Witch Hunter I do not have, so out of luck. I was amazed how high you could stack Imperial Guard points. You would need 4 full Necron armies to equal the points of that list, which would be an interesting fight.
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Witch Hunter I do not have, so out of luck. I was amazed how high you could stack Imperial Guard points. You would need 4 full Necron armies to equal the points of that list, which would be an interesting fight.
I can also do witch hunters,but, give me some time for it.Done (Army Total:18,29318,076)
EDIT: Gah! Missed that "0-1" on the lord. Thanks
Spoiler
- HQ
- Canoness and Retinue - 551
Canoness w/100pts of wargear - 145
9x Celestians w/ multimelter, meltagun, Frag & Krak Grenades, Veteran Superior w/wargear, Imagifier, Banner of the Ordo Militant, Rhino Transport - 406- Inquisitor Lord & Retinue - 768
Inquisitor Lord w/ Force weapon, eviscerator, 100 points of wargear, Divine Pronouncement, Hammer of Witches, Scourging, He Will Be Done - 295
3 Gun Servitors 2 w/ Multi-meltas; 1 w/ plasma cannon - 115
3 Acolytes w/ 15 points of wargear - 69
3 Familiars - 18
Land Raider w/ Dozer blade, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers - 289
Untyped- Priests - 915
5 Priests w/ Eviscerators, plasma pistols, 100 points of wargear; 1 with plasma gun - 915
Elites- Inquisitor & Retinue - 717
Inquisitor w/ Force weapon, eviscerator, 100 points of wargear, Divine Pronouncement, Hammer of Witches, Scourging, He Will Be Done - 295
3 Gun Servitors 2 w/ Multi-meltas; 1 w/ plasma cannon - 115
3 Familiars - 18
Land Raider w/ Dozer blade, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers - 289- Inquisitor & Retinue - 717
Inquisitor w/ Force weapon, eviscerator, 100 points of wargear, Divine Pronouncement, Hammer of Witches, Scourging, He Will Be Done - 295
3 Gun Servitors 2 w/ Multi-meltas; 1 w/ plasma cannon - 115
3 Familiars - 18
Land Raider w/ Dozer blade, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers - 289- Inquisitor & Retinue - 717
Inquisitor w/ Force weapon, eviscerator, 100 points of wargear, Divine Pronouncement, Hammer of Witches, Scourging, He Will Be Done - 295
3 Gun Servitors 2 w/ Multi-meltas; 1 w/ plasma cannon - 115
3 Familiars - 18
Land Raider w/ Dozer blade, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers - 289
Troops- Battle Sisters Squad - 474
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades - 168
19 Sisters of Battle w/ Bolters, frag and krak grenades; 2 with meltaguns; 1 Imagifier - 306- Battle Sisters Squad - 474
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades - 168
19 Sisters of Battle w/ Bolters, frag and krak grenades; 2 with meltaguns; 1 Imagifier - 306- Inducted Guard Infantry Platoon - 2495
Platoon Command: Cheknov; commissar w/ 2 power fists; medic, 3 plasma guns, krak grenades; chimera w/ all upgrades - 345
5 Infantry Squads:Sergeants w/ bolt pistols, melta bombs; commissars w/ power weapons, plasma pistols; vox casters, plasma guns, lascannons, krak grenades; chimeras w/ all upgrades - 1410
5 Heavy Weapons Squads: Lascannons, krak grenades - 550
2 Special Weapon Squads: 3 Demolition charges (each) - 190
Conscripts Squad: 30 extra men, Send in the Next Wave - 275- Inducted Guard Infantry Platoon - 2515
Platoon Command: Al'Rahem; commissar w/ 2 power fists; medic, 3 plasma guns, krak grenades; chimera w/ all upgrades - 365
