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Does the 2+ sages' special rule of allowing rerolled hits in the retinue counter the plasma weapon's overheat rule? Like, if I rolled a 1 with my plasma cannon servitor, would the reroll let me ignore that 1 and try again, or would I still have to take the save?
You reroll the previous result, so you don't have to take an armor save. The tricky part is when you roll a 2 on your first to-hit-roll. You miss, but is it worth the chance to reroll it, since you must accept the second result (which might turn up 1)? Scary... =)
So, if you always shoot your plasma first, there is 1 chance on 72 shots that you will be wounded. (1/6*1/6*3/6).
the only problem is that plasma cannons can only be taken by gunservitors who only have a 6+ save... <_<
Since when do warrior henchmen have only a 6+ save? Reread the codex, they get 4+!
And that rocks, it makes the investment of 2 sages worth so much more than they cost!
The sages + plasma = good investment by being able to save that one plasma and dude from going nuke for staying power and being able to tag what you need.
That allied with Acolytes with plasma pistols and you have a very deadly squad indeed at close range, another option is taking combi bolter-plasmaguns.
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Get your sig from-tHe BaD GuY
oy, do veteran servitors have any advantage over gun servitors? cos i reckon the weapons availabel to vets are just toned down versions of the gunnies...
Hello? Acolyte+combi plasmagun = about 35pts.
Now in my opinion, that's just a little too expensive for what is essentially a Guardsman with a 6+ save.
Anyway, I always use 2 sages and a plasma cannon gun servitor. I'ts just too powerful a combination to pass up.
On vets and servs
They are just the same except for the name. They heavy weapons are gun servs because it is not very often that you see a vet guardsman lugging a plasma cannon around on his own. It wouldn't be unheard of though...
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Throw a mystic and Auspex into that squad for 8 more pts... Anyone who decides to be a sneaky enemy and pop up next to you, well, toasted!