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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. This edition, Dorn has seen some changes, scoring an extra wound, an extra point of initiative (Closer to 2 due to Storm's Teeth giving Dorn -1 Initiative last edition) and ballistics skill, and 2 more attacks. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || LD || SV |- | Rogal Dorn:|| 435 || 8 || 8 || 6 || 6 || 6 || 7 || 6 || 6 || 10 || 2+(4++) |} He has a pretty average statline for a Primarch, aside from his extra wound and WS 8. *'''Legiones Astartes (Imperial Fists):''' Gives a flat +1 to hit with auto and bolt weapons. Doesn’t matter since Dorn already hits on a 2+. *'''Bulwark of the Imperium:''' Any charge targeting Dorn is counted as disordered. *'''Crusader:''' Consolidates an extra few inches after a combat. Awesome. *'''Furious Charge (2):''' Bumps Dorn up to strength 8 on the charge. With the +2 strength of Storm’s Teeth, [[Sons of Horus|he can even ID models with Battle-Hardened(1).]] *'''Deep Strike:''' Lets you deep strike Dorn with a squad of Terminators. *'''Loyalist:''' In case it wasn't painfully obvious already. *'''Sire of the Imperial Fists:''' Just as great as it always was. Gives all characters (including sergeants!) in your army Ld 10, and adds an extra wound for the purpose of resolving combats. For the new edition, it also allows you to choose a phase to get an extra reaction in for the rest of the game. As with all Primarchs, Dorn's wargear is quite powerful. *'''The Auric Armour:''' Gives Dorn a standard Primarch 2+/4++, [[Awesome|and you can’t wound his well-fortified physique on better than a 4+.]] [[Fail|Fuck you, Fulgrim.]] *'''Storm’s Teeth:''' S+2, AP2, melee, Two-Handed, Murderous Strike (6+), Shred, Reaping Blow (2). [[ Meme | Rogal Dorn's colossal chainblade]] has seen a tremendous buff this edition. +2 Strength boosts him up to S8 to ID marines, he no longer attacks at -1 Initiative, he has Shred to re-roll wounds, and now makes 2 extra attacks instead of 1 when in base contact with more than one enemy model. *'''The Voice of Terra:''' S5, AP3, Assault 3, Rending 5+. Same as last edition, but is now AP3 and Assault 3, allowing Dorn to shoot [[Rip and tear |before charging into glorious melee combat.]] *Frag Grenades Dorn’s seen a massive glow up since last edition, going from a slouch in combat to an absolute beast. The Voice of Terra going from Salvo to Assault allows him to take some wounds off an enemy unit before he charges, and Storm’s Teeth going to strength 8 makes him massively more effective against terminators and veterans, even with Battle-Hardened. ====General Primarch Tactics: Rogal Dorn==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Dorn is one of the easier Primarchs to use in the new edition of Heresy, but he still needs some finesse to use to his greatest potential. He's a fantastic combatant, besting the vast majority of his brother Primarchs, and he's no slouch against infantry with a whopping 8 attacks with Reaping Blow (2). He's an all-rounder, capable of doing considerable damage in both the Shooting and Assault phases of the game, while giving his army some very useful buffs across the board. <div class="mw-collapsible-content"> First, Dorn's WLT is amazing, and often people get it wrong. Many people think that it gives an army-wide LD10-- that's not exactly how it works. At any time, all character models in your army can use '''Dorn's leadership characteristic, meaning that your entire army is immune to the Fear (X) special rule.''' Essentially, you're giving your entire army Stubborn. *Another interesting thing about this WLT is that your army gets +1 to all combat results, but it's not stackable. Think of this rule as just being a free vexila for every unit in your army-- consider building the majority of your squads without them since, again, they don't stack. *Carefully consider which phase you want your extra reaction to be in-- remember that it's chosen before deployment, unlike Alpharius's WLT. If you choose an extra movement phase reaction, expect your opponent to put less units into reserves, if it's shooting expect them to play further away, etc. etc. Another thing to consider is Dorn's extreme durability. He has 7 wounds, more than [[Jaghatai Khan|(almost)]] any other Primarch, and the Auric Armour, which is a contender