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Well that's the question. Specifically, on a winged hive tyrant, since walkers just take the carapace. I find that on the one hand, my flyrant is a BIG target, and he needs the protection. But the cost is so high, that I am never sure.
I think that 3 AP weaponry isn't very common, and that everyone's usually shooting 2 AP at him anyways. Plus, he's fast enough, that he should be able to make it to good cover. BUT, in combat especially, I feel so much safer knowing my baby's got the extra protection.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Warp Field or Warp Blast? :ninja:
If he's a melee winged tyrant, leave warp blast alone - you'll only get to shoot with it once, maybe twice in a game (and let's face it, one lone attack never hits anyway).
The warp field is better, a hefty - in price and armour - shield that also confers a tiny ward save. Nothing to be scoffed at when pie plates and lascannon shots would punch through it anyway.
Overall though, I'd say warp blast is a waste of points, you want your winged tyrant to be in combat doing what giant death monsters do best.
Apathy is its own reward...
I think he meant Warp Field..
He's talking about protection and tyrant walking on foot with carapace.. He hasnt mentioned once about warp blast :sleep:
I personally dont think Warp Field is necessary.
The only range weapons that will be able to puncture that 3+ armour save is missile launcher and starcannon, the others are all AP2 weapons. Paying that much points just to an added protection against these 2 weapons is a waste. Even in close combat, nowsday, over 50% of the people that plays 40k uses TONS and TONS of power weapon or power fist similiar weapon, even 1+ save wont save you from those attacks. Regular non-power weapon hits will have to go through that T6 before you roll your 3+ armour saves so it'll take away most of the hits making 2+ save not-so-useful.
Changed the title to suit the question.
Heres the question, Is warp field worth it?
Heres the answer, Yes. The inv save will protect you 16.6% of the time. The standard save in CC will let you save 83.4% of the time as opposed to the 66.8% the regular save affords. Thats a total of 33% extra protection. Well worth the points. Youd pay for guards on a walker right?
Now what else could you buy for the points? 3 hormies or 2 stealers or 7 spinegaunts. Not that much really is it?
If we are talking about Math-hammer...
Most of weapons have lower AP as the weapon strengh grows, so you need to take in the strengh vs toughness before calculating the saves.
Weapons fired by Marines:
HvyBolter 3 shots - 22% chance taking a wound w/o W.Field, 11% chance taking a wound w/ W.Field. 11% difference.
PlasmaGun 1 shot - 44% chance taking a wound w/o W.Field, 37% chance taking a wound w/ W.Field. 7% difference.
Missile Launcher 1 shot - 55% chance taking a wound w/o W.Field, 9% chance taking a wound w/ W.Field. 46% difference.
Lascannon 1 shot - 55% chance taking a wound w/o W.Field, 46% chance taking a wound w/ W.Field. 9% difference.
As you can see, the only REAL protection you are getting is from being pummel by Missile Launcher, and all the above calculation is based on a Tyrant standing in open field which I am sure no one would do such a thing... If I am to include cover save into the above calculations then even a 6+ cover save would make the W.Field no difference to one Tyrant without it... again, except the Missile Launcher.
Close Combat from Marines (regular troop):
Regular 1 attack - 2.7% chance taking a wound w/o W.Field, 1.3% chance taking a wound w/ W.Field. 1.4% difference.
Power Weapon 1 attack - 8.3% chance taking a wound w/o W.Field, 6.9% chance taking a wound w/ W.Field. 1.4% difference.
Power Fist 1 attack - 42% chance taking a wound w/o W.Field, 35% chance taking a wound w/ W.Field. 7% difference.
The only protection you are getting in close-combat is from a power fist of a 7% increased chance.
Basically the 35 extra points you are paying is only to give you the edge against a missile-heavy army. If you save 35 points here and more points somewhere else, you could even pay for a few more Raveners. 35 points is 1/4 of a Winged Tyrant's base cost, worth it or not.. it's really up to everyone's own perspective.
Last edited by nekochen; November 20th, 2006 at 18:53.
Personally I don't like warp field - I see it's uses, but would much rather have half a dozen more Spinegaunts or almost 2 Genestealers.
I resign my winged Tyrant to death from the get-go, it just occupies the opponents shooting for a turn or two - in this respect I try to keep it as cheap as possible, whilst still remaining effective in combat should it manage to hit the enemies lines.
Apathy is its own reward...
Food for thought indeed!
I have always run Warp Field on my winged HT because it is a vanguard HQ and attracts a heck of a lot of fire from the food. A whole 35 pts for these nickel-and-dime percentage bonuses on saves has seemed worthwhile. The psych value from watching everything less than a lascannon splashing off the beastie has always been a highlight for me.
But 35 pts does buy nearly 2 enh carapace stealers, or 1 rending ravener. Or 7 spinies, for that matter. A little more circumspection in the HT's use plus 2 more rending wounds might be worth experimenting with.