Astra Militarum (Imperial Guard) HQ Review

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    Written on April 17th, 2014 by Matt-ShadowlordWritten on April 17th, 2014 by Matt-Shadowlord

    Astra Militarum Review Review of Named HQChoices

    Posted in Posted in Astra MilitarumAstra Militarum, , Imperial GuardImperial Guard

    Onward with the Astra Militarum / Imperial GuardReview! The next section takes a close look at thenamed Characters from the HQ slot; who is out, who isin, who is up, who is down, and who is just crazilyoverpriced.

    Before I continue I feel I should add a disclaimer: This reviewis looking at these models from the point of view of what iscompetitive for players who attend tournaments. This is notabout the characters' backgrounds or histories or story, and ifyou are just making army lists for fun games at home pleasefeel free to ignore anything and everything written here.

    The Imperial Guard's list of named-characters has traditionally not been a source of value-for-pointsmodels, most being surprisingly expensive for such vulnerable statlines, with only a few stand outexamples (Marbo, Straken) with rules or gear sufficient to buck that trend. Let's take a look at what'schanged in the new book.

    Commissar Yarrick(Previously 185 now 145pts)Yarrick has retained the same stats. WS5 BS5 S3 (6 withhis powerklaw) T4 W3 A3 LD10 4+

    He previously gave Stubborn out to all friendly units within12, which has now unfortunately been replaced to thesame 'Aura of Discipline' as the other commissars, whichmeans units within 6 use his leadership for Fear, Moraleor Pinning tests. If he is your Warlord he has useful a fixedtrait; Draconian Disciplinarian (friendly Guard units within12 don't take morale for taking 25% or more casualties).

    Note though that he lacks the Stubborn rule thatCommissars have, which is frankly a mystery to me; is itpossible that when giving the model rules like Draconian Discipline, Aura of Discipline, Iron Will andSummary Execution that the basic commissar's Stubborn was simply overlooked and will be FAQed backin?

    However, he has gained something very important: the ability to issue orders. With the Senior Officer ruleand Voice of Command, this Commissar fills the role of the officer from a command squad, making himmuch more versatile than in the past.

    His force field that required all wounds allocated to him to be rerolled has been reduced to just a power field4++, which often won't be as good because he can get a 4+ save from other sources from armour to cover,but very importantly he remains an Eternal Warrior.

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  • In combat he is boosted by having a 4++, a PowerKlaw and (unlike most named Guard character) being aIndependent Character who can join a combined platoon of up to 50 men. On top of that, he still has therule that should he die, he comes back to life on a 3+ at the start of the next Guard turn, which can makehim a real nuisance to deal with. Frankly I never had much respect for Yarrick until one match at theNational Masters where my opponent punched a hovering Vendetta out of the sky with him, got his Yarrickkilled for his trouble, and then popped up again and punched-out a second one. Two in one game, truestory.

    With his drop in price and ability to give orders I consider Yarrick a much better choice than in the past. Hecan pack a punch in combat, annoy objective holders by popping back up after dying, and can issue ordersto make the large squads of infantry he will usually be attached to more efficient.

    He's not a must-have by any means, but if you would take a Company Command Squad (60) and LordCommissar (65), with his additional gear Yarrick and rules is now worth considering at 145.

    Colonel Iron Hand Straken(Previously 95pts now 130pts)WS5 BS4 S6 T4 W3 I3 LD9 3+

    I hate to say it, but Straken is a disappointment.He was one of a very short list of named Guard charactersI occasionally included in tournament armies, and the newversion has the the same statline and identical wargearwith a refractor field 5++, the shotgun and the plasmapistol that makes his shotgun superfluous.

    Starting with the Good, he can still issue two orders, andgives his command squad Fearless. His Man ofAdamantium rules (Ignore armour saves, roll an additionalD6 for armour penetration) have been replaced by MonsterHunter (the unit he is in rerolls failures to wound against MC and FMC) and Smash; All attacks are AP2,can choose to make half the normal number of attacks at double his strength (in Straken's case, this willbe 2 at S10) and he can reroll armour penetration results.

