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I'm completely stumped on this one. Is there any easy way to get past chaos lords using siren...the only thing I've come up with so far is that you just have to hope you get lucky enough that they fail their psychic test and you can blow them away...other wise if they pass and the lord has wind of chaos (I think that's what it is, the flamer template one that wounds on fours) move your guys in a way that you can try to get as little as possible men in the squad hit. Does anyone have any better adivise than that? Whenever I see a chaos lord with siren near a vehicle I try to blow it up and hope I can get an explodes roll on it *laughs*
....ah-hah....I'm so desperate
There isn't really a better way around Siren. It's broken, and that's sad. Hopefully, G.W. will change the mechanics with the new Chaos Codex. Also, make sure your opponent is rolling for the Siren at the beginning of the game, as it's a minor psychic power. Make sure he's paying the appropriate points.
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Oh, Ofcourse....Anything that will give me the chance of him not getting siren but he puts so many minor psychic powers on his lord its almost impossible for him not to get...so all I can do is wait and hope he doesn't pass it and then doesn't pass his five point upgrade to let him re-roll it once (cheeeeese) lol, but if I were a chaos player trying to do the same thing ofcourse I'd give myself as much advantage as possible...I guess
Runes of Warding on your seer will help.
Whoa! I can't believe I never thought about that myself... Gah! Thanks! I know it won't be much but it's still worth a shot, lol...
I was at the 40k GT over the weekend, and faced a siren filth army (Lord + lieutenant, 8 minor powers for the lord, 7 for the lt. - d.speed, infiltrate blah blah blah).
The threat of Runes of Warding kept them camped out in a piece of terrain for the entire game, managing to do absolutely nothing for fear of the Runes. The game was only a draw because when I thought it was turn 5, it was really turn 6 (and thus too risky to skyleap my hawks, even with random game length).
The 170pts he spent on psychic gubbinz did nothing all game. Well worth the cheapness of RoWarding .
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone