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With the introduction of points the meta is still in flux, units that used to be bad may be costed low enough to be useful, and units that used to be good may be costed too high. For instance with judicators I'm having a hard time justifying them at 160 points, that's two units of prosecutors with javelins, and the two units of prosecutors will do way more work. More mobility. more wounds, better effective reach, similar number of attacks, and more wounds put down range thanks to the javelins special rule.
With that said hammer liberators are in a tough spot, they work best in melee, but for their points they just don't bring enough wounds/attacks to hang with melee focused units. At range they aren't great, but at least your not getting thumped. You can make them work, just remember to support them, like any fast unit if you send them out on their own they are going to get killed.
As for liberators, they are the cheapest unit per wound you have, so they serve a very important role of sucking up hits. As for offense, lay low the tyrant and two attacks means they can put the hurt out. The shield is mediocre (7/12 chance to save with vs 6/12 without), but since all of us started collecting SE from the starter, it's just kind of one of those accepted things, because replacing them with white box liberators is a costly proposition, that doesn't add a lot of value.
As long as you are careful with your prosecutors I think that list will do fine.
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