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Tactics - Knights Inductor
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==Tools of the Knights Inductor== Learn well the tools of your army, for they are your path to victory. ===Special Rules=== *'''Indomitable Spirit''': [[Space_Marine_Legion_List_(30k)|Pseudo-Stubborn]], with this you roll Fear and Regroup checks at your highest unmodified Leadership, and you get Adamantium Will. However you don't get the special regroup move from ATSKNF, are not immune to Fear, and can be wiped in combat. :The only way squads with Indomitable Spirit can get ATSKNF is if an Independent Character with ATSKNF joins in. Try to keep your HQ leaders in your most vulnerable and important squads. *'''Suppression Tactics''': Essentially Chapter Tactics on steroids, Knights Inductor Edition. It gives pinning if firing within 1" of a terrain piece and +1 BS against those units that are immune to being pinned : In order to build lists centered around these tactics, you should look into finding ways to further decrease the Leadership of enemies. Keep in mind that all cover except from Camo Cloaks will trigger this rule, and Aegis Defense Lines DO count as terrain. Gunline, use Roland Darren, and make sure to split your squads (Because each squad can only pin once per shooting round), and you can lock down an opponent's advance rather quickly. This ability works well in conjunction with Silencers, but can rapidly fall apart against Fearless armies. : Note that due to current RAW the +1 BS can does NOT apply to Snap Shots. *'''Tactical Fire Teams''' - Probably the biggest change come 4.0, the Knights Inductor no longer have a Combat Squads equivalent. Instead they get something closer to pseudo-super Split Fire. If a unit with this rule targets a single enemy unit, that unit gets a marker. Other units can then split fire with up to half their models when they consume a marker, as long as the split attack targets the marked unit. :This can work in a whole bunch of ways; buy heavy weapons in regular squads. Have a dedicated anti-armor unit (Suppressors) shoot and mark a vehicle. Have the regular squads split fire their heavy weapons at the marked armor and the rest of the squad shoots at an infantry unit! :With this, you can double your squads' effective firepower if you choose correctly. ===Attrition Objective=== This is a power limiter with some tactical uses. Essentially the enemy gets to dick you over by putting an objective in the middle of the board that will make you bleed VP if you don't hold it, and lose the game if you don't control it by the end of the game. In return, all of your units move faster towards it and gain a cover bonus (even cover in the middle of nowhere). If you aim your movement at it you can move your units across the board faster. This is best held by a unit that has ranged weapons and is comfortable camping in one spot. Always have units close by on hand to take over if your unit holding it is wiped or destroyed, as every VP lost hurts. ===Warlord Traits=== * '''1) Leader of "Many"''' - A substantial leadership drop to everyone bar HQ's across the whole enemy army in the first turn, and then a smaller one in the second. Not that impressive, but can be worth it against non fearless armies like Tau. Gajet starts with this trait. Combine with Signature Projectors covering the enemy for lulz. * '''2) Master of Stalling''' - A strong reserves disruption that starts in turn 1 to turn 3, at -2 to -1. The turn 1 debuff is useless unless the opponent is taking a formation that requires reserves rolls on turn 1 and the -1 on the other turns is standard stuff. Zakis Randi and Isaac Rico start with this trait. * '''3) Watchful Defender''' - One of the best traits. Once a game, you can make one unit from the Codex fire full BS overwatch, still no blasts though. Brutal when applied correctly, terrifies poorly prepared Orks. Due to this allowing units unable to Overwatch to Overwatch, you can use this for units locked in combat being charged. Ferrus and Rachnus start with this trait. * '''4) Perfect Ambusher''' - A gimmicky trait buffed into a much more useful one since the choice of unit and terrain is now made after deployment. You pick a piece of neutral terrain and one of your squads, you get to have that squad deepstrike into the terrain with no scatter. Absolutely useless if someone has occupied the terrain, can be hilarious if it's still free. Since you don't have to tell your opponent which piece you nominated, this can be a crapshoot, but just choose smartly. Xavion starts with this trait. * '''5) Skilled Negotiator''' - Enemy units within 6" of the Warlord use their lowest leadership for checks. Depends on the opponent and your army composition. If you are running lots of pinning checks and Silencer powers, this can be impressive. Without it, it's decent. If you have few checks and the enemy is ATSKNF, it is weak. If the enemy is fearless, it's pointless. Roland Darren and Chief Librarian Zecherias start with this trait. * '''6) Big Game Hunter''' - Warlord and unit gets Tank Hunter and Monster Hunter. Again, depends on what your Warlord is doing and who he is going with. A Marauder field master with this trait in a sizeable unit of Marauders can be terrifying. Garven Brias starts with this trait. ===Silencer Powers=== It makes sense that, given that they're all Nulls, Silencers wouldn't have access to regular Psychic powers. Instead, they get this one set of powers and they're... not too terrible, actually. Mostly Leadership and Character dicking focussed. NOTE: Fearless doesn't mean immune to Leadership tests, only auto-pass Morale/Pinning/Regrouping checks. '''Primaris Power: Unleashed Null Aura''' - This is a two-part power that basically states the general effect of Silencers: -2Ld to Psykers and Daemons within 6" and the ability to spend a charge to effect any kind of enemy unit. The nice active part of this is the ability to trigger Perils and Daemonic Instability to Psykers and Daemons respectively in range. Get in as close as possible of as many units with those rules and spam this ability. '''1) Synapse Disruption''' - This one is a true Nova. It costs 1 Null Charge for a 6" bubble, 12" costs 2. It has two different effects: regular Tyranids count as not being in Synapse range and all armies that aren't Tyranids are forced to use their lowest leadership values when taking checks. Another power with low range but good Synergy. '''2) Warp Void''' - Now we get into anti-psychic powers. Pick a squad within 18". Any Blessing or Malediction effecting them ends immediately. If there aren't any to remove, they take a leadership check at -1 leadership and if they fail they must go-to-ground, even if they are pinning immune. This is excellent against Invisible bastards and people who think Iron Arm is the best thing ever. Takes 2 charges though. '''3) Shatter Mind''' - An Assassination power, plain and simple. Pick a character in 24", take a leadership check. Every point you fail by is a wound with no armour or cover allowed. Excess shots follow through to the unit, coming from the character as the source of the shot. An extra charge can be spent to make the test 3D6. Simple. Can be effective. '''4) Horrifying Presence''' - This one is risky and a bit iffy unless you have a few other powers off. It's another 9" nova. EVERY unit, repeat, EVERY unit within that bubble has to take a morale check, although friendlies get to re-roll it. An extra charge can be spent to make it a 3D6 check. This can be awful if you make your own unit run away, or a key hold-the-line unit, or if the enemy is Fearless. On the other hand, with a little luck, you can stop an [[Orks|Army Wide Devastating Charge]]. This power is exponentially better if you already have Unleash Aura or Synapse Disruption out. '''5) Isolate''' - Another Character power, but this isn't for killing. Target one character in 18". They check leadership at -2 in order to do ANYTHING. This is not so much an improvement as a change in how the power worked (one Ld test or completely useless). Also, if you target a friendly unit it gives them a watered down version of Invisibility, especially if you tack another charge onto the activation cost. '''6) The Unmaking''' - This is a powerful short-ranged, anti-snowflake malediction, though it has a big (3) charge activation cost. If it goes off, the target loses -1 to all Invulnerable saves. Most importantly, any special wargear, relics, artefacts, etc. are turned OFF for an entire turn and special weapons can only use their base characteristics. This is excellent for, say, weakening a Res Orb Necron unit, Eldar with all their rune trickery, and even basic things like shields.
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