5 Infantry Squads:Sergeant w/ bolt pistol, melta bombs; commissar w/ power weapon, plasma pistol; vox caster, plasma gun, lascannon, krak grenades; chimera w/ all upgrades - 1410
5 Heavy Weapons Squads: Lascannons, krak grenades - 550
2 Special Weapon Squads: 3 Demolition charges (each) - 190
Conscripts Squad: 30 extra men, Send in the Next Wave - 275- Inducted Guard Infantry Platoon - 2452
Platoon Command: Platoon Commander w/ bolt pistol, melta bombs; commissar w/ 2 power fists; medic, 3 plasma guns, krak grenades; chimera w/ all upgrades - 302
5 Infantry Squads:Sergeant w/ bolt pistol, melta bombs; commissar w/ power weapon, plasma pistol; vox caster, plasma gun, lascannon, krak grenades; chimera w/ all upgrades - 1410
5 Heavy Weapons Squads: Lascannons, krak grenades - 550
2 Special Weapon Squads: 3 Demolition charges (each) - 190
Conscripts Squad: 30 extra men, Send in the Next Wave - 275- Inducted Guard Infantry Platoon - 2452
Platoon Command: Platoon Commander w/ bolt pistol, melta bombs; commissar w/ 2 power fists; medic, 3 plasma guns, krak grenades; chimera w/ all upgrades - 302
5 Infantry Squads:Sergeant w/ bolt pistol, melta bombs; commissar w/ power weapon, plasma pistol; vox caster, plasma gun, lascannon, krak grenades; chimera w/ all upgrades - 1410
5 Heavy Weapons Squads: Lascannons, krak grenades - 550
2 Special Weapon Squads: 3 Demolition charges (each) - 190
Conscripts Squad: 30 extra men, Send in the Next Wave - 275
Fast Attack- Seraphim Squad - 436
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades, melta bombs - 176
9 Seraphim w/ 2 Bolt pistols, frag and krak grenades; 2 with 2 infeno pistols (each); melta bombs - 264- Seraphim Squad - 436
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades, melta bombs - 176
9 Seraphim w/ 2 Bolt pistols, frag and krak grenades; 2 with 2 infeno pistols (each); melta bombs - 264- Seraphim Squad - 436
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades, melta bombs - 176
9 Seraphim w/ 2 Bolt pistols, frag and krak grenades; 2 with 2 infeno pistols (each); melta bombs - 264
Heavy Support- Retributor Squad - 507
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades - 168
5 Retributors w/ Bolters, frag and krak grenades; 4 with multi-meltas; 1 imagifer - 175
Immolator w/ Twin-linked multi-melta, laud haler, holy promethium, blessed ammunition, holy icon dozer blade, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers - 164- Retributor Squad - 507
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades - 168
5 Retributors w/ Bolters, frag and krak grenades; 4 with multi-meltas; 1 imagifer - 175
Immolator w/ Twin-linked multi-melta, laud haler, holy promethium, blessed ammunition, holy icon dozer blade, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers - 164- Retributor Squad - 507
Veteran Superior w/ Eviscerator, plasma pistol, 100 points of wargear, frag and krak grenades - 168
5 Retributors w/ Bolters, frag and krak grenades; 4 with multi-meltas; 1 imagifer - 175
Immolator w/ Twin-linked multi-melta, laud haler, holy promethium, blessed ammunition, holy icon dozer blade, extra armor, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers - 164
Army Total: 18,076
Was wondering if I could use Artificier armour for my captain that's equiped with the model of a power armour.
Farsight enclave Tau could actually be fun to work out since they have a crapload of restrictions and all that. Including the 7 bodyguard bomb. Maybe I'll stat it out if I have the time tonight.