    The result is he is practically a miniature Monstrous Creature himself.

    The problems are:

    His aura that gives Guard units Counter Attack and Furious Charge has been reduced from 12 to 6He is still not an Independent Character, so only has a 4+ LoS! and rather than joining the largecombat units that would make him truly useful is stuck in a small squad.His Gung-Ho rule (previously Fearless) is now that he must always issue and accept a challengewhenever possible. Being forced into challenges is never good, I don't care how 'fluffy' people think itis, and it's especially not good when your character is T4 I3 and not an eternal warrior. This is a realdisincentive to take him (although to be honest many of the Guard players who love tooled-upcharacters will probably like the rule)His price has gone up, and is more than the list price above indicates. The codex currently valuesCompany Commanders at about 36pts each (the 60pt squad minus 4 Veterans who also come in it),meaning Straken's real cost is more like 166pts now.

    Straken is exceptional in combat by Guard standards, but in the modern game with its ally-allowancesthat's no longer the correct way to compare the competitiveness of units. The bottom line; you can ally in aDreadknight for his sticker-price and upgrade it with a heavy incinerator for his real cost.

    In my opinion, his utility outside of combat has been reduced, his Gung-ho rule changed from apositive into a genuine negative, and he is simply too expensive.

    Lord Castellan Creed

    Creed WS4 BS4 S3 T3 W3 I3 A3 LD10 4+

    (Previously 90pts now 80pts)

    Creed has had the amount of orders he can issue reduced from4 to 3. There are more orders to choose from now, but they arethe same as any other officer's and the range of his orders nowjust a standard 12 instead of the terrific 24. The good news

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  • just a standard 12 instead of the terrific 24. The good newshere is that failed orders can be rerolled, so he does have anedge over other officers -just considerably less than previously.

    He has also had his For the Honour of Cadia order (the unitgains Fearless and Furious Charge until the end of the nextturn) removed, with nothing special to replace it.Tactical Genius previously gave a single unit in your army the

    Scouts rule, and is now simply that he gets two rolls on warlord tables. The roll might give a unit outflank,but the beauty of this rule was that the army could be built around him with the knowledge that one unit (of3 hellhounds, 2 demolishers, a vendetta or whatever) would be outflanking. Now it's more like Creed Random Genius'.

    Once added to a squad, his cost is exactly the same as it was in the last codex (90+50 = 80+60), andfrankly with his range reduced, tactical genius subject to a random roll, number of orders reduced and the'For Cadia!' order removed he now looks a less competitive choice.

    Colour Sergeant Kell(previously 85 now 75pts)

    Kell WS4 BS4 S3 T3 W2 I4 A2 LD8 4+

    Kell can only be taken in the same unit as Creed, and has five thingsgoing for him.

    1. He can automatically take wounds from another model in the sameunit without a roll (Look Out -Arghh!)

    2. He must declare glorious intervention and passes the test automatically3. He has a Listen up Maggots rule that lets target units take their order tests using his leadership

    rather than their own4. He has both a powersword (at a super human I4!) and a powerfist5. He carries a Regimental Standard (Guard units within 12 reroll morale, fear and pinning)

    The problem is he's just not worth his cost.

    Two fluffy rules that help him defend Creed are nice, but you're then looking at a 5 man T3 squad that costs215 points before it has any ranged weapons or advisors or gear added. (As with Creed, Kell doesn't add amodel to the squad but replaces one, so actually costs more than his 75pt price tag. Two hundred andfifteen points for five toughness 3 guys).

    His other fluffy rule, 'Listen up Maggots' lets target units use Kell's leadership to pass order tests, whichwould be great except his leadership value is the same as the basic free sergeant already in most squads.It's not entirely useless, there are some squads like heavy weapon teams, special weapon squads orratlings that could benefit from this, but they are in the minority and this rule really needs to be on a higherLD model to make much of a difference.

