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After thinking for a really long time about this particular ability and having used it time to time, I've concluded it is a waste of points in a manner of speaking. The only ones to that can take it (in Chaos that is) are Champions and Characters of Khorne. So first, Champions, waste of points first because they are in a squad, and if it gets down to Champion, whats the point, squad is dead. Second, Characters, they are often targeted and hunted, and mostly by units with power weapons and double strength abilities. So its largely pointless this way as well. Only means of using it effectively perhaps is a Character squad-hunting, but even then majority of squads have a hidden power weapon that will smack around the Character.
Only effective use I've seen it used and have used, is in CoD Medicaid Center Stratgem that have a group of long range shooters in the building. It would probably best to just have Feel No Pain with out the power weapon restriction, there for it would make sense to take it CCW-wise.
Just a musing, take it or leave it. Opinions are welcomed.
There are only two uses for Feel No Pain. But in my opinion, they're pretty darn good uses. Both involve ICs.
You're correct in that Champions really shouldn't bother with Feel No Pain. It goes along the same lines increasing their armour save, Toughness, or Invulnerable Save.
Khornate ICs, though, can become extremely irritating to remove with FnP. The first use is on a non-statured Lord. When talking about standard MEQ attacks, upping your armour save to a 2+ will prevent half of the wounds that not upgrading your armour save would. For instance, if you took six wounds, you'd statistically fail two armour saves out of the deal. Daemonic Armour would statistically fail only once.
Feel No Pain essentially does the same thing for only half the price, and can still be used against ranged weaponry that would otherwise ignore his armour saves, such as Plasma Guns. That's a hell of a bargain, and shouldn't be passed over.
The second use for Feel No Pain is Statured Princes. All Statured Khornate Princes should have Feel No Pain. Mainly, for one reason - it makes him all but immune to ranged weaponry. Combined with Stature and Aura, Feel No Pain means that the Lord would have to be wounded three times by a Lascannon before he loses a wound. Nine Lascannon hits before a Khornate Prince is put down - that's some amazing staying power. Not to mention that he gets an extra save against Plasma Guns, Meltagun, Assault Cannons that rended, Brightlances... the list goes on and on. The only things you're likely to see that Feel No Pain won't be useful against are Vindicators or Railguns.
So, no, Feel No Pain isn't really meant to protect you in Close Combat. It's designed to help you get into Close Combat, where Khornate units really shine. And once you're in Close Combat, you really should be massacring most units anyways, so getting hit isn't such a big deal anymore.
the turn down for me is that it doesn't help at all agianst power weapons/ fists, which i think is the biggest things IC have to worry about in the first place. although it is still useful.
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I'm with Caluin, I think putting FnP on large-ish Khornate ICs can work wonders as most Khornate ICs aren't exactly gunners, and the strange movement restrictions on the MoK can be a bummer to deal with, so some survivability is always a great thing to have before you get into combat, regardless of whether or not he gets pwned by a power weapon once he's in cc.
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Feel no Pain is a must have for any "big 'n bad" daemon prince. It makes them almost impossible to kill with gun-fire. Alot of shots will be aimed at your prince and when almost all of them bounce off it is quite intimidating for your enemies. Be prepared to make Heavy Weapon teams cry when you field one of these bad boys. Or for even more added fun have a bloothirster on top of it....in a 1000 point list it might seem excessive (and oh yes it is silly), but, man, is it hilarious.
And even if it doesn't save you from special close combat attacks, your daemon prince / lors / lieutenant should be able to end the fight without being hit in the first time. And remember that only engaged models can hit IC and your opponent must remove only engaged models and no others, therefore, if you kill all the engaged models, you won't get hit by the power fist. Sort of.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Genestealers? Still, you could say Genestealers should have been dealt with by your NORMAL Zerkers, but a Daemon Prince WILL fall to his weight in Rending close combat attacks.
Power fists... will be minced if you throw enough attacks at the squad, so no worries there. Besides, you still have your Daemonic Aura - it's no Shadowfield but it helps!
I think Caluin did a great job outlining the usefulness and strengths of the FnP ability.
It really comes into its own when you have to charge across the table and survive the dakka until you get there. I've always felt the best use for the Feel no pain ability is the statured prince with the glaive. The guy goes from a fire magnet to a MUST DESTROY top priority for shooting. Lord, stature, glaive, essence FnP and possibly resiliance makes this guy REALLY REALLLLLY nasty for under 200 pts, he can not only TAKE all the shooting from your oponent, but quite possibly survive to take skulls for the skull throne! I've seen one of these things
take all the shooting from an Iguard infantry army(that's 18 lascannons, + ML's, plasma, etc etc) and take only one wound on the way to the lines.
Just had to throw in my few cents.
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