A list of puns related to "Stratagem"
Stratagems are extremely fun and a pain in the ass at the same time. They also give a hard time for new players. Why? Because there are so many of them!
Stratagems, while great on their own gone really out of hand. You know chess, and the tricky openers in chess, the ones that you can counter easily, but if you never heard of them you lose on turn 2? Yeah, those are what the stratagems are right now. It's got to the point, where it became part of the gentlemen's game to tell your opponent which gems you're planning to use to avoid any 'gotcha' moments. And the icing on the cake: most stratagems are not that interesting. 80% of them is either "this unit shoots better" or "this unit is harder to kill". They add no strategic layer, just make a unit stronger than the points suggest.
Now, I love stratagems! I love game mechanics that revolves around managing a finite resource. And I want them to stay. But I think they can do better, so I come up with this idea to make stratagems more digestable:
Reduce the number of faction specific stratagems, while adding a few to general stratagems. That's it, really. What I consider an optimal balance, is to have a set of general stratagems, one or two stratagem for each faction, and one for each subfaction. You can select two of the most iconic or most interesting gems for that purpose (like Auspex Scan for Space Marines). However, I would not choose any gem for this purpose that favors a type of weapon to not hurt faction diversity.
In addition, just reintroduce a few common stratagems as generic ones. I'm talking about the ones giving extra relics, an extra warlord trait, smokescreen, redeploy stratagems, things that already there for many factions, just under different names. I would focus on the more technical and more interesting gems, and just ditch the boring ones that do nothing just simply buff a certain unit.
And, that's it. I am almost certain this would ease learning the game while requireing no change in the core rules. What do you think? Should this be included in 10th edition?
I went through all of u/codexcat comments and I think I got all the sept traits, relics, stratagems, warlord traits, and custom traits all combined into one orderly post. Let me know if I missed any custom traits.
Sept Traits: reroll 1 hit or 1 wound when a unit attacks, +3" to Auras, Litanies, Targeted buffs
Relic: +2 Mv characteristic. Once per Battle Round, you can Normal Move when selected as the target of a Charge if not already in Engagement Range. This model cannot Set to Defend or fire Overwatch for the rest of the phase. Your opponent can select new targets.
Stratagem: Focused Fire - Damage something and everything else that shoots it gets +1 to wound - 2 CP
Warlord Traits: 5+++
Sept Traits: +2" mv when wholly in your deployment zone on your first turn. Reroll Advance and Charge rolls.
Relic: Automated Armor Defenses - Commander Only. At the start of your shooting phase, roll a d6: 2-4 closest visible enemy unit within 18" takes 1 MW; 5+, closest enemy unit within 12" takes d3 MW. Nothing about if you get to "downgrade" if you roll a 5+ and you're not within 12 but you ARE within 18"
Stratagem: Wrath of Mars - 2 CP
Warlord Traits: Academy Luminary - While on the battlefield, each time you spend a CP to use a Tau Empire Strategic Ploy or Wargear Stratagem, roll a d6. On a 3+, your CP is refunded.
Sept Traits: Ranged Attacks targeting VEHICLES get Dense Cover if attacker is more than 18" away. Ranged Attacks targeting INFANTRY (and everything smaller than a Ghostkeel is INFANTRY) get Dense Cover if attacker is more than 12" away. VEHICLES and BATTLESUITS do not suffer the penalty to firing Heavy weapons at targets within Engagement Range of them.
Relic: Grav-Inhibitor Field: Start of Fight Phase, all enemy units within engagement range are not eligible to fight this phase until after all eligible units from your army have done so. Each time a melee attack is made against the bearer, -1 to the hit roll
Stratagem: Orbital Uplink - 1 CP - a unit ignores cover for a shooting phase
Warlord Traits: Strategic Conquerer - In your command phase, select a sa'cea unit within 9". Until the start of your next command phase, that unit has Objective Secured. If it already has that ability, COUNTS AS DOUBLE MODELS
Sept Traits: Ranged Attacks against Infantry have Light Cover unless they are within Engagement Range of the Attacker. Aux units get you
... keep reading on reddit β‘Many of the new stratagems in the new Custodes codex require you to select a βunit from your armyβ, and not specifically βa unit from your army that is on the battlefieldβ as is standard with most other buffing strats. Some of these are interesting like Esteemed Amalgam to potentially grant different shield host traits to a unit deepstriking, as giving Dread Host to Eternal Penitent Dreadnought teleporting in could be spicy.
