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TACTICA: Lash of Submission

4 Minute Read
Aug 12 2007
Warhammer 40K Hot story icon


If you’ve seen the rumors (or got your hands on a copy of the Chaos Space Marine codex), then you’ve heard about Lash of Submission. And according to most of the forums out there, the sky is falling.

My prediction is that Lash of Submission will prove to be one of GW’s most annoying and abusive powers. Since Siren has vanished, it is now the crowning jewel in the powergaming crown (right next to 3 Falcons). I predict that the “Lash Army” (Copyright 2007, Bell of Lost Souls) will replace the spot Big Bugs hold on the list of abusive tournament armies. Expect to see them on the top tables as early as Baltimore.

This article is going to discuss the finer details of using Lash of Submission and tomorrow’s post is going to talk about how to minimize the effects of Lash when you face it.

WHAT IS LASH?
Last of Submission is a new psychic powers available to Chaos Sorcerers and Daemon Princes dedicated to Slaanesh. It’s a particularly nasty power allowing the psyker to choose any non-vehicle unit that he can see within 24″. If he passes a Psychic test, he can move that unit 2D6″. After the move, the unit must take a Pinning test.

HOW TO ABUSE LASH
Those of us with a history of using the Callidus’ A Word in Your Ear ability can instantly see the utility in being able to use a similar power once or twice per turn for the entire game.

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Here’s a few that you can expect to see:
1. Conga Line: re-arrange your opponent’s unit so that models with special weapons are in front. Line them up so that each model is 2″ from the next in line (toughest up front and weakest in the back). Then use weapons with short ranges (e.g., rapid-firing weapons) to pick them off. Since you can only take casualties from those in range, it’s pretty easy to kill characters (e.g., heavy weapons, power fist sergeants, standard bearers, apothecaries, commissars, etc.).

Dirty Trick #1: Sniping Independent Characters is very easy with Lash. Since you can use the power on any “non-vehicle enemy unit visible” Independent Characters lose their protection against targeting. That means you can tell that pesky Librarian or Farseer to walk in front of his lines. Once he’s the closest model, the rest of your army can target him!

Dirty Trick #2: Nothing prevents you from using Lash on the same unit more than once. With an average of 14″ (and a maximum of 24″), this is a great way to get a unit where you really want it.

2. Group Hug: Arrange your opponent’s unit into a tight circle. This allows you to completely cover the entire unit with blast weapons. Combining this group hug with Defilers, Vindicators, Blastmasters and Plasma Cannons id devastating. This is going to make expensive units like Terminators, Bikes and Assault Marines a lot less common. This is a fantastic counter to new threats like Deathwing Assault and Death Company.

Dirty Trick #3: Push a heavy weapons unit more than 6″ into area terrain. Since the Lash move ignores difficult terrain and can cause pinning, this can take out heavy weapon teams for several turns as they move back into position.

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3. MY Objective: Lash will allow you to move an enemy unit out of scoring range. With two Lashes you can clear two objectives. And since according to GW’s terrible FAQ “transported models are not physically on the table”, they can’t “do anything” including holding objectives (forcing Mech armies to disembark). This makes the Lash Army the most effective army in the game for managing mission objetives.

Dirty Trick #4: Move a unit that is falling back within 6″ of one of your units so they can’t regroup.

4. Dangerous Terrain, anyone?: Bikes and Jump Packs are both vulnerable to Dangerous Terrain. By moving them into dangerous terrain, you force them to test at the end of the move (followed by a pinning test). Bikes are forced to take an additional Dangerous Terrain check when they move out (Jump Packs don’t have to make this check).

Dirty Trick #5: Move a unit of Bikes into Dangerous Terrain. Now use Lash a second time to move them into Dangerous Terrain again. That forces two DT checks. Now on the player’s turn, they have to take a third Dangerous Terrain test to leave the terrain. Nasty.

Dirty Trick #6: Move enemy units out of the area of beneficial effect (or move the beneficial effect away from the units). Eliminate the effectiveness of a Resurrection Orb, Book of St Lucius, Regimental Standard, etc. This is a great way to keep Necrons from standing back up (at least until you can Lash his Lord).

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5. Feed me Seymour: Move an enemy unit into assault range. Combining this with fast or infiltrating units, you can easily get first turn assaults. Take a tooled up close combat unit (infiltrating Chosen, Winged Daemon, nasty unit in a Landraider, etc.) and move the closest enemy unit 2D6″ towards them (or 4D6″ if you have two Lashes).

Dirty Trick #7: Since you can use Lash on ANY non-vehicle enemy unit visible, you can use the power to push models out of close combat. Since the units aren’t engaged at the beginning of the Assault phase, you can shoot and assault them. This is a much nastier version of Hit & Run.

As you can see, Lash is a pretty amazing psychic power. The only real weakness is the relatively short range. Tomorrow, I’m going to talk about how to deal with Lash as an opponent. So check back! If you are using Lash (or have had it used against you), please post a comment!

Next Time: Dealing with Lash!…

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Author: Guest Columnist
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  • Bols Pattern Leman Russ

    Warhammer 40K