Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Another question. so the tempest pushes all enemies within 6" not completely over Str4, 2D6" away from the nightbringer at the "start of the enemy assault phase." Could someone tell me how this is useful? Couldn't the enemy just charge you again (assuming it iddn't move more than 6" away, there's a 50% chance for that) and get that +1 Atk??
Am I missing something about the use of this? If the enemy rolls over 6", then yes, you can move away, but you'll still get shot at from rapid fire range (12")... and won't be able to move away until next turn...
Any clarifications would help!
This is used to drive troops out of cc. Read page 29, second last sentance for the tempest.
You call those cheap implants boobs?
They aren't boobs, they're lies!
This is done at the start of the assault turn before blows are struck, so it can happen after people have made their assault move.
Hrm... we usually resolve each assault (the charge and the blows) by units... is that the wrong way of doing it? Should it be: 1) move all charging units into b2b, 2) resolve all blows?
"Start of the assault turn" - shouldn't that mean before any units charge?
Just wondering, thanks!
I thought you could use it in the enemy assault phase. So if you got charged by the enemy units and they are not fully strenth 4 or more.. you could blow them 2d6 away from you.
Ok, re-read that part in the codex... it pretty much says in the beginning of the assault phase, *after* all moves have been made but *before* any blows are struck, you can use the tempest...
Aye, one of the best uses for it is against Tyranids. He's able to keep a goodly amount of gaunts away from the whole of your army, so they can concentrate on blasting the Big Monsters or tearing the little ones to shreads with rapid fire. Although, sad to say I havn't played that many games against Nids, so who knows how this would work. They very tough? O_o
Yep, Nids are hard for necrons, simply because of all the +2 saves they have, (zoanthropes, HT, Carnifexes) The C'tan's tempest ability is great for the hordes of little dudes like termagaunts or hormogaunts (which can be trouble tying up valuable units in CC, they move 6" assault 12" and fleet of claw every turn) they just run away and it's like they're not even there. but that's not really the reason I field him. Against nids, the major trouble is the TMC flying into your troops and killing 5 every turn, with the nightbringer, he can take out a TMC in one round of fighting, especially if the TMC has already fallen victim to his Lightning arc
I used the Nightbringer against Sisters and swept 3 of his units right off the board...