Spoiler
HQ 1 - 1325
Farsight 170
7 Bodyguard retinue (165x7) equipped as below 1155
HQ 2 - 535
Shas'o Commander w/ Missile Pod, plasma rifle, shield generator, bonding knife, HW blacksun filter, HW multi-tracker, HW target lock, HW drone controller, 2 marker drones - 205
2 Bodyguards w/ Plasma rifles, missile pods, shield generators, bonding knives, HW blacksun filters, HW multi-trackers, HW target locks, HW drone controllers, 2 marker drones (each) - 330
Heavy - 938
Broadside team - 468
3 Sniper Drone Team - 240
Hammerhead full kit - 230
Fast - 1162
8 Gundrones - 96
5 Piranha - 650
8 Pathfinder full kit - 241
1 Pathfinder Devilfish - 175
Troops - 2418
6 x Firewarrior teams and Devilfish - 403
Elite - 1210
Stealth team - 582
2x 3 HV25 Kitted - 314
= 7588
Sorry, I didn't double check. I'm packing...
Artificer armor is basicaly power armor made from awesome. There is no actual art armor model and the book depicts it as cooler power armor so there is no reason why you cant.
Assuming the Inducted Infantry Platoons in the Witch Hunters list are the same as in the Imperial Guard codex, you missed a bunch of possible Chimeras as transports. They might not be the same though.
Also, the HQ Choice of an Inquisitor Lord is limited to 0-1. You would instead have to take a Canoness with a bodyguard of Celestines, giving us this:
- Canoness and Retinue - 551
Canoness w/100pts of wargear - 145
9x Celestians w/ multimelter, meltagun, Frag & Krak Grenades, Veteran Superior w/wargear, Imagifier, Banner of the Ordo Militant, Rhino Transport - 406
Similarly, the Inducted Imperial Guard Platoons ARE the same as the IG codex and so they can be given Chimera as Transports. 4x70pts each, I believe, meaning that the Witchunters maxed-out army list gets us about 18,356 points altogether. Another old army with a very hefty price-tag, although admittedly the Inducted Immperial Guardsmen are a lot better than they used to be under the older codex.
Also for your perusal:
Spoiler
- Sammael, Master of the Ravenwing w/Company Standard & Biker Apothecary - 245
- Interrogator-Chaplain w/Power Fist, COmbi-Plasma, Meltabombs, Space Marine Bike - 190
- Command Squad w/ 2 Plasma Pistols, 2 Power Fists, 2 Plasma Guns, Melta Bombs, Apothecary, Razorback Transport, Storm Bolter, HK Missile, Extra Armour & Twin Linked Lascannons - 380
- Command Squad w/ 2 Plasma Pistols, 2 Power Fists, 2 Plasma Guns, Melta Bombs, Apothecary, Razorback Transport, Storm Bolter, HK Missile, Extra Armour & Twin Linked Lascannons - 380
- Deathwing Terminator Squad w/Chainfists & Assault Cannon - 270
- Deathwing Terminator Squad w/Chainfists & Assault Cannon - 270
- Deathwing Terminator Squad w/Chainfists & Assault Cannon - 270
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Ravenwing Attack Squadron w/ 3 extra bikers, Plasma Pistol, Meltabombs, Power Fist, 2x Plasma Guns, Attack Bike, Land Speeder - 445
- Land Raider Crusader w/ Pintle Mounted Storm Bolter, HK Missile & Extra Armour - 285
- Land Raider Crusader w/ Pintle Mounted Storm Bolter, HK Missile & Extra Armour - 285
- Land Raider Crusader w/ Pintle Mounted Storm Bolter, HK Missile & Extra Armour - 285
Total: 6,865
Imperial Guard - 24,594
Witchunters - 18,356
