In some ways its better than it was, in others its worse than it was in 5th.
How Mech'Dar got Better
* You can shoot two guns and move 12". This ability to move and shoot is huge, and it gives a nice flexabile advantage to Mech'dar. As you mentioned, thats seven STR 7 shots you can pour out. Four of them are twin-linked, making the useable vs flyers.
* You get a 5+ jink save, which lets your AV 12 vehicles survive longer. AV12 + 5++ is a darn tough nut to crack for most armies.
* You have allies! Pure Mech'dar may not be all that awesome, but if you slap a DE beast pack in the middle of them, it helps to counter one of the big weaknesses of the army -- assault.
* Fire dragons are even better when everyone is bringing foot troops. Field 30 fire dragons just to keep people honest.
How Mech'Dar got Worse
* You can no longer ignore shooting all day long. Hull points getting knocked off will kill your army.
* You are no longer hit in assault on 6s. A marine squad can now easily stuff krak gernades up the tail pipes of a eldar skimmer and kill it.
If I were to make a mech'dar list today, I would ally with dark eldar and find a way to use that to my advantage.
I would use jetbikes to hold objectives, and the serpents to drop fire dragons on people.
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