    Perhaps you are the type of player who'd be happy to pay for two veteran's wounds and attacks rolled in toone model (12pts), a regimental standard (15) a power weapon (15) and a power fist (25), but you're noteven getting a discount here for loading that all on to one model the one model in the squad who has arule that makes him jump in front of bullets and poweraxes.

    As it is, Kell should be seen as a fluffy, characterful addition rather than any sort of bargain or must-have unit.

    Nork Deddog(Now 85pts, previously 110pts. Miniature on the right byVictoria)

    WS4 BS3 S5 T5 W3 I3 A4 LD8 4+

    Finally a character who has not just come down in price,but also is an addition to a squad (rather than replacinga model), and so his price accurately reflects his cost.

    Nork is a CCS bodyguard who costs just over twice asmuch as a normal Ogryn, for which you get a verysimilar statline with 1 extra attack, 1 higher initiative, 2

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    higher leadership and 4+ armour, but above all the ability to be placed in a Command Squad. That meansthat he gets to be where you need him, but that he's in a squad wounded on their average toughness of 3.

    Hammer of Wrath and Stubborn (as with all Ogryn)Glorious Intervention (as with Kell, he must intervene in the second round of a challenge and passesthe test to do so automatically)If he dies, he does his full attacks before being removedThunderous Headbutt he has the option to exchange all his attacks for one headbutt at S8 AP3Concussive. It's probably not usually a great exchange, but if Nork is in a Challenge with someonelike a Space Marine character it could be a chance to double him out.

    Nork is a popular character with a great background story, and is a power-weapon away from being a goodinclusion. As it is, he is slightly better than in the past, and 25pts less expensive. In my opinion he's not acompetitive choice, but has been improved just enough to be worth adding for fans of the character.

    Coming Soon on 3++ the Final HQ Character Pask, a real game-changer, and a review of theHeirlooms of Conquest unique wargear.

    You can leave a response, or trackback from your own site.

    Comments (63)Sort by: Date Rating Last Activity

    5 weeks ago

    Creed was the only one above that I used regularly, and I loved his 3rd ed rules, but from now on he islikely to spend time in my box or counting as a senior officer. I think I'll be passing on the namedcharacters this time around, but possibly using pask on my warlord's tank.

    1 reply active 5 weeks ago

    5 weeks ago

    Yeah I thought the same. I agree with the above, he's lost what made him special and reliable and isgoing to be demoted to a proxy CCS.

    5 weeks ago

    pity what they did to Straken, he was really good for representing a chaos marine leading a horde oftraitor guardsmen and cultists.

    apart from pask, the IG special characters dont feel as special as they used to be :(

    5 replies active 4 weeks ago

    5 weeks ago

    Maybe they are saving all the good stuff for dataslates. I'm hoping for Commissar Colonel Gaunt andthe Tanith First and Only to make an appearance at some point. The models are still for sale on thewebsite.

    4 weeks ago

    Agree!

    4 weeks ago

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    ill be very surprised if they dont boot up the Vostroyans again

    4 weeks ago

    My heart cries from the disappearance of the excellent kasrkin models.

    4 weeks ago

    Mine as well. I liked that aesthetic better than the Medieval breastplate the Scions have. I'vebeen leaning toward Dreamforge's Eisenkern bodies with the Scion respirator heads as astand in for my carapace vets.

    5 weeks ago

    How does Straken get two orders? He has Voice of Command, but he doesn't have the Warlord trait thatwould give him a second order.

    2 replies active 5 weeks ago

    5 weeks ago

    He has the Senior Officer special rule that allows an officer to issue two orders. Yarrick has it as well.

    5 weeks ago

    That's the true answer!

