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I never considered Khorne when constructing my Chaos army because I didn't want that type of Chaos army. I will play my Nid army if I want a CC powerhouse. That being said I looked over the Khorne section and was very impressed with Feel No Pain, to say the least. Impressed to the point of reconstructing my H.Q. to a Khorne lord and replacing my Deamonettes as they can no longer be used. The point is that I don't really want to change my army over a 10 pt. gift but it seems almost too useful to pass up. Having a 3+/4+/4+ on a moderatley tooled up CC lord(about 165 pts.) is ALMOST unstoppable. Please show me the error of my ways and why this ability is not as good as it seems. Thanks for all your input.
Against some opponents, it just reduces the unlikely to even more unlikely.
Against other opponents, it doesn't do anything.
If you send your lord against a pack of gaunts or wyches or something. You can laugh all day long and shrug off their blows.
If any force has any power weapons or powerfists, then you're very much back to square one.
I'm not a khornate player either, so i won't speculate in any depth BUT, i personally wouldn't include it over something like resilience or strength.
Just my two pence.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
FNP on a lord isn't as useful as it is on a squad of chosen khorne bikers... though that squad is going to be ridiculous points wise. In the Chicago GT, I played against someone with a squad of 5 chosen (all AC) bikers, 2 melta guns in the squad, 2 pfists, daemon armor, aura, FNP, just absolutely ugly... Then when they turbo boost, 2+ invul with FNP. You need mass firepower to get past the invul, which typically things that can do that won't be insta-kill so you get the FNP after.
They aren't guaranteed to make it to combat, but about as close as you can be.
O.K. I should state that I play almost exclusively against Tau, I.G., Eldar and very occasionally Chaos and usually 1500 pt. games.
Tau absolutely hate feel no pain. The only way for tau to get around it is fusion guns (not a good idea due to short range) or a solid shot from a railgun, which is a waste most of the time. Oh, almost forgot seeker missles, those also put down too little firepower to stop squads.
IG have less trouble due to earthshaker shots and lascannons, but it's still hard for them to negate it due to the fact that they aren't exactly known for CC prowess.
Eldar, it really depends on the army. A CC eldar build would laugh at it. A shooty build might have some trouble, even though a bright lance would still smash it.
Chaos probably wouldn't have much trouble due to battle cannons on the defiler, and a high percentage of power weapons.
Last edited by mephistophales; October 20th, 2006 at 17:28.
Ask yourself why in the world would you trust a win loss record? Playing them yourself is the only way to tell.
The true joy in the game is playing down to the last model, no matter the odds.
Ive used feel no pain on a squad of chosen berserkers and it was amazing. my buddies broadside was dead and I was slowly advancing on the fire warriors and all the while they were pelting my with fire. I lost one berserker from 3 turns of fire warrior shots thanks to feel no pain. If i didnt use it I would have lost the whole unit.
40,000- 7,000 Points Chaos Space Marines=18 and 17
40,000- 2,500 Points Tau Empire=1 and 2