Acolyte (1st/2nd generation hybrids) are probably the closest thing to a must-take. Unfortunately they are pretty pricy post-Deathwatch Overkill, but they are generally more dangerous than Neophytes and are very good at getting secondary objectives (smaller footprint, cheaper base squad cost). They also are pretty good at setting up crossfire (particularly with Hand Flamers) and exposed targets.
Primus, Magus, and Patriarch are generally going to see use. The Sanctus and Kelermorph are also pretty good but a bit pricey. Purestrains are also probably going to appear a fair amount as they are both fast and relatively durable by the standards of the army.
The Jackal Alphus is a bit weaker in this book (unless spamming Neophytes) and both Aberrants and the Abominant are a bit too expensive in points to be competitive options (though they are still fun and situationally good). Biophagus is relatively affordable in points but is a touch gimmicky. Clamavus is a bit too expensive in points for a non-combat utility piece. Reductus Saboteur is also a bit too pricy for general use.
Patriarchs are on 50mm bases. Their familiar buddies are on 28mm bases
Paymaster Games wrote: I have several sprues of
IG Guardsmen and some metal guardsmen, are Brood Brothers worth it? If so what should i consider as upgrades?
Brood Brothers are a bit poor at the moment but the guard book is due to drop near the end of the year which might make them more appealing.
Paymaster Games wrote: Several of the metal hybrids are missing arms and/or weapons. What some good builds for both Core Units?
- Acolytes tend to run either hand Flamers + Rending Claw/Daggers or with their special weapons as armor cracker squads.
- Neophytes tend to run with no upgrades or may take a pair of Seismic Cannons/Mining Lasers if building shooting-heavy. There were some gimmicky Pauper Prince builds with 20 strong units with Icons and maxed out heavy weapons, but I haven't seen anyone make it work consistently.
- Atlan Jackals tend to run bare-bones with 1-2 demolition charges. Wolf Quads tend to take heavy stubbers (if being bullet sponges for bombs) or Incinerators (for harassment squads)