    5 weeks ago

    I feel like Yarrick has the potential to be a real contender now. The Senior Officer orders are verypowerful, but they come with a major downside- you've got to keep your CCS alive to be able to usethem. Yarrick is vastly more functional in that respect, since he is an IC (and thus can hide in a blob andpush wounds off on a 2+), comes with a 4++ and EW (meaning he won't just pop if you fail a coupleLOS! rolls), and stands back up on a 3+ every turn. That makes him a right bugger to put downpermanently, and there's no way to stop his resurrection ability.

    Not giving Stubborn or rerolls to hit in combat anymore is certainly unfortunate, but with cheap access toPriests and Inquisitors I don't see it as a problem. I wouldn't go so far as to say that his an automaticchoice or even necessarily great, but I think he has a ton of potential.

    22 replies active 4 weeks ago

    5 weeks ago

    Yeah i feel like yarrick is possibley great, he costs 65 more points than a CCS but his toughness to bekilled and the fact you can hide him make him quite a viable choice (he costs the same a s a bareCCS in a chimera) thant and his fixed warlord trait which is a very good one makes him a solidchoice, (as it means you dont need priests for fearless anywhere near as much or other things)

    5 weeks ago

    Also hes LD 10 so if hes with a blob he can order that unit on LD 10 which means you can put yourpsyker in another unit to spread the LD buffs around

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    5 weeks ago

    do you really weigh "you have to keep them alive" to be a downside for anything? I mean, that's adownside to literally every single thing you spend points on in this game. buying a meltagun? gottakeep that grunt alive sir. Looking to field a daemon prince? Well, he doesn't do much for your army ifhe dies now does he? =)

    5 weeks ago

    It's a bigger deal for some things than others, tho. Keeping 7 Wounds worth of T3 5+ Sv highpriority target alive is an entirely different consideration from keeping a Meltagunner whose got 7ablative dudes in his Squad and is one of 3 Melta-equipped Units you're running alive.

    4 weeks ago

    It turns out some models are easier to kill than others, if you hadn't noticed. A Leman Russ andChimera are not equally hard to kill.

    4 weeks ago

    Unless you have Lance!

    4 weeks ago

    Even with Lance, the Russ is tougher, since it's got more Hull Points in case you glance.

    4 weeks ago

    Russes and Chimeras both have 3HP. (Chimeras are AV10 on the sides, though.)

    4 weeks ago

    ...Doh. I'm being stupid. :P.

    4 weeks ago

    They're both AV10 on the rear, so equally vulnerable in close combat, and when beingshot from the rear.

    4 weeks ago

    Three of the Russes are AV11 in back.

    4 weeks ago

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    What is amusing is how you seem to think that the survivability of a unit isn't an important factorto be considered. It's only half of the consideration on what makes up the effectiveness of a unitafterall!

    4 weeks ago

    that isn't what I said at all now is it? I simply stated that all units must be "alive" to do theirjobs... except of course units like spore mines & lone wolves whose explicit purpose is to endthe game dead...

    Regardless, as Sophie mentions above, Yarrick has improved survivability over a CCS in that hecan hide in a blob squad. CCS is limited by having 7 wounds + advisors, where Yarrick may onlyhave 3 but is probably hidden inside a blob squad

    5 weeks ago

    To clarify, once Yarrick fails that 3+ roll to stand back up, he's permanently dead, though as long ashe keeps making the 3+ roll, he can keep standing back up as many times as necessary.

    4 weeks ago

    So he gets to keep standing up turn after turn, but Saint Celestine got her version of that abilityreduced to once per game? :(

    4 weeks ago

    Once per game as an act of faith if I remember right.

    4 weeks ago

    Although, to be fair, she passes her 90% of then time whereas he only passes his 66% of thetime, so...

    4 weeks ago

    Yarrick also doesn't have a jet pack so him getting back up again doesn't have quite the sameimpact as Celestine did (when a single 120pt model is literally the only thing keeping an entirecodex afloat you KNOW something's going to give...). When Yarrick stands up does he get 1wound, full wounds or D3 wounds?

    4 weeks ago

    I agree, he's not in the same class as Celestine, who is practically Codex:Celestine. The Orders and PowerKlaw are great, but she's a must take and he is a could take.