for the best primarch armour in the game. How many guns do you need to kill Dorn, on average, in one turn? *Lascannons: 44 *Multi-Meltas: 28 *Plasma guns: 22 (44 shots) *Disintegrators: 32 (64 shots) *Autocannons: 38 (72 shots) *Heavy Bolters: 48 (192 shots) *Bolters: 185 (370 shots) In the shooting phase, Dorn is THE MOST durable Primarch. The next most durable Primarch, Horus, takes, on average, 38 Lascannons to kill, and Dorn requires 44. This is an insane feat, considering that the average amount of Lascannons needed to kill a Primarch is 27. He's a beast. As to getting Dorn into combat, you have two main options. *Dorn has the Deep Strike ability, allowing you to Deep Strike him anywhere you need him alongside a terminator retinue. It's definitely a powerful ability, but not the best-- you can't deploy him with Phalanx Warders, which is what he really wants. *If you're running him with Warders, you can slap him and his squad inside a Spartan and drive it up the board. It's got a capacity of 26, so not only can you put Dorn in there, but also another 2 models-- generally you're going to want a Primus Medicae to give his retinue a 5+++ FNP (because they weren't tanky enough already). **You can't take apothecaries in units that have ICs, so you need to take a Primus Medicae instead. Also consider giving them a boarding shield, so it gets the benefit of the Stone Gauntlet ROW. **Remember, your Primus Medicae's abilities only affect Infantry and Cavalry units-- Dorn won't get a FNP or re-rollable IWND. **If you instead want Dorn himself to get extra durability, go for a Librarian with Biomancy to give Dorn T7. It's mostly redundant, but it makes him pummel Curze even more. *Yes, the Aetos Dios exists, but it can only be used in games of 5000+ points, and it's not even that great. Yes, Dorn can easily survive a Crash and Burn, but his retinue can't. Speaking of combat, he's one of the better Primarchs at killing infantry, with WS8, Reaping Blow (2), S8 ID, and S10 ID on the charge. Rogal Dorn vs: *Cataphractii Terminators: 6.67 hits, 6.48 wounds, 3.24 unsaved ID wounds *Tartaros Terminators: 6.67 hits, 6.48 wounds, 4.23 unsaved ID wounds *Veterans: 5.33 hits, 5.18 wounds, 5.18 unsaved ID wounds *Marines: 6.67 hits, 6.48 unsaved ID wounds Rogal Dorn charging vs: *Cataphractii Terminators: 7.5 hits, 7.29 wounds, 3.65 unsaved ID wounds. *Tartaros Terminators: 7.5 hits, 7.29 wounds, 4.86 unsaved ID wounds *Veterans: 6 hits, 5.83 unsaved ID wounds *Marines: 7.5 hits, 7.29 unsaved ID wounds. He's fantastic against marines, maintaining his status as [[Angron|one]] [[Sanguinius|of]] [[Lion El'Jonson|the]] [[Leman Russ|best]] Primarchs at dealing with tarpits. And for Retinues, you've got 4 choices to consider: *Huscarls are the fluffy choice, but they aren't great. They're expensive (50 points per model, plus 25 for the unit), and don't really deal all that much damage, and they don't have the buffing potential of Phalanx Warders. Take them if you expect to be playing against a lot of S8 ID or high-toughness targets, but generally you can pass these guys up in favor of other options. *Phalanx Warders are THE SHIT. If Dorn is in a unit with 3, he gets a [[Cheese|3++ Invulnerable save,]] making him ''arguably the tankiest primarch in the game'' in combination with the Auric Armour. Also, getting WS9 when he's charged is great, since it buffs his damage on the first turn of combat while synergizing perfectly with Bulwark of the Imperium. For best results, take 20 of these fine gentlemen in the Stone Gauntlet Rite of War. *Templar Brethren are an okay choice, but they're not great. If you really don't want to take Phalanx Warders, just take Huscarls instead. *Not feeling any connection to the above retinues? Take Hetaeron guard. They don't give Dorn a tremendous buff like Phalanx Warders, but they're individually almost as scary as a Legion Praetor with [[Rip and Tear|Rampage (3) or Murderous Strike (4+) on their meridian swords.]] If you need damage output, go with these fine gentlemen. Here's my little editorial as a Fists player. *The best retinue for Dorn is a 20-man Phalanx Warder squad, fully kitted out for melee, since that's really where you want them. One in five can take a thunder hammer, so with those and the sergeant you should have 15 power axes and 5 thunder hammers. **Depending on your local meta, decide for