The one thatβs more interesting though is Unleash the Lions, which is worded the same way, seemingly allowing you to break up a big squad before they ever hit the table, which would presumably allow you six separate drops with individual Allarus Termies.
Is this allowed? It feels like itβs probably not intended to work this way but I really want it to work this way. Do you think itβll be FAQed? Or am I just dumb?
The release of the Crusher Stampede Army of Renown inspired me to take a look at the single-target mortal wound strats available to different factions. At a glance, Breaking Through seems like a ridiculous stratagem. 1CP for an almost guaranteed 6 mortal wounds (MW) with no downsides is not the kind of strat that I think should exist in the game. That being said, how does it compare to other strats? Is it really that egregious?
To investigate how effective mortal wound strats tend to be, I looked at 32 stratagems across the published armies and supplements of 9th edition, and looked at the average mortal wounds dealt per CP spent and maximum potential mortal wounds dealt per CP spent.
Altogether, the average number of mortal wounds inflicted per CP spent is 3.48 and the average stratagem inflicts fewer mortal wounds on average than its maximum allowed. The 5 strats with the highest average mortal wounds per CP spent are:
As it turns out, Crusher Stampedeβs Breaking Through strat has the second-highest average mortal wounds dealt per CP spent (8) when targeting a unit with less strength than the Tyranid Monster and the fourth-highest when targeting a unit with equal strength (6). It is only beaten by The Fires of Battle, which has a drastically higher MW potential but is capped at 3 MWs per use. The other 5 strats are all much more limited than Breaking Through - in part because they require either specific units or specific loadout
... keep reading on reddit β‘https://www.warhammer-community.com/2022/01/06/the-genestealer-cults-primus-is-back-and-hes-tougher-deadlier-and-more-seditious-than-ever/?utm_source=facebook&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=gscprimusrules060122&fbclid=IwAR0bgvHXA9Xy41JSPXKTO96y10ag32-MfjKaW293BipsWRkCIZt3j30Uq0w
I've been trying to find out, but can't seem to see anything anywhere, that with a new codex comes new stratagems, but is there anything about no longer being allowed to use older ones, not ones in the previous codex but stratagems from other books, more precisely the ones in war of the spider, namely captain commander.
Any ideas or thoughts?
2 CP - Crusader's Wrath: "Use this Stratagem in your Command phase, if the Assault doctrine is active for your army. Until the start of your next Command phase, each time a BLACK TEMPLARS model from your army makes an attack with a Pistol or Melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine. You can only use this Stratagem once."
Is this stratagem ever worth it? Maybe if you have a bunch of engaged chainswords to push them from AP-2 to AP-3, but only on 6s to wound make it pretty weak for 2 CP (in the late game Turn 3+ at that so 2 CP feels even more expensive).
Have you ever gotten value out of this in game?
Let's say you have a 9 prime crusaders (ignoring the Sword Brother since his power weapon going from AP-3/-4 to AP-4/-5 isn't going to help that much typically), 36 attacks w/ chainswords on charge (in assault doctrine) against Space Marine Equivalent (T4, 3+), Crusaders Wrath will cause 0.667 additional wounds, statistically. Adding in Pistol damage (incl. Swd Bro = 6 heavy BP, 4 BP), you statictiaclly get an extra 0.2 wounds. So 0.867 additional wounds total per squad. Say you have 3 Prime Crusader Squads engaged as such (unlikely for Turn 3+), that comes out to only 2.6 additional wounds, for 2 CP (ignoring all your other pistol shooting, which won't be much since it requires a 6 to wound to kick in). Really doesn't seem worth to me.
