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I've been using warptime on my daemon prince for a long time now but it was only yesterday that i realised how useful it was to us and how it's probably the best pyschic power in the book with lash of submission. I was playing Nids and the guy I was playing was having terrible luck he was hiding tyrant guard with his hive tyrant behind some gaunts so they could get a cover save and I shot them with plasma cannons from my obliterators, I caused 5 wounds and he failed 4 of them plus so they were dead without doing anything, anyways this is where I got really lucky and he got really mad, I was in shadow of the warp range with my daemon prince but fancied my chances of rolling under 10 on 3 dice and I made it by 1 so that was cast then in the shooting phase I risked it again by casting wind of chaos and I rolled exactly 10 hitting his hive tyrant which I wounded then I multi charged his gaunt squad and hive tyrant now he had cast the ws 1 bs 1 power the turn before so it didn't matter whether i was hitting the gaunts or the hive tyrant, i was gonna be hitting 5s, i decided to go for his tyrant cause if i killed him there was only one synapse creature left, a zoanthrope which was in rapid fire range of my thousand sons so most likely would've died, I went first and missed all my attacks then re-rolled them cause of warptime hitting 3 times then went on to kill the hive tyrant, having only 1 synapse creature left on the board he gave up before his second turn, after that i'm never gonna leave home without warptime.
Warptime is awesome! I never leave home without it!
win some, lose some
Amen to that! If it wasn't for warptime my daemon prince would've been sent back to the warp by a very angry hive tyrant, I'll hate to think what we would do if for some reason they got rid of it in the next codex
Its a "must" for a heavily geared CC HQ, in my opinion.
a DP with warptime is one of the most menacing figures in the game. you have over a 90% chance of passing the test to use it, and you have an 18 assault range with wings. on the charge it is not unusual to cause 5 wounds with the re-rolls, and that means a 10 man squad just got halved, or a combat squad is dead. most squads on the return will maybe cause you to take 2-3 saves, which you can easily pass.
even a trigon, for a badass as it is in cc, doesn't want to face a slaanesh DP with warptime if it has taken any wounds at all. there is a good chance it will die before it even gets a chance to strike back.
no matter how much i want to try the other powers i keep coming back to warptime.
I love the smell of promethium in the morning.
and having MoT you can combine it with bolt or wind and get a pretty killy shooting attack as well
(or both if it's a sorcerer!)
win some, lose some
MoT is probably our most useful Mark in the current environment, because it allows our Princes to re-roll a failed psychic test. This grants so much more power to Warp Time. Plus, the 4+ inv aint bad either.
I still use Lash Princes often, but with so many Hoods running around, the MoT is invaluble. Naturally, it has good synergy with Warp Time.
Spambot kill tally. . .337
I nearly always take warptime, esp. with wind, as it can devastate squads before I finish them off in combat.
adamwelton "Bliss-giver is right as always."
"Opportunities multiply as they are seized."