yourself whether you want to take melta bombs. They're pretty expensive at 50 points for the unit, and Dorn himself isn't threatened by Contemptors, since they still take 7 rounds of combat to take him down. *Dorn has good shooting, but he doesn't give a shooting unit anything particularly great ([[Horus|some]] [[Roboute Guilliman|Primarchs]] have a cognis-signum, Dorn does not), so you want him tearing shit up in melee. Warders are particularly effective-- while they don't have as much damage as [[Dark Angels|some]] [[Space Wolves|other]] [[Ultramarines|legions,]] they've got exceptional durability, especially in Stone Gauntlet, and they get pretty damn scary on the charge. </div></div> ====30k Rogal Dorn 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, [[Cheese | give Rogal Dorn a retinue of Phalanx warders to give him a 2+/3++ save, and even WS 9 when charged.]] Huscarls are fine too (and definitely the fluffier pick) but for utility and buffing potential, Warders are the way to go. In the Stone Gauntlet RoW, Warders get a [[What|re-rollable 4++ Invulnerable Save,]] so Dorn can safely get where you need him to go. <div class="mw-collapsible-content"> '''Dorn vs. The Lion:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 4+)'': 3 hits, 2.91 wounds, '''1.21 unsaved wounds,''' which is reduced to 0.87 at the end of the turn thanks to IWND. ::Reaping Blow (+2 attacks): 4 hits, 3.33 wounds, '''1.9 unsaved wounds,''' which is reduced to 1.57 at the end of the turn thanks to IWND. :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. :Lion with the Lion Sword & Deathwing subtype ''(Hits on MC 3+)'': 4.88 hits, 2.44 wounds, '''1.22 unsaved wounds,''' which is reduced to 0.88 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 5.55 hits, 2.78 wounds, '''1.39 unsaved wounds,''' which is reduced to 1.04 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 6.22 hits, 3.11 wounds, '''1.55 unsaved wounds,''' which is reduced to 1.21 at the end of the 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. ::If Dorn is in base contact with the Lion and another model the Lion still wins, as they both require four bouts to kill each other ''(IWND occurs every second bout)'', but the Lion has the higher Initiative. But with the Wolf Blade, the Lion can do the same thing to gain extra attacks from his own Reaping Blow (2) keeping him ahead. :Do note that the majority of the time, the Lion will be running the Lion Sword. In this case, it's nearly even-- Lion's Choler raises the Lion's damage output to match Dorn's increased wound count. ::If Dorn can use Reaping Blow against the Lion Sword, he wins. Realistically, he has a good chance against the Lion, but certain conditions need to be met first. :For the most part, The Lion's extra attacks, better accuracy, initiative, and save reroll all help him win here. '''Dorn vs. Fulgrim:''' :Fulgrim with the Laer Blade ''(Initiative 9, +3 attacks, Hits on MC 4+)'': 4.75 hits, 2.38 wounds, '''1.19 unsaved wounds,''' which is reduced to 0.85 at the end of the next turn thanks to IWND. :Rogal Dorn with Storm’s Teeth ''(Hits on 4+)'': 3 hits, 2.91 wounds, '''0.97 unsaved wounds,''' which is reduced to 0.64 at the end of next turn thanks to IWND. ::Reaping Blow (+2 attacks): 4 hits, 3.89 wounds, '''1.30 unsaved wounds,''' which is reduced to 0.97 at the end of the turn thanks to IWND. :Fulgrim barely squeezes out a victory. His 3+ invulnerable save keeps him alive just long enough to kill Dorn in the 9th round of combat. ::If Dorn can use reaping blow, he manages to win on the 7th round of combat. '''Dorn vs. Perturabo:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.25 unsaved wounds,''' which is reduced to 0.96 at the end of the turn thanks to IWND. :Perturabo with Forgebreaker Desecrated ''(Hits on MC 5+)'': 2.22 hits, 1.11 wounds, '''1.11 unsaved wounds,''' which is reduced to 0.77 at the end of the turn thanks to IWND. :Dorn wins. The changes to the weapon skill system result in Perturabo only hitting Dorn on a 5+. Paired with Dorn's well-fortified armour only being wounded on a 4+, Perturabo's damage potential is gutted from the get-go. Brutal helps him out a bit, but Dorn’s higher initiative and wound count win in the long run. '''Dorn vs. The Khan:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.30 unsaved wounds,''' which is reduced to 0.96 at the end of the