Speaking of which, the Stratagems give you some powerful abilities to work with. All in all these are incredibly powerful effects in Boarding Actions and we haven’t even gotten to the Stratagems, which offer more fantastic effects. This can be incredibly good on maps with hard-to-reach objectives and for forcing elite opponents to commit to going wider than they’d like. And Finally there’s Cybernematode Infestation, which lets you select any objective on the board – you control that objective until your opponent controls it. Datagheist Howl prevents your opponent from gaining CP in the first battle round, which can be brutal to some game plans. This is great considering your deployment is gonna get plenty crowded at the beginning of the game and it can be combined with Ill-o’-The-Will Impulse to pull off some insane pregame moves and combinations. These are all very strong, starting off with Schematographic Omnipotence, which gives each of your units a 6” move at the beginning of the game. The other interesting thing here is you don’t get enhancements in this army instead you get Technoarcane Blessings, which are round one/pregame effects that help you get an edge over your opponent. ![]() ![]() So we’re looking at Dark Commune, Cultists, Accursed Cultists, and importantly, Traitor Guardsmen, a unit that’s definitely worth considering here. Here’s the schtick: You get 3 extra Troops slots to work with but everything in your army has to be a CULTIST unit. Last week Games Workshop released rules for running Vashtorr’s devotees in Boarding Actions games, and Surprise! – the rules for this army are actually incredibly strong and this particular brigade of morons might be one of the strongest forces you can field. Let’s start with the better of the two forces.
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