Killadoza wrote:From what I have gathered it's considered best to leave the PF to the Berzerker champ. So is there a load out for a Plauge champ that complements him well or is he best just left untouched? On that note is there any real need for a Plauge Champion?
Skull champ- Furious charge, WS5, 3 attacks on the profile.
Plague champ- T4(5), I3, 2 attacks on the profile
Is it best to leave the
PF to the zerker champ? If you give them both P. weapons-
skull chump- S5 WS5 I5 5 attacks on the charge ignoring armor saves
Plague champ- S4 WS4 I3 4 attacks on the charge ignoring armor saves
The skull champ will go before
MEQ's, at the same time as alot of
MEQ characters/
IC's, has a greater chance of hitting and wounding enemies.
The Plague champ is like a
tac marine sarge, except T4(5). But he swings AFTER the
tac sarge.
If we give them a fist-
Skull champ- S8(9), WS5, I1(5), 4 attacks on the charge
Plague champ- S8, WS4, I1(3), 3 attacks on the charge
So you lose 4 points of initiative on the skull champ, and only 2 points on the plague-O. The skull champ has 1 more attack, and is more likely to hit, and is stronger vs vehicles.
The reason 'zerker's are considered fist worthy is the lack of meltaguns. They cannot deal with a dreadnought without a meltabomb or fist. Their job is to destroy the enemy infantry, preferably the ones sitting on objectives capping. The problem with plague marines are they don't do as much damage in
CC- they can take alot, but they don't dish it out like 'zerkers. The fist gives you an almost guaranteed wound or two, which considering how tough plague marines are has often tipped the scales for me in the combat resolution- I don't have to make fearless wounds, the opponent has to make a moral check though.
Take fists e'rry day yo