    He gets 1 wound back, and if you fail the 3+ roll he's removed permanently.

    4 weeks ago

    Eh. I consider new Celestine to be fairly lackluster for a number of reasons- she doesn'thave a good unit to hang out with, her warlord trait is subpar, etc. Yarrick is much, much

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    more useful for a number of reasons, not the least of which being "I can give out IgnoresCover." Celestine can't even come close.

    4 weeks ago

    I'm not sure about the new "book," but in the series of white dwarf articles having acharacter who could stand up each turn and act normally while equipped with a jumppack & a heavy flamer meant that if you weren't playing space marines (or mech) shewas capable of singlehandedly wiping out many armies' troop contingents - reliably.Move forward fast; die; get up, flame a unit & charge anything left over; die; get up;rinse & repeat... For 120points. You can't argue that her & exorcists were the onlythings worth considering in the previous SOB book.

    4 weeks ago

    You could get Yarrick, or two ccs. I honestly don't think that comissar lords are good enough for accs/cl combo to be worth it.

    5 weeks ago

    Can we all take a moment of silence for Marbo?

    5 replies active 4 weeks ago

    5 weeks ago

    Oh Marbo is in the codex. It's just that no one can find the page he's on.

    5 weeks ago

    Duh, it's clearly page 42...

    4 weeks ago

    Marbo improved his hiding skill so drastically that noone can find him reading thecodex...maybe you could ask Deathleaper to track him down

    4 weeks ago

    This comment has made my day

    4 weeks ago

    Marbo isn't included because no standard codexes include Lords of War.

    4 weeks ago

    Straken/melta company command + Nork anyone?

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    2 replies active 4 weeks ago

    4 weeks ago

    Why? It would be real good at killing tanks, but would require a very aggressive use of an alreadyfragile and now exceptionally expensive unit. Plus you are using an hq slot for something other thanPask, Yarrick for hidden blob orders, or a standard squad for orders and advisors.

    4 weeks ago

    Is that a serious suggestion? 60+130+85+40 = 315 points for a 6 man squad with average toughness of 3 and majority armour5+.

    I am sure there are things that this squad would be good against, but it doesn't even have a wayto get to them. If your opponent does tend to drive a landraider up or stroll their men into chargerange of a unit like this you might not need Straken to beat him. ;)

    4 weeks ago

    Maybe I'm being shortsighted but none of the HQ IC's remotely justify their expense. For me, new toAstra, never done original guard, I am taking a tank commander in a fleet of Russes. Two punishers forheavy infantry clearance and a vanquisher as a long range tin opener. 30 points to give tank orders andopen a Heavy slot previously filled with Russes seems a bargain, and in my opinion the only bargain inthe codexes entire HQ section. I want to take Pask, I really do, but the extra 40 points to do so isunavailable in every 1850 and 2000 point list I've thrown together thus far. Again I may be beingextremely shortsighted and not seeing the wood for the trees. Any opinions to the contrary then wouldbe well appreciated... :)

    3 replies active 4 weeks ago

    4 weeks ago

    While there can be good reasons to use Pask in other tanks, since you already want to take aPunisher, it makes those beastly. Preferred enemy for the unit is really helpful, but it is the rendingand tank hunter aspects that turn a Punisher from a decent anti infantry weapon into an all aroundmurder box. That sounds like 40 pts well spent.

    4 weeks ago

    I have a hard time justifying putting Pask in another tank other than the Punisher. I think a casecan be made for the other tanks, but in the end the Paskisher is so beastly that I haven't come upwith an alternative that I really think would be better.

    4 weeks ago

    Find room for Pask. He shares his Preferred Enemy with his squadron, he has tank hunter, and hebuffs the main gun of whatever tank you put him in (but it probably should be a Punisher). 20 str5shots with Preferred Enemy and Rending is pretty sick. Kit out his Punisher right and he is a 24"bubble of death. He plays nice with Plasma as well, since PE avoids the Gets Hot issue. If you put himin a Executioner he trades the three small blasts for one large blast but gains Blind. When Blind worksit's a hell of a nerf. Have your blob hit your opponent when he is at WS1, I guarantee you will enjoy it.

