 wounds, '''2.26 unsaved wounds''', which is reduced to 1.931 at the end of the turn thanks to IWND. :Lion wins- though a few assumptions have to be made here. ::Despite being S7, the shredding Blade Encarmine is more likely to wound against T6 (88%) than the S10 Spear of Telesto (83%) and is even more likely to wound when gaining the +1 to-Wound from his Legion trait. Also Sanguinius only gets his +1WS when charging from Deep Strike, as his wings do not count as a Legion Warhark Jump Pack. So if he charges normally, he should only hit at WS8 (4+). :Sanguinius hits hard in the first round and due to being able to re-roll all failed INV saves will take little damage in return. After the first round however the Lion starts hitting back faster, with more attacks, and with greater accuracy. '''Curze vs 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. '''Rogal Dorn vs Lion:''' :Lion with the Wolf Blade & Deathwing subtype ''(hits on MC 3+)'': 4.88 hits, 3.66 wounds, '''1.83 unsaved wounds''', which is reduced to 1.5 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 5.55 hits, 4.16 wounds, '''2.08 unsaved wounds''', which is reduced to 1.74 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 6.22 hits, 4.66 wounds, '''2.33 unsaved wounds''', which is reduced to 1.99 at the end of the turn thanks to IWND. :Rogal Dorn: 3 hits, 2.91 wounds, '''1.21 unsaved wounds''', which is reduced to 0.87 at the end of next turn thanks to IWND. :Lion wins- Dorn has the same WS and Dorn can’t be hurt on anything better the a 4+, while he is damaging the Lion on 2+. So this is one fight where using the Wolf Blade is actually the better option, since all eligible wounds will be AP2 and he has the benefit of ''Shred''. :The Lion's extra attacks, better accuracy and save reroll all help him win here. '''Khan vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds, '''1.65 unsaved wounds''', which is reduced to 1.32 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, '''1.89 unsaved wounds''', which is reduced to 1.56 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, '''2.12 unsaved wounds''', which is reduced to 1.79 at the end of the turn thanks to IWND. :Jaghatai Khan ''(hits on MC 5+)'': 2.22 hits, 1.46 wounds, '''0.49 unsaved wounds''', which is reduced to 0.15 at the end of the turn thanks to IWND. ::Jaghatai Khan Charging ''(hits on MC 5+)'': 2.55 hits, 2.12 wounds, '''0.82 unsaved wounds''', which is reduced to 0.49 at the end of the turn thanks to IWND. :Lion wins- even though the Khan has Hit and Run, the charge bonuses he receive cannot overcome his lower WS and the Lion's invulnerable saves. ::If the Khan takes his Jetbike, it gives him the Hammer of Wrath (2) rule, which only adds 0.166 unsaved wounds to his charging total (0.98 for the whole charge) '''Perturabo vs Lion:''' :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds, '''1.65 unsaved wounds''', which is reduced to 1.32 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, '''1.89 unsaved wounds''', which is reduced to 1.56 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, '''2.12 unsaved wounds''', which is reduced to 1.79 at the end of the turn thanks to IWND. :Perturabo with Forgebreaker Desecrated ''(hits on MC 5+)'': 2.22 hits, 1.85 wounds, '''1.60 unsaved wounds''', which is reduced to 1.27 at the end of the turn thanks to IWND. :Lion wins- the reduction of the Forgebreaker to Brutal (2) allows the Lion to keep ahead of the saves. Unlike the fight with Horus and the Worldbreaker, the Lion is able to pull out the win thanks to Perturabo's lower WS and fewer attacks which means those hits are rarer. The Lion is a good all rounder Primarch. He only really loses in places where we expect him to lose, against Horus, Russ, Fulgrim, who are generally agreed to be the best Primarchs in close combat anyway, and against Ferrus Manus with that insane hammer! The Lion is able to pull comfortable wins against pretty much everyone else thanks to his higher accuracy and the ability to tailor his Legion trait and weapon to the particular situation. Beyond straight up Primarch fights, his ability to grant army wide ''Crusader'' is pretty good for a melee force that wants to guarantee sweeping advances, and the extra +1 Leadership is useful too. The best part is that he now synergises with his Rites of War, which he couldn't do in the last edition. Meaning that he can actually benefit from the various bonuses, such as: *'''Unbroken Vow''' ''(+1 attack within 12" of objectives when using the Deathwing subtype)'' - this one is quite easy to use and will always benefit him. *'''Serpents Bane''' ''(+1 to hit and +1 attack against priority targets when using the Firewing subtype)'' effectively gives him the Deathwing bonus against his priority targets while still getting the Firewing benefit. *'''Eskaton Imperative''' ''(automatically passing dangerous terrain checks, and gaining +1 to wound against anything in Area or Dangerous terrain when using the Dreadwing subtype)'' - the Lion already wounds nearly everything on 2+. </div></div>
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