Author Topic: Silly anti-superheavy tech part 2: Masque of Slaanesh?  (Read 1824 times)

andalucien

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Silly anti-superheavy tech part 2: Masque of Slaanesh?
« on: December 12, 2013, 02:53:40 PM »
Ok... So the masque runs up and casts Dance of Caging on the superheavy.

Superheavy gets no save or Deny the Witch or anything and can now only move d3".

The Dance is not a shooting attack, so the masque can still run (and it's slaanesh, so it runs an average of  7.5"), to try to hide behind a rock or something, only to pop out again and Dance of Caging next turn again.

If you get the right terrain, maybe this lets you "box" a superheavy for a while so that you can position your units behind some tall buildings from it?
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

the_trooper

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #1 on: December 12, 2013, 03:17:43 PM »
Are there no built in protections against psychic powers like the old apocalypse rules had?

andalucien

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #2 on: December 12, 2013, 03:44:59 PM »
It ain't a psychic power, just a special ability.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

Sir_Prometheus

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #3 on: December 12, 2013, 03:55:51 PM »
Which is weird.  But I'm pretty sure the Masque is going to get killed pretty quickly, if not by the superheavy then by the rest of the army. 

robpro

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #4 on: December 12, 2013, 05:00:56 PM »
Here's some anti gargantuan tech for you -

Harbinger of Eternity joins Deathmarks, assaults gargantuan, does 1 wound and reduces it's stats to 1 for the rest of the game.

andalucien

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #5 on: December 12, 2013, 05:15:36 PM »
lol........  good one. 

Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

andalucien

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #6 on: December 12, 2013, 05:22:00 PM »
Hmm, actually, unfortunately the cryptek won't be able to wound gargantuans, being only str 4 vs toughness 8+.
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

robpro

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #7 on: December 12, 2013, 05:24:54 PM »
The deathmarks make him wound on a 2.

andalucien

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #8 on: December 12, 2013, 05:28:47 PM »
ohhhh hooooooo.

Yeah, let me go back to my earlier "nice one".
Name:  Matthew Forsyth
Club:  Errybody in the gettin tips
Where I play: basically I only show up for tourneys or when I'm on my way up to New Hampshire to visit my folks.  I live about 45 mins from both stores, to the south.

MM3791

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Re: Silly anti-superheavy tech part 2: Masque of Slaanesh?
« Reply #9 on: December 12, 2013, 10:01:18 PM »
The masque is awesome in small point games or special scenerios, but it doesn't count as a herald and also eats up a FMC slot. I'd rather run duel bloodthirsters, since flyers are better then ever now.