    4 weeks ago

    I'm glad for Gua.... AM players that Yarrick is really good now. He was always a supreme badass that Ifelt should see more table time than his rules allowed. A 40 pt drop in price combined with the fact thathe has mostly gotten better is huge. Plus being able to bury him in a blob makes him more survivablethan a CCS. LD10 is also pretty hard to come by in the codex.

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    4 weeks ago

    Strakken has the unit relentless warlord trait. Master or ordinance, two special weapons, and a heavyweapon. Now throw in a priest a lvl 2 biomancy psychic to try and get endurance or other buffs.

    That is a hell of a squad for the points. With a priest and strakken you should be able to punch your wayout of almost anything tbh...

    2 replies active 4 weeks ago

    4 weeks ago

    And a lot of points to see evaporate from a single large blast.

    If you want the MoO, relentless really isn't neccessary, since the whole squad can hide and dropblasts and issues orders from out of los.

    4 weeks ago

    You're right Seth, but you just spent over 350 points on 8 guardsmen. Now you might be able to"punch your way out of a lot of things", but a lot of things can just stand there and casually bolteryour unit to death.

    "That is a hell of a squad for the points.' No, that is a hell of a lot of points for the squad.

    4 weeks ago

    Never ceases to amaze; What once was good is meh, What once was meh is good. Typical GW marketing strategy influencing rules in a game. . sad...

    5 replies active 4 weeks ago

    4 weeks ago

    With the exception that the Hydra is still shite.

    4 weeks ago

    I expect the Hydra to become viable again when the rules are updated. All it needs is the "snapfirevs ground on anything without interceptor" issue to be fixed.

    4 weeks ago

    Yeah, exactly. Blobs were good before and now... oh, wait.

    And Vendettas were so amazing before, but now... well, I guess people will still use them actually.

    And the Manticore, once a mainstay of the HS is now relegated to being... one of the stronger choicesin that slot still?

    But at least the CCS and Primaris Psyker, the two mainstay HQs, have been dethroned from theirpositions and relegated to... sometimes not automatically being the only choices.

    Truly, this is a topsy-turvy world we live in.

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    abusepuppy 117p +1

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    furstenburg 30p +2

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    Matt-Shadowlord 0

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    necrofencer 0

    4 weeks ago

    Oh, sorry did the article cover; blobs, vendettas, and manticores, nope?

    Nor did the article cover the lack of the colossus?

    But you have a point, Orges still suck, etc.

    .

    @matt-shadowlord; no worries a few $$$ e-supplements will hopefully fix the codex.

    .

    Was that better abusepuppy?

    4 weeks ago

    "matt-shadowlord; no worries a few $$$ e-supplements will hopefully fix the codex." - Iactually meant the update to the entire ruleset (7th edition or 6.5) rather than a paid-fordataslate.

    The reason is because it makes so little sense for Interceptor to be the rule that makes Skyfireweapons able to not snapfire vs targets on the ground that I really can't see it being continuedin a new edition.

    4 weeks ago

    Isn't the range of Creeds orders 12" rather than 6"?

    4 replies active 4 weeks ago

    4 weeks ago

    Yes, which is now the same as a Junior Officer.

    4 weeks ago

    The range of ALL orders, unless you have a warlord trait that changes it, is 12".

    4 weeks ago

    Yeah I know. The article listed Creeds order range as 'standard 6 instead of the terrific 24' whenI wrote this but it has since been changed to 12"

    4 weeks ago

    I fixed the typo, thanks.

    4 weeks ago

    Fun/silly thing about Creed. He technically isn't a Senior Officer, so he doesn't stop Lord Commissars andYarrick from being Warlord.

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