Space Marines (Space Wolves) - 11,825
Space Marines (Codex) - 11,100
Chaos Space Marines - 10,935
Tyranids - 8,928
Tau - 8,626
Daemonhunters - 8,473
Eldar - 7,364
Space Marines (Blood Angels) - 7,255
Space Marines (Dark Angels) - 6,865
Dark Eldar - 6,862
Chaos Daemons - 6,485
Necrons - 5,385
Anyone want to give a definitive vrsion of the Orks (with extra Nobz) ? :smalltongue:)
Also, is it just me or - with a couple of exceptions - the more evil your army then the worse off you are in this scenario? :smallbiggrin:
and wouldn’t eldar and tau be at the top then? i mean humies are at best neutral in 40K
ORKS - No Special Characters
Sorry for the mess...:smallannoyed:
SpoilerHQ - 336
Warboss; 168
Power Klaw, Twin-Linked Shoota, Warbike, Ammo Runt, Attack Squig, Cybork Body, Bosspole, 'Eavy Armour
Warboss; 168
Power Klaw, Twin-Linked Shoota, Warbike, Ammo Runt, Attack Squig, Cybork Body, Bosspole, 'Eavy Armour
ELITES - 3210
1070 Points
9x Nob Bikers; Stikkbombs, Power Klaws Twin-Linked Shootas, 'Eavy Armour, Bosspoles, Waaagh Banners, Ammo Runts, Cybork Bodies
Painboy; Bike, Stikkbombs, Grot Orderly, 'Eavy Armour, Bosspole, Waaagh! Banner, Ammo Runt, Cybork Body
1070 Points
9x Nob Bikers; Stikkbombs, Power Klaws Twin-Linked Shootas, 'Eavy Armour, Bosspoles, Waaagh Banners, Ammo Runts, Cybork Bodies
Painboy; Bike, Stikkbombs, Grot Orderly, 'Eavy Armour, Bosspole, Waaagh! Banner, Ammo Runt, Cybork Body
1070 Points
9x Nob Bikers; Stikkbombs, Power Klaws Twin-Linked Shootas, 'Eavy Armour, Bosspoles, Waaagh Banners, Ammo Runts, Cybork Bodies
Painboy; Bike, Stikkbombs, Grot Orderly, 'Eavy Armour, Bosspole, Waaagh! Banner, Ammo Runt, Cybork Body
TROOPS - 3395
1070 Points
9x Nob Bikers; Stikkbombs, Power Klaws Twin-Linked Shootas, 'Eavy Armour, Bosspoles, Waaagh Banners, Ammo Runts, Cybork Bodies
Painboy; Bike, Stikkbombs, Grot Orderly, 'Eavy Armour, Bosspole, Waaagh! Banner, Ammo Runt, Cybork Body
1070 Points
9x Nob Bikers; Stikkbombs, Power Klaws Twin-Linked Shootas, 'Eavy Armour, Bosspoles, Waaagh Banners, Ammo Runts, Cybork Bodies
Painboy; Bike, Stikkbombs, Grot Orderly, 'Eavy Armour, Bosspole, Waaagh! Banner, Ammo Runt, Cybork Body
400 Points
29 'Ard Boys; Stikkbombs, 3 Rokkit Launchas
Nob; Stikkbombs, Power Klaw, Bosspole
285 Points
29 Boys; Stikkbombs, 3 Rokkit Launchas
Nob; Stikkbombs, Power Klaw, 'Eavy Armour Bosspole
285 Points
29 Boys; Stikkbombs, 3 Rokkit Launchas
Nob; Stikkbombs, Power Klaw, 'Eavy Armour Bosspole
285 Points
29 Boys; Stikkbombs, 3 Rokkit Launchas
Nob; Stikkbombs, Power Klaw, 'Eavy Armour Bosspole
FAST ATTACK - 1020
12 Warbikes; Nob - Power Klaw, Bosspole. 340
12 Warbikes; Nob - Power Klaw, Bosspole. 340
12 Warbikes; Nob - Power Klaw, Bosspole. 340
Heavy Support - 1455
Flash Gitz, Cybork Bodies, More Dakka, Shootier, Blasta's, Painboy, Grot Orderly, 3 Grot Ammo Runts, 485
Flash Gitz, Cybork Bodies, More Dakka, Shootier, Blasta's, Painboy, Grot Orderly, 3 Grot Ammo Runts, 485
Flash Gitz, Cybork Bodies, More Dakka, Shootier, Blasta's, Painboy, Grot Orderly, 3 Grot Ammo Runts, 485
Total: 9416...I had hoped to at least break 10,000. :smallfrown:
Why aren't the last 3 sets of boyz 'Ard? I see no reason why they wouldn't be able to upgrade.
