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#1 (permalink) | |||
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Shas'Ui
![]() ![]() ![]() Join Date: Feb 2008
Location: USA
Posts: 589
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Are Apothecaries worth the 25pts extra in a command squad? Has the ignored wound turned the tide of a fight? (I have not yet gotten a command squad, will be done after I have 500+ pts orks)
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Orks: W: 11 L: 4 D: 2 BA: W: 2 L: 4 D: 2 IG: W: 1 L:2 D: 0 Bretonnians: W: 2 L: 3 D: 0 Bretonnians ("Line Breaker"): W: 1 L: 0 D: 0 |
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#2 (permalink) |
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Shas'Ui
![]() ![]() ![]() Join Date: Jan 2008
Location: Ireland
Posts: 698
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I find that their very useful-stick them next to more valuable units(such as Terminators) that are fire-magnets and watch as your opponent is disgusted that the one failed save caused by all those bolter/lasgun/pulse rifle shots has been negated!
![]() They tend to make their points back in models saved regularly enough(all it needs to do is save 3 models and it's made its points back),though watch out for instant death-but luckily enough,anything that is strong enough to instant death a marine that can't be saved by an Apothecary is a strong weapon that wasn't used on your vehicles that turn ![]() And they won't ever "turn the tide of the fight" as such(the upgrade won't let them smash squads) but will mean your army of Supersoldiers is even harder to kill. Though be careful not to let them into CC to early,a medic can't save your life if he's fighting off someone else! The idea in CC is for them to prevent a wound in a heavier squad and later charge that poor squad engaged to the main assaulters,this means a squad is mopped up by them,allowing the first squad to consolidate safely into another squad,and your apothecary will help them out next turn by saving another guy! >
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2005
Location: Canada
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I love apothecaires. They rock so hard that they trigger the richter scale. They're even better in the Dark and Blood Angels codexes, esepecially the Dark Angels one where they can be in Bike or Terminator squads!
In a regular marine army I'd definitley take one though, if I took a command squad. Toss a pair of plasma guns in there and let him do his thing. He can negate one plasma overheat on your turn, then on the opponents turn negate a wound his squad takes. If he saves 2 marines he's more than made his points back, and been a hugely annoying thorn in your opponents side.
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Aug 2007
Location: Some random location with internet capalbilitys
Posts: 1,542
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you can only save a guy in the squad a apothecary is in. The reductor is the thing with the range and all is does is any model killed withing X' inches of the apothecary doesn't count the wounds for LD test at shooting. so you still remove the model but the dead model doesn't count as a wound towards the 25% casuality test. sorry to bust you bubble [hr] after all that I think they are a good model. Even though you can only save those in the same squad, you can still make you command squad a nice assault unit.
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#5 (permalink) | |||||
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Shas'Ui
![]() ![]() ![]() Join Date: Feb 2008
Location: USA
Posts: 589
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Orks: W: 11 L: 4 D: 2 BA: W: 2 L: 4 D: 2 IG: W: 1 L:2 D: 0 Bretonnians: W: 2 L: 3 D: 0 Bretonnians ("Line Breaker"): W: 1 L: 0 D: 0 |
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#6 (permalink) |
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Kroot Shaper
Join Date: Feb 2008
Posts: 70
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The Narthecium allows a treatable model within 6" to ignore a failed save of any sort but will not affect instant death. So any model within 6" can be treated even if they are in a different squad. (tell me if DA or BA are different, I have the regular codex) [/quote] Yep, thats what both the DA and BA dexs say as well. actually they cant save power weapons either since they ignore armor save but otherwise right |
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#7 (permalink) | |||
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2005
Location: Canada
Posts: 5,096
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Yeah they definitely can affect any squad, not just their own. Sticking an Apothecary (or three!) behind a termi squad is a really good tactic.
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#8 (permalink) | |
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Shas'La
![]() ![]() Join Date: Dec 2007
Posts: 304
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I like to take mine with a squad because of that idea. Especially when playing nids because they can be a pain in the ass with fleshborers and the like and especially if a brood of hormogaunts gets into close combat with you. You need all the saves you can get.
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#9 (permalink) | |
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Ethereal
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I just love Dark Angels Apothecaries.
"Hey, what's that weird looking model in your Deathwing?" "You mean the guy with the pair of Lightning Claws and the Cyclone Missile Launcher on his back?" "Yeah, what's that Chainfist-type thing you've attached to his left arm." "His Narthecium. He's an Apothecary too." "So let me get this straight; he fires Krak Missiles on the way in, re-rolls failed wounds in assault, ignores armour saves in assault, and once per turn ignores a wound from any squad within 6" of him??" "Pretty much, yes." "Bloody hell! Now, dare I ask why you have a Ravenwing Biker painted white?" ;D
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#10 (permalink) |
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Shas'Saal
![]() Join Date: Dec 2007
Location: Phillipsburg, NJ
Posts: 108
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Woah, you can do that to Apothocary's in the DA dex?!
Maybe I should play DA with my army... I play Sons of Medusa and for some reason everyone thinks they have lots of apothocaries, so I thought of including them in my army then |
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