I enjoy running the silent King which allows me to give a block of 20 warriors 2+ bs and rerolling all fails (so basically rerolling 1s). I'm hitting around 35 of my shots, and ap -2 helps with getting through tough saves. The only thing that lets them down is strength 5, but using 1cp I can just make all of those 35 shots wound, allowing me to get around 25 wounds off.
This seems way to powerful for 1 cp so I was wondering if I'm interpreting it wrong and it instead allows me to only allow 1 singular shot to auto wound or something.
Thanks for any help.
Iβve just started playing on the table and iβve noticed my opponents making alot more use of stratagems than me as I usually boil it down to blobbing a load of terminators at the enemy. What are some of your best ways to use up CP?
As above
Both stratagems are used in the command phase, but how do they interact?
If I used the Esteem Amalgam Stratagem (Emperor's chosen unique stratagem) to pick a shield host trait, and then Unleashed the lions, would each individual Terminator get the chosen shield host traits for that turn?
Having 6 individual models with reroll charges would be pretty nice, but it seems a bit too good to work like that.
Hi all another question about the new codex the hivecults warlord trait hivelord - all core unit shooting within 6" each hit roll of a 6 scores an additional hit. And the stratagem massed firearms - when a cults crossfire unit with 6+ models rolls a 6 to hit it auto wounds. Just curious as to the interaction and resolution to the 2 being applied at the same time. Thanks.
The stratagem reads βUse this stratagem in your psychic phase, after attempting to perform a psychic action with an arcana astartes psyker unit from your army. That unit can attempt to manifest one psychic power this phaseβ
My question is if you use this on a unit with one cast like a rubric squad or infernal master could they do both the psychic action and cast despite having only one cast? Or would I have to use something like great sorcerer to get a second cast?
The Blightening - wargear stratagem:
>Use this Stratagem in your Shooting phase. Select up to three DEATH GUARD models from your army. Until the end of the phase, plague weapons with the Grenade type that those models are equipped with lose the Blast ability, have a Type characteristic of Pistol 6, and each time that model makes an attack with one of those weapons against an enemy unit within Engagement Range that attack automatically hits the target.
Could you select 3 models from the same unit? Normally, only 1 model can use a grenade when its unit shoots, but the type changes to pistol meaning meaning the grenade type no longer applies. Is this how the rule is commonly understood, or am I likely to get challenged on my interpretation?
++ Outrider Detachment -3CP (Orks) [87 PL, 1,670pts, 7CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Clan Kultur: Freebooterz
Detachment Command Cost [-3CP]
+ HQ +
Beastboss on Squigosaur [8 PL, 145pts, -2CP]: 1. Big Killa Boss (Beast Snagga), Headwoppa's Killchoppa, Stratagem: Big Boss, Stratagem: Extra Gubbinz
Big Mek w/ Kustom Force Field [5 PL, 85pts]
+ Fast Attack +
DeffKoptas [12 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
Kustom Boosta Blastas [12 PL, 240pts]
. Kustom Boosta Blastas
. Kustom Boosta Blastas
. Kustom Boosta Blastas
Megatrakk Scrapjets [15 PL, 270pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet
. Megatrakk Scrapjet
Rukkatrukk Squigbuggies [15 PL, 270pts]
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
+ Flyer +
Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field
Wazbom Blastajet [10 PL, 200pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, Supa Shoota
++ Patrol Detachment 0CP (Orks) [18 PL, 330pts] ++
+ Configuration +
Clan Kultur: Freebooterz
Detachment Command Cost
+ HQ +
Deffkilla Wartrike [6 PL, 120pts]: Da Badskull Banner (Freebooterz), Killa Reputation (Freebooterz), Warlord
+ Troops +
Gretchin [2 PL, 50pts]
. 10x Gretchin: 10x Grot Blaster
+ Elites +
Kommandos [4 PL, 50pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
+ Fast Attack +
Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs
Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs
++ Total: [105 PL, 7CP, 2,000pts] ++
Created with BattleScribe
Is it worth buying the tau stratagem cards with the new tau codex dropping very soon hopefully, would they become obsolete with out update to 9th edition?
