So Forge World has published an update to the older Imperial Armour books, found at
http://www.forgeworld.co.uk/Downloads/Product/PDF/s/Smupdate.pdf. I'd like to start a discussion about the merits of the two squad upgrade characters listed; Sergeant Culln for Vanguard squads and Sergeant Haas for Tactical squads.
Beginning with Culln, while it has long been an article of faith that Vanguard squads are overpriced and under-performing, I feel that Culln may in fact be able to make a silk purse out of a sow's ear. While spending yet more points on an already over-costed unit seems counter-intuitive, consider you're getting a relic blade and a jump pack (not explicitly listed in his wargear, but implied by his unit type of Jump Infantry) as nearly half of the cost. For the other 35 points, you get an extra wound and (fairly common) conditional re-rolls to hit in close combat. Best of all, you don't need to sacrifice Heroic Intervention as you would to attach a Chaplain, and you can save the
HQ slot too. While this probably doesn't elevate the unit from garbage status to must-have, there's something to be said for having a more-reliable assault unit that doesn't automatically fold up against larger squads.
Moving on to Sergeant Haas; this character seems almost broken-good. Tactical squads are often maligned as poor Troops choices, even as a tax to get to the real meat of the codex. Haas however changes this up by removing some of the identity crisis a Tactical squad suffers from. Firstly, Haas himself is a
CC beat-stick with wargear out the wazoo, which alone account for nearly his entire point cost; a power weapon, two wounds, and a 2+/4++ save thanks to artificer armor and an Iron Halo. This also allows you to play some wound-allocation games to bounce
AP 3 weaponry or eat a plasma bolt instead of another model. Haas is also not an independent character, so using him once this way is actually pretty safe, since he can't be singled out. But the real advantage is making the whole squad Relentless while he lives, which in addition to allowing your heavy weapon to fire on the move also removes the age-old conundrum of whether to charge or stand and double tap. Now you get to do both! While tooling up a full squad with Haas, a plasma gun, a multi-melta and a Rhino is a little points-intensive, especially as you probably wouldn't want to combat squad them, it's so effective that I can't imagine any list
not doing so if the option is available.
All that said, would you include either of these two characters in your lists? Does anyone else have thoughts on this?