Also, adding Ghazghkull would kick the total up a bit, without removing the nobs as troops.
EDIT: Ah, sorry. Missed that. :smallredface:
You can upgrade ONE boysquad to 'ard boyz.
I would hate to see the forces we could put together for Planet Fall :). On a tangent most expensive Apocalypse formation/being? The first company and emperor class titan?
I'd prefer to see a Witchhunters list with troops solely from that codex. Really at the moment it's essentially just Imperial Guard lite.
Daemonhunters could be boosted up significantly by taking a whole mess of Inducted Infantry Platoons as well.
Replacing the Inducted Imperial Guard with more squads of Battle Sisters, is all it would take. That'd still give them a very healthy score of 10,058 points.
But I agree - no allies. Otherwise the Space Marine armies would be allowed to include squads of Grey Knights, and we'd also have to have a Chaos Undivided (Marines and Daemons) army. :smallsmile:
SpoilerImperial Guard - 24,594
Space Marines (Space Wolves) - 11,825
Space Marines (Codex) - 11,100
Chaos Space Marines - 10,935
Witchunters - 10,058
Orks - 9,416
Tyranids - 8,928
Tau - 8,626
Daemonhunters - 8,473
Eldar - 7,364
Space Marines (Blood Angels) - 7,255
Space Marines (Dark Angels) - 6,865
Dark Eldar - 6,862
Chaos Daemons - 6,485
Necrons - 5,385
So there we go - I think we have clear proof that a 15,000 point army IS possible outside of an Apocalypse game, but only if you're playing Guard vs. Guard or possibly Space Marines with Allies. :smalltongue:
I'm surprised, admittedly, that the older codices did as well as they did. Witchunters and Space Wolves are virtually archaic and yet they're in the top 5, while Dark Eldar still have an advantage over Chaos Daemons despite the 6 year gap.
Having said that, Dark Eldar are within a tiny handful of points of a Dark Angels list.... but I don't think they'd stand a chance, if they were actually played against each other. Are new Codices more powerful? Are old ones too weak? Both? A very interesting exercise, so thanks to everyone who helped with the list building :smallbiggrin:
Why should older codizes have a disadvantage in this exercise? It's not like 'old' equaled 'less options' - for the CSM codex, for instance, the opposite is true, and to a fairly big degree, too...
Well, I hear Games Workshop tends to improve the stats of models that are not selling well, as they did with Assault Terminators, giving us those armour 2+, invincible 3+ abominations they are now. So, I imagine to some degree newer codizes might indeed be stronger (aren't the codizes that are considered the strongest currently the Ork and the Guard codex, both fairly new ones?). Since everything seems to still be played, though, probably not to a degree that makes older codizes unplayable though.
I imagine the bigger problem with old codizes might rather be that some of their options and rules make no sense under the current main rules.
I'd say that there is a power creep, albeit a slow one. Just compare, say, the latest IG codex to the previous one. Technically, these two shoudl be just as powerful if we assume there is no power creep. It is most clearly not so.
Also, it would seem that points costs are generally going down. Both Orks and IG got cheaper per soldier. While Marines went up a bit, they got lots of special rules and free extra equipment to boost this, meaning that a fully equiped squad now has a lower points cost (and that even if you didn't buy grenades for the old ones, I seem to recall).
Then look at the Dark Eldar. As far as I understand, they have one reliable list. Take anything else, and you're more or less doomed against a good opponent. This clearly indicates something wrong, either a stand-alone weak codex or power creep...
Honesty the only reason my Space wolf list was so high was the silly level of extra gear I was able to put on wolfguard, and their ability to take an HQ per 750pts :)
Well thats not entirely an accurate way to compare for power creep though. Because in a lot of cases armies are redone because the previous edition had issues. If you take Dark Eldar for instance, if/when they finally get a new book they are going to have to become more powerful because as it is 2/3s of their list just sucks. Which might not mean a new DE list is going to be better in all ways all of the time, but it does mean a new DE list would have a lot more options and anyone facing the list would have a lot more potential options to deal with.