Very new to all of warhammer so any help would be appreciated π
And a happy new year to all who fight for the greater good π½.
May the 9th edition codex be prosperous for us xenos
Okay so, Im relatively new to 40k and looking into the Harlequins rn.
Currently there is one thing that just confuses me. I always read that you replace one ability with the Pivotal Role Stratagem (For the example the Solitaires Blitz with Unnatural Acrobatics). However the Stratagem itself reads " That model gains one of their respective Pivotal Role abilities. This does not replace an existing ability. ". So why do I read that all over the place?
Am I missing something here or am I just plain stupid?
Thanks for any answers!
Hello there. To start the new year right I got a battle against my friends Chaos Space Marines 1k points today. Its my first time playing Nids, so I was just wondering how Zhoanthropes works. Its a unit of 3. It's written that they have 1 psyke cast and one deny. I guess this means the whole unit can only do it once per turn and not once per model in this unit?
Also in addition, since I didn't get a codex yet (too many books there), what are some good stratagems to use? Iam playing what I have built so far
-8 genestealer and 12 hormogaunts as troops
-3 Zhoanthropes / 1 unit
-trygon prime (or is mawloc better without crushing stampede?)
Leviathan hive fleet.
Iam glad for any tips and tricks you can offer :)
What are your top 5 favorite/strongest stratagems in the codex? I understand itβs depending upon the list you are playing but in general, which ones are you favorite.
Curious as to what strats have been the most useful for everyone. The surprise for me has been Close-Range Bolter Fire, which has turned the tides of a couple melee fights my way.
This is a reboot of a series of DWR (Doctor Who Reviews) I posted from May 2019 to October 2019, also including episodes during Series 12βs air-date. While I previously rated all 166 episodes as βhow good they are at being Doctor Whoβ, I will now be rating them as βhow good they are as TVβ.
I really don't remember liking this story so much, and yet here I am awarding it a pretty generous score! The Sontarans have come under flak in recent years for their polarising depiction during the Moffat Era; Strax is a likeable-enough side character but I do concur with the masses that the comedy aspect is dialed up perhaps too much, and while he is funny at times, it has the detrimental effect of making Sontarans overall look less threatening. Do they need to look threatening when they resembled baked potatoes? I'd argue yes so; there's a really nice balance between comedy and horror presented in this Sontaran two-parter and Staal's introduction scene is paramount to that. He shows up, immediately talks down up to two soldiers (one of whom plays Rollo in Vikings), offs their legs, then belittles them in why he's a much better soldier. Even with the knowledge that the Daleks and Cybermen are, probably, much more intimidating forces of evil, the Sontarans present themselves as genuinely frightening with how brave and stubborn they are. This is even better in the next part where 10 tries to offer them a way out and Staal just keeps insulting him for being a coward; it's like a less nuanced version of the core argument in The Parting Of The Ways, so still quite watchable.
Less watchable are flashback scenes. This isn't really an issue with just The Sontaran Stratagem, which has an extended sequence of Donna Noble walking down a street having flashbacks of things from 2-3 episodes ago; in Last Of The Timelords this method of storytelling is absolutely egregious. Martha Jones (who returns in a decent role in this story) has flashbacks to things that we - the audience - basically just saw. At best it hampers the pacing and at worst it insults the viewer's intelligence and capacity to hold basic information. This is absolutely a small thing but I really don't have too much to say on this episode overall so I have to bulk out my word count somehow.
That isn't to say that Stratagem is at all bad in any way - I honestly really enjoyed it, but Helen Raynor's two-parter is very unremarkable. While entertaining, it absolutely blends into the litany of other
Quick question:
Is the stratagem "no method of death beyond our grasp" (terribly long Name for a strat) only for wych units or for all "wych cult of strife" units?
