Friday, 24 February 2012
Why Tempest's Wrath rocks!
But with the advent of Blood Angels, Dark Eldar, Grey Knights, Necrons and now oddly other builds designed to combat mainly Grey Knights the Sons of Russ are left behind in the speed department. So how does Tempest's Wrath combat this?
Well lets look at it's effect:
Space Wolf Codex Page 37:
The Rune Priest brings the rage of the storm to a roaring climax, frost-fingered wind spirits whipping those who intrude upon their domain out of the skies and smashing them upon the stony ground. (fluff)
Used at the beginning of the rune Priest's turn. Until the beginning of the Rune Priest's next turn, all enemy skimmers, Jet Bikes, jump infantry and units deploying by Deep Strike that finish their move within 24" of the Rune Priest treat all terrain, even clear terrain, as both difficult and dangerous.
So that's a lot of potential threats effected - Jump Pack Blood Angels, Drop Pod Marines, All kinds of skimmers, old School Seer Council Jet Bike rocks, Vendettas, Storm Ravens, 80% of the Necron Codex etc.
Verses skimmers it's only a 1 in 6 chance to get immobilised but against a skimmer heavy army like Dark Eldar make them roll enough dice and bad things will happen. This can make the enemy think twice about moving flat out with his transports as he risks losing the transport and the unit inside!
Against Jet Bikes it can devastating as any unit with the Turbo Boost USR can only do so if they do not start, end, or at any point go through difficult terrain. So for example against the Jet Bike Seer Council of Doom you have just brought yourself an extra turn or 2 of shooting at them and denied them their cover save of 3+!
But more than anything else it's a psychological weapon, if your opponent starts to thing about what ifs and maybes then it's going to make your life a lot easier.