turn thanks to IWND. :The Khan with the White Tiger Dao ''(Hits on MC 5+)'': 2.22 hits, 1.11 wounds, '''0.55 unsaved wounds,''' which is reduced to 0.21 at the end of the turn thanks to IWND. :[[Black Templars | Dorn slaughters the Khan]] regardless of whether or not he’s mounted. As with Perturabo, The Khan’s lower weapon skill is the culprit- only hitting on a 5+ ruins his damage potential, regardless of his high initiative. '''Dorn vs. Leman Russ:''' :Rogal Dorn with Storm’s 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. :Russ with the Sword of Balenight ''(Hits on MC 4+)'': 4.44 hits, 2.22 wounds, '''2.22 unsaved wounds''', which is reduced to 1.88 at the end of the turn thanks to IWND. :Russ charging with the Sword of Balenight ''(Hits on MC 3+)'': 5.56 hits, 2.78 wounds, [[Anal circumference | '''2.78 unsaved wounds,''']] which is reduced to 2.44 at the end of the turn thanks to IWND. :Russ using Counter-Attack with the Sword of Balenight ''(Hits on MC 4+)'': 5.25 hits, 2.125 wounds, '''2.125 unsaved wounds,''' which is reduced to 1.785 at the end of the turn thanks to IWND. :Russ wins. Brutal (2) on the Sword of Balenight really puts the nail in Dorn’s coffin, doubling his effective damage output. Additionally, Russ’s extra attacks over Dorn cement his place as the Emperor’s Executioner. '''Dorn vs. Curze:''' :Rogal Dorn with Storm’s 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. 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. '''Dorn vs. Sanguinius:''' :Rogal Dorn with Storm’s 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. :Rogal Dorn with Storm’s Teeth when charged ''(Hits on 4+)'': 3 hits, 2.91 wounds, 0.728 unsaved wounds, which is reduced to 0.388 at the end of the turn thanks to IWND. :Sanguinius with the Blade Encarmine (Hits on MC 4+): 3.33 hits, 2.96 wounds, 1.48 unsaved wounds, which is reduced to 1.14 at the end of the turn thanks to IWND. :Sanguinius on the charge with the Blade Encarmine (Hits on MC 4+): 3.33 hits, 3.238 wounds, 1.62 unsaved wounds, which is reduced to 1.28 at the end of the turn due to IWND. :Sanguinius wins if he charges, due to his re-rollable Invulnerable save, but Dorn certainly has ways to win this one. '''Dorn vs. Ferrus Manus:''' *Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.30 unsaved wounds,''' which is reduced to 0.96 at the end of the turn thanks to IWND. **Reaping Blow (+2 attacks): 5.33 hits, 4.74 wounds, '''1.58 unsaved wounds,''' which is reduced to 1.25 at the end of the turn thanks to IWND. *Ferrus Manus with Forgebreaker ''(Hits on MC 5+)'': 2.56 hits, 1.28 wounds, + 0.16 servo-arm wounds, '''2.01 unsaved wounds,''' which is reduced to 1.68 at the end of the turn thanks to IWND. :Ferrus Manus wins. ::With Reaping Blow, it's a tie. '''Dorn vs. Angron:''' :Rogal Dorn with Storm’s Teeth (Hits on 2+): 5 hits, 4.86 wounds, '''2.43 unsaved wounds,''' which is reduced to 2.09 at the end of the turn thanks to IWND. :Angron with Gorefather and Gorechild ''(Hits on 4+, Turn 1)'': 3.5 hits, 2.63 wounds, '''1.31 unsaved wounds,''' which is reduced to 0.97 at the end of the turn thanks to IWND. :Dorn wins. Angron’s damage output against Dorn can be represented by the function (0.1875x+0.785)-0.34, with x representing the current turn. Due to this, by the time Dorn has done 6 wounds to Angron, Angron has only dealt 6.7375 damage to Dorn. As with most primarch duels, the Butcher’s Nails cause Angron to take more damage than his opponent. '''Dorn vs. Guilliman:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.70 unsaved wounds,''' which is reduced to 1.36 at the end of the turn thanks to IWND. :Guilliman with the Gladius Incandor ''(Hits on MC 5+)'': 2.22 hits, 1.67 wounds, '''0.84 unsaved wounds,''' which is reduced to 0.5 at the end of the turn thanks to IWND. :Guilliman with the Hand of Dominion ''(Hits on MC 5+)'': 2.22 hits, 1.11 wounds, '''1.11 unsaved wounds,''' which is reduced to 0.77 at the end of the turn thanks to IWND. :Dorn wins. Once again, Guilliman’s lower WS combined with the Auric Armor’s permanent transhuman guts his damage output, [[Fail | even with the Brutal (2) hand of dominion.]] '''Dorn vs. Mortarion:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.95 unsaved wounds,''' which is reduced to 1.61 at the end of the turn thanks to IWND. :Mortarion with Silence ''(Hits on 5+)'': 2 hits, 1 wound, '''0.5 