Hellions for example have the faction keyword " Wych cult of strife". The keyword in the strat is "cult of strife wyches". Plural doesn't matter for keywords.
I think it does not but just wanted to be sure.
Can I use the Cunning Of The Hunt stratagem on a Centurion Assult squad?
If I can I feel like this would make Centurions a some what viable option. Their main draw back is they cost a lot and are too slow. If I can give them outflank I belive they would a lot better since their speed would be less of an issue making their price more reasonable.
Iβve been painting and collecting for about 2 years now and only just starting to play the game. Iβve been playing with a buddy and introducing a new element each time we play (first game was open play, second game we introduced objectives etc) and weβve played 2 games now with all rules including strats and Iβm struggling to remember which ones to use and when.
Any pointers on the most effective or useful strats and when to use them? What are some of your go to ones that have been effective in your games?
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Salamanders) [50 PL, 6CP, 1,020pts] ++
+ Configuration +
Chapter Selector: Salamanders
Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points)
Detachment Command Cost
Gametype
+ HQ +
Primaris Chapter Master [7 PL, 130pts]: Chapter Command: Chapter Master, The Salamander's Mantle
. Master-crafted auto bolt rifle
Vulkan He'stan [7 PL, 135pts]: Anvil of Strength, Warlord
+ Troops +
Intercessor Squad [5 PL, 100pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant
Intercessor Squad [5 PL, 100pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant
Intercessor Squad [5 PL, 100pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant
+ Elites +
Aggressor Squad [6 PL, 120pts]: 2x Flamestorm Gauntlets, 2x Aggressor, Aggressor Sergeant
Aggressor Squad [6 PL, 120pts]: 2x Flamestorm Gauntlets, 2x Aggressor, Aggressor Sergeant
Terminator Assault Squad [9 PL, 215pts]
. Assault Terminator Sergeant
. . Thunder Hammer & Storm Shield: Thunder hammer
. 4x Assault Terminator w/THSS: 4x Storm shield, 4x Thunder hammer
++ Total: [50 PL, 6CP, 1,020pts] ++
Created with BattleScribe
So I just recently got the Tyranid 8th edition codex. The stratagem Endless Swarm seems like it could be pretty good, resurrecting a strong Devourer Termagant blob after it dies for 2cp seems like a no brainer for me.
Has anyone had any experiencing in pulling some mad stuff with this stratagem?
In light of GW's community survey, I wanted to create this post to offer and field suggestions regarding one of the big rules questions going forward in 40K: what to do about stratagems?
I think many people would agree that the rules for 9th are too complex. And I think many people would point to stratagems as one of the bigger sources of troublesome complexity. From being hard to remember across factions, to being hard to look up in the codexes, to not being easily represented on the tabletop, all of which add up to them the single biggest source of 40k "gotcha!" moments. It's clear that stratagems cause problems.
That being said, I think they bring a lot of positive things to the game. Army building is a fun balance between unit flexibility (detachment choice) and tactical flexibility (CP). Stratagems provide powerful combos that can be the focus of whole strategies, are a rules "lever" that can be used to buff/distinguish certain units or factions, and have fluff potential through their codex flavor text and the cinematic moments they can create in game (ex: I love the Sisters of Battle "Divine Intervention" and "Deadly Descent"). I think there's value in the system.
I think they system could be salvaged with simple changes:
Make more stratagems (like the extra warlord traits/relics, etc that everyone gets anyway) general stratagems. These would be included in the Core Rules (like the command re-roll stratagem) and be available to all factions every game. As any faction could use these stratagems, they would be committed to memory as general rules through repetition and use, so long as there weren't too many of them (ideally keep it below 15).
