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![[Post New]](/s/i/i.gif) 2018/05/07 12:52:07
Subject: Warpsmith
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Khorne Chosen Marine Riding a Juggernaut
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Has anyone used these in 8th? How do they perform?
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![[Post New]](/s/i/i.gif) 2018/05/07 13:35:50
Subject: Warpsmith
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Monstrously Massive Big Mutant
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Pretty great. At 75 points vase theyre pretty ok, and when paired with a daemon engine you can make it VERY hard to kill.
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![[Post New]](/s/i/i.gif) 2018/05/07 14:16:35
Subject: Re:Warpsmith
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Decrepit Dakkanaut
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Yep, I wish I could take them as Thousand Sons, but it would probably be a wee bit broken.
They're an excellent way to fill in an HQ slot for an army with vehicles.
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![[Post New]](/s/i/i.gif) 2018/05/07 14:21:34
Subject: Re:Warpsmith
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Automated Rubric Marine of Tzeentch
Netherlands
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Daedalus81 wrote:Yep, I wish I could take them as Thousand Sons, but it would probably be a wee bit broken.
They're an excellent way to fill in an HQ slot for an army with vehicles.
Why would they be broken in TS? In my eyes that's 75 pts for a character who can't cast spells so...
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![[Post New]](/s/i/i.gif) 2018/05/07 14:34:50
Subject: Re:Warpsmith
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Powerful Phoenix Lord
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Generally speaking I really enjoy them (if only because I love the models that I use for them).
+Reasonable cost for a tough-enough HQ with 2+ armour.
+Stupid amount of weaponry that is rarely expected.
+Meltagun gives them punch up close.
+Flamer helps defend against charges and hordes.
+Many close-combat attacks because of the mechatendrils or whatever they're called.
+Sneaky scrap-code mortal wound attack against enemy vehicles which aren't expecting it.
+Healing D3 wounds at the end of the Movement phase is nice (and you can Advance and still do this)
+Both meltagun and flamer are assault weapons meaning you can advance and still shoot (and he's got a 2+ BS)
+Can take a combi-weapon, meaning you can add even more shooting. I have a combi-flamer on one of mine - it can shoot a bolt gun, two flamers, and a meltagun....that's a little silly.
+Because of the mechatendrils you get more bang for your buck with Death to the False emperor
+Feels fluffy to run them as HQ for heavy support detachments
-No invulnerable save
-I made the mistake of putting a pistol on one of mine because it looked cool...but that means you can only fire the pistol OR the grenade OR the other weapons.
-WS is only 3+, but they have a good weapon (power axe) and plenty of attacks.
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![[Post New]](/s/i/i.gif) 2018/05/07 15:46:35
Subject: Warpsmith
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Khorne Chosen Marine Riding a Juggernaut
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Thanks for the info. I guess I'll go ahead with building one then!
I run a lot of metal boxes usually, that's why I'm considering adding one. I also think and feel that it's fluffy adding one to a spearhead detachment lol.
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![[Post New]](/s/i/i.gif) 2018/05/07 16:16:05
Subject: Re:Warpsmith
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Decrepit Dakkanaut
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You won't be disappointed!
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![[Post New]](/s/i/i.gif) 2018/05/07 16:50:46
Subject: Warpsmith
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Regular Dakkanaut
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I use one as well.
The daemonengines can regenerate up to 4 wounds per turn, which can bring them from <25% to >50% of wounds in case of the dinobots. For the forgefiend, this means hitting on 4+ instead of 6+ and for the maulerfiend, it makes a difference of 4" of movement. Best case, sure but even getting from between 25% and 50% is a really nice upgrade.
Additionally, it makes your opponent absolutely want to kill a your models. A model with a wound table that is under 25% of its maximum wounds can often be ignored. Not with the warpsmith. This makes your models draw more shots, so your other models have to take less. On top of that, the daemon engines can tank a lot of shots anyway, so your opponent might not be able to kill your vehicles efficiently.
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![[Post New]](/s/i/i.gif) 2018/05/07 17:07:47
Subject: Warpsmith
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Longtime Dakkanaut
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With assault heavy lists, it can be difficult to keep pace with things that move 8" or more plus advancing. Annoyingly, their repair range is only 1", as opposed to most other "repair" abilities being 3" .
They're a nice cheap support HQ, but I've never found them to be a game changer.
I just wish the FW Helwright didn't cost as many points as a daemon prince.
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![[Post New]](/s/i/i.gif) 2018/05/07 17:09:10
Subject: Warpsmith
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Decrepit Dakkanaut
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Bring a Chaos Hellwright on Dark Abeyant. I am building an army around one, and his base move speed is 8", so neato.
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![[Post New]](/s/i/i.gif) 2018/05/07 18:20:16
Subject: Warpsmith
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Monstrously Massive Big Mutant
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Another note, a Lord of Skulls is HILARIOUS with a Warp Smith. The thing will be near invincible unless youre facing 20 lascannons.
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![[Post New]](/s/i/i.gif) 2018/05/07 18:37:49
Subject: Warpsmith
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Khorne Chosen Marine Riding a Juggernaut
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vaklor4 wrote:Another note, a Lord of Skulls is HILARIOUS with a Warp Smith. The thing will be near invincible unless youre facing 20 lascannons.
I think my last opponent had 12 or so lascannon. And almost as many missiles.
I found a nice kit from Kromlech that's their "conversion" for a warpsmith. I might do something with that.
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![[Post New]](/s/i/i.gif) 2018/05/07 21:07:00
Subject: Warpsmith
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Monstrously Massive Big Mutant
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chimeara wrote: vaklor4 wrote:Another note, a Lord of Skulls is HILARIOUS with a Warp Smith. The thing will be near invincible unless youre facing 20 lascannons.
I think my last opponent had 12 or so lascannon. And almost as many missiles.
I found a nice kit from Kromlech that's their "conversion" for a warpsmith. I might do something with that.
If that's the case, maybe a lord of skulls is still the best option
That 5++ will guarentee at least a few of those cannons won't land, and they will PROBABLY fire all their missiles, and cannons at that lord of skulls...Leaving all your other juicy models to survive a few turns totally unharmed ;D on average, a lascannon will deal 3.5 damage. If he's firing 12 shots, even with the usual 3+ to hit and 3+ to wound of a Lascannon on 8 toughness from a tank, you're statistically only gonna take 3-5 wounds per turn. Even if they roll a 6 every single unsaved wound, that's still only half healthing the guy with literally all his firepower.
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![[Post New]](/s/i/i.gif) 2018/05/07 21:33:51
Subject: Warpsmith
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Powerful Phoenix Lord
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It is worth noting that most Hellforged FW styled Chaos machines cannot be fixed by a Warpsmith - due to their Malefic hunger rules. Just be wary.
As much as I'd love to run a Warpsmith behind each of my Leviathans...it wouldn't do me much good.
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![[Post New]](/s/i/i.gif) 2018/05/07 22:19:02
Subject: Warpsmith
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Utilizing Careful Highlighting
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I always take a Combi-Melta on my Warpsmith, for the added Daemon Shell stratagem possibilities. I can’t think of any characters with comparable ranged firepower potential other than Tau Commanders.
Despite having a respectable melee profile, I’d never willingly put them in a combat situation unless absolutely necessary though. Just far less damage than roasting things with their guns.
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