unsaved wounds,''' which is reduced to 0.15 at the end of the turn thanks to IWND. :[[What|Dorn completely tanks Mortarion’s attacks, absolutely slaughtering him.]] While Silence is a powerful weapon against terminators and elites with Instant Death, it lacks any way to reliably break through the Auric Armour. '''Dorn vs. Magnus:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, 1.95 unsaved wounds, '''reduced to 1.3 after Shrouded,''' which is reduced to 0.96 at the end of the turn thanks to IWND. :Magnus with [[/d/| Ahn]]-Nunurta ''(Hits on 5+)'': 2 hits, 1 wound, '''0.5 unsaved wounds,''' which is reduced to 0.15 at the end of the turn thanks to IWND. :Dorn wins, but Magnus isn’t supposed to be in melee anyway. Similarly to Mortarion, his weapon weapon has potential to be strong, though against a Primarch, it’s nearly impossible to win a duel. '''Dorn vs. Horus:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 4+)'': 3 hits, 2.91 wounds, '''0.97 unsaved wounds,''' which is reduced to 0.63 at the end of the turn thanks to IWND. ::Reaping Blow (+2 attacks): 4 hits, 3.56 wounds, '''1.19 unsaved wounds,''' which is reduced to 0.86 at the end of the turn thanks to IWND. :Horus with Worldbreaker ''(Hits on MC 4+)'': 3.33 hits, 1.67 wounds, '''1.67 unsaved wounds,''' which is reduced to 1.33 at the end of the turn thanks to IWND. :Horus wth the Warmaster’s Talon ''(Hits on 4+)'': 3 hits, 2.25 wounds, 1.125 unsaved wounds, which becomes '''1.34 unsaved wounds''' after deflagrate, which is reduced to 1 at the end of the turn thanks to IWND. :Horus wins. His 3+ Invulnerable save stunts Dorn’s damage significantly, and Brutal (2) on Worldbreaker gives Horus a major advantage in the duel. Like with the other Primarchs, he still has ''some'' ways to win, but this is in a vacuum. '''Dorn vs. Lorgar:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.85 unsaved wounds,''' which is reduced to 1.35 at the end of the turn thanks to IWND. :Lorgar with illuminarum ''(Hits on MC 5+)'': 2.22 hits, 1.11 wounds, '''1.11 unsaved wounds,''' which is reduced to 0.77 at the end of the turn thanks to IWND. :Dorn wins. While Illuminarum has Brutal, [[Fail | Lorgar’s WS of 6 kills him before the fight begins.]] Similar to Magnus, you shouldn’t be fighting in melee with Lorgar in the first place– he’s a powerful psyker, not a duellist. '''Dorn vs. Vulkan:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.3 unsaved wounds,''' which is reduced to 0.8 at the end of the turn thanks to IWND. :Vulkan with Dawnbringer ''(Hits on MC 5+)'': 2.22 hits, 1.11 wound, '''0.55 unsaved wounds,''' which is reduced to 0.21 at the end of the turn thanks to IWND. :Dorn wins. With Eternal Warrior, Dawnbringer isn’t very powerful against Dorn, only able to wound him on a 4+ with no way to re-roll, and Instant Death, while effective against terminators and praetors, is useless against ([[Konrad Curze|most]]) Primarchs. '''Dorn vs. Corax:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.91 wounds, '''1.85 unsaved wounds,''' which is reduced to 1.51 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, '''0.875 unsaved wounds,''' which is reduced to 0.53 at the end of the turn thanks to IWND. :Dorn wins. Corax’s WS of 7 decreases his damage output significantly, [[Just as planned | and Bulwark of the Imperium renders Rage (4) useless due to counting enemy charges as disordered.]] Shred helps Corax a bit, but it's not enough. '''Dorn vs. Alpharius:''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.85 unsaved wounds,''' which is reduced to 1.51 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 0.15 at the end of the turn thanks to IWND. :Dorn wins. Alpharius suffers from the same problem that Vulkan and Mortarion have, that being a very powerful weapon that’s nearly useless against Primarchs due to its main gimmick being Instant Death. Overall, Dorn proves himself as a very powerful fighter this edition– Whereas last edition he was only able to reliably beat Lorgar and Alpharius, he now mathematically defeats 14 of his brothers, 15 if he manages to charge Sanguinius first. Coupled with his army-wide Ld 10 and an additional reaction in a phase of your choice, Dorn is looking like a fantastic primarch this edition for both [[Black Templars|attack]] and [[Imperial Fists|defense.]] </div></div>
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