Limit the number of unique faction stratagems each player could use each game. By limiting the number of faction stratagems each player could use to say, 3, it would greatly reduce the amount of memorization needed by both players. Before the battle, while revealing armies, each player would choose and reveal 3 stratagems from the many available through their codexes. Players could only use these 3 chosen stratagems and the Core Rulebook general stratagems that game. This would still allow for a large amount of variety and lore representation in the codex, but limit the mid-game brain load.
Anyway, those are my ideas. What does the community think? Should they just be tossed? If not, how should they be changed? Post below!
TL;DR: Stratagems are problematic. IMO more Strats should be made general an
... keep reading on reddit β‘Never tried a devilgaunt bomb but this new stratagem seems extremely good. 6s to hit gives 1 extra hit and if your unit contains 11 or more it gives 2 extra. All for the price of 1 cp(2 for genestealers)
Am i reading this right?
The Bloody Rose Tear Them Down strat states an unmodified hit roll of 6 auto wounds the target.
The Passion Sacred Rite says an unmodified hit roll of 6 generates another hit.
So in terms of how these interact - would that extra hit from the Passion be an auto-wound if I had popped Tear Them Down that turn? Or would I still have to roll that extra hit to see if it wounds?
Thanks in advance!
Grot Mobs
Gretchin units in this culture gain a 6+ invulnerable save, additionally Gretchin (Core) units gain the objective secure ability.
Once per game during your command phase, if your warlord has the Gretchin, or Runtherd, key word you can call for DA REVOLUSHOOON, and your army gains the following benefits.
Turn 1 : Taktikal Retreat
Turn 2 : Get em Quickly
WL Traits
Runtboss (Aura): Your Warlord gains the Runtherd and Gretchin keywords, all Gretchin units within 6β of them are immune to morale.
Da Cleverest Grot: Whenever you spend a CP roll a D6 on a 5+ it is not spent, whenever your enemy uses a CP roll a d6 on a 5+ you gain a CP.
Relics
Icon of Da Revolushion: Gretchin units within 6β reroll 1βs to hit during the shooting phase.
Speshul Package: This Relic can be taken by a Vehicle. Whenever a friendly unit is reduced to 0 wounds within 36β of the bearer (including the bearer) roll a D6, on a 6 it explodes, and each unit within 6β suffers D6 mortal wounds. If a friendly unit within range already explodes, it automatically explodes on a 4+.
Stratagems
Surprisingly Dangerous in Large Numbers (2CP)
Select 2 Gretchin units that are within engagement range of the same enemy unit, add 1 to their attack characteristic.
Height Advantage (2CP)
Select an enemy unit that is within engagement range of a Gretchin unit, you can shoot at the enemy unit as if they were not within engagement range of a friendly unit.
2 CP - Crusader's Wrath: "Use this Stratagem in your Command phase, if the Assault doctrine is active for your army. Until the start of your next Command phase, each time a BLACK TEMPLARS model from your army makes an attack with a Pistol or Melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine. You can only use this Stratagem once."
Is this stratagem ever worth it? Maybe if you have a bunch of engaged chainswords to push them from AP-2 to AP-3, but only on 6s to wound make it pretty weak for 2 CP (in the late game Turn 3+ at that so 2 CP feels even more expensive).
Have you ever gotten value out of this in game?
Let's say you have a 9 prime crusaders (ignoring the Sword Brother since his power weapon going from AP-3/-4 to AP-4/-5 isn't going to help that much typically), 36 attacks w/ chainswords on charge (in assault doctrine) against Space Marine Equivalent (T4, 3+), Crusaders Wrath will cause 0.333 additional wounds, statistically. Adding in Pistol damage (incl. Swd Bro = 6 heavy BP, 4 BP), you statictiaclly get an extra 0.09 wounds. So 0.42 additional wounds total per squad. Say you have 3 Prime Crusader Squads engaged as such (unlikely for Turn 3+), that comes out to only 1.28 additional wounds, for 2 CP (ignoring all your other pistol shooting, which won't be much since it requires a 6 to wound to kick in). Really doesn't seem worth to me.
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