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====Strength from Death==== ''"No captain can do very wrong if he places his ship alongside that of the enemy" -Admiral of Albion in the 2nd Millenium'' This is your special sauce, death and destruction is your meat and wine. The term overkill doesn't apply to your army; oops I wasted my wraithknight's 2 D strength shots on a rhino. Oh well, I'll just shoot that land raider across the board and charge the occupants of the rhino at its feet. On the contrary, you never want to half ass something, leaving bits and pieces behind, SoD untriggered, and you with a rather severe case of blue balls. Now, to get this thinggamajig going, you need to be close to the enemy. That means you have to abandon your usual pansy tactics of staying out of charge range. So melee becomes a very real, very necessary part of your life. Well done GW. =====Triggering SoD===== =====SoD actions===== Movement Shooting Assault I would argue that this rule itself is a counter to MSU style gameplay, like many Gladius detachments that have min squad of tacs and rhinos and drop pods and annoying little things. Where previously they would feed you a unit or 2 at a time to roadblock you, now your deathstars have the ability to ride the rape train near endlessly. Still, your deathstars will never be excessively durable without massive psychic support, which can be a finnicky thing what with rolling powers, DtW and perils. Oh wait this codex has a warlord trait that lets your choose your powers. Oh wait your farseers can negate peril wounds with 1 wc. Oh wait you can drown your enemy in warp charges and cast on 3+ with seer councils. Hmmm. The psychic phase, if you get enough killy powers can get the deathstar rolling early, or at least soften them up for the first shooting phase.
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