illuknisaa wrote:
Ok you got me convinced on the DP, but don't think it will be a problem if the zerkers hit to a wall of iron because of the nades (all chaos troops have nades 6+d6 penetration)
and I have never seen over 13 armourvalue (exept one time a monolith which died in turn 1 from a lucky shot from a blastmaster
Doesn't the defiler have ws of 3? Or this is this just a printing error in my dex.
That's exactly what I mean. Sure your berserkers can charge a rhino and blow it up. But then the enemy will just gun you down. You need something else that can blow up a transport to let the berserkers get at what's inside it.
And that lucky shot from a Blastmaster must have been pre-5th edition. S8 plus rolling a 6 = 14, means you glance and even if you roll a 6 after that, you'll subtract 2 [because it's glancing] and only immobilize it. In 5th you can only kill something by glancing it many many times and rolling up the same result - which with a Monolith technically can't happen, as nothing says that after 6 weapon destroyed results its gauss flux arc is actually destroyed, it's just
d6-x number of results you've gotten.
And yes, the defiler has a
WS of 3. Which means you'll hit anything up to WS6 on a 4+ (WS7 and higher, you'll hit on a 5+). If you were WS4, you'd still hit marines and most
cc troops on a 4+. It just means that against WS3 stuff you still hit on a 4+. It's really not that big of a detriment. Sure, marines and such hit you on a 3, but you really only have to worry about powerfists doing that. Grenades use separate rules for walkers in
cc and require 6's to hit.