Chapter Tactics #25: How to Beat Deathstars

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PeteyPab and his guest have the scoop on how to compete against deathstars in the 41st millenium. Apparently it isn’t just about taking sisters of silence and hoping they do work.

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About Petey Pab

Aspiring 40k analyst, tournament reporter and Ultramarines enthusiast, Petey Pab only seeks to gather more knowledge about the game of 40k and share it with as many people as he can in order to unite both hobbyists and gamers. We are, after all, two sides of the same coin.

2 Responses to “Chapter Tactics #25: How to Beat Deathstars”

  1. Heldericht March 28, 2017 2:54 pm #

    Awesome podcast. You’re covering some great topics with every episode. Great job!

    A couple of small things:

    You can lock the Necron Pylonstar in combat if it has Independent Characters attached to it (which it always does). You can’t lock it in only if the pylons have no ICs attached.

    The Tau Crisis Bomb can get hit and run by giving it to any suit for 5pts (which then confers to the unit). So they pretty much always have hit and run at I4 (Special characters and Drones).

    On top of that Crisis bombs usually have Shadowsun that gives the whole unit stealth and shrouded as well as 3d6 jump move in the assault phase. Every single suit can also fire at different targets with target lock, so you can, for example, pop 5-7 Rhinos reliably the turn you come in assuming you’re in range.

    Lots of cool tricks, just hard to execute (and Riptides are just better to bring)

    • Dakkath March 29, 2017 11:10 am #

      Getting 3d6 jump from Shadowsun requires her to be the warlord, which means no precision deepstrike from Farsight. With a unit that large I would imagine the latter is more valuable than the former.

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