Kap'n Krump wrote:Breng77 wrote:The issue with eadbanger is that you only get 1 power on your weirdboy, and I can never see a situation where I would take it over Warpath or da jump. It fills a similar role to smite, but smite is in general better. Better against single wound model units, better against anything t6 or higher, doesn't require as much work to target what you want (smart opponent will not have characters close and weirdboyz are slow)
Yup, 'eadbanger was, is, and shall forever be, a terrible and useless spell. Da jump and warpath are both solid, though.
To be fair, it's still better than in 5th edition, and arguably slightly better than the one from the last codex, as you had to roll to hit first, even if it had more range and could select the target.
I'd only ever pick it versus Eldar or Armies from the Imperium 2 Book (like Guard, Inquisition, Sisters), as their characters are pretty valuable and you can even try to snipe squad leaders or special weapons that way. Eldar farseers seem like a great target, as they can ignore mortal wounds on 5+.
Still, probably only on a second warphead.
Outside of that, the only reason to pick it would be fielding three warpheads.