Is the new guard codex more powerful then the last? Yes, but the last one was never very powerful even when it was new. The fact that some really old armies can still reliably win against the newest books, even ones that have been updated 2-3 times in that time, shows that the power creep isn't that bad. The biggest perceived power jump in new armies is generally just facing something that plays different then you are used to.
A lot of the power creep in the IG is not things that are outrightly more powerful then they were before, but the fact that the options to do the same task have increased giving them more variables.
Though I admit that I think some power creep exists, some of you were looking at it wrong. The maximum amount of points you could make using the codex just shows, as stated, the options available.
And while I will also agree that the power creep generally isn't overwhelming, I think the new IG codex can really fit the "first turn wins" idea. Frankly, if an Executioner with Sponson Plasma Cannons shoots at you before you get a first turn, with some decent rolls, he can rip the heart out of your army.
Not really. No. It still has to fire at more or less the same target.
Unless by 'decent rolls' you mean 'Massive Scatters'.
...And it mostly only destroys one unit a turn (providing MASSIVE SCATTER isn't rolled)...If the 'heart of your army' is one unit, you've done something wrong.
Okay so, I've been thinking a little ahead. How does this 2k Khorne CSM list look?
Spoiler
HQ: Termi-lord w/ Demon Weapon, Mark of Khorne, combi-melta: 160
*Summoned Greater Demon: 100
Elites: 4x Terminators, 3x Pairs of LC's, 1x PF, 1x Heavy Flamer: 165
Dreadnought w/ CCW + Multi-Melta: 100
Troops: 8x Khorne Berserker's w/ Skull Champ, Rhino: 218
8x Khorne Berserker's w/ Skull Champ, *Rhino: 218
8x Khorne Berserker's w/ Skull Champ, PF: 208
8x Khorne Berserker's w/ Skull Champ, PF: 208
FA: *10x Raptors, Mark of Khorne, Aspiring Champion w/ LC's, 2x Meltaguns: 290
Heavy Support: Vindicator w/ DP: 145
Defiler w/ Autocannon + CCW: 150
Total: 1962 (what else can I include???
*Don't have this model yet.
It should cost around $100 for the stuff I still need to buy, assuming I do this in a smart fashion (don't buy straight up raptors, buy SM jump packs and normal CSM maybe?).
Then why not go all the khorne way and use berserkers with jump packs as raptors?
You could give an icon of Khorne to the Termies.
Or equip the Rhinos with additional armour, so they have a better chance of actually carrying your berserkers forward.
Or get one more Terminator.
Or give some kind of improved weapons to the other skull champions(frankly, the point of upgrading a berserker to a champion but not giving him some special weapon escapes me - it's not like this one bonus attack will matter much otherwise)(EDIT: Nevermind, just noticed the Greater Daemon. Probably better to not equip them, then.).
Simply put, someone is making the argument that Power Of The Machine Spirit allows his Black Templar Vindicator to fire the Demolisher Cannon twice. I say that's crap.
Who's wrong?
I'm not sure why I didn't think about that. Genius! Especially considering I already have around 15 more Bersekers just lying around. :smalltongue:
Well, the idea is that the lord will join their squad, his mark giving them the bonus.Quote:
Originally Posted by Winterwind
Though I might add the extra Termi as you suggested.... hrm.
Wait, this works? :smalleek:
*checks codex frantically*
I see nothing that would indicate this works. It explicitly doesn't work the other way around (an independent character model does not gain the benefit of an icon carried by the unit it joins).
I don't think the effects of the mark on the Lord affect the squad he joins. Especially since, in theory, he could join a squad already bearing the mark of some other god.
If there is some rule in that codex that I'm missing I'd be grateful for being pointed at it, since it would affect my own lists, too. :smallbiggrin:
Why else would a lord have the option of either taking a mark or a personal icon for less points? Or am I misunderstanding what a personal icon dictates?
Edit: Yes I am misunderstanding. Page 81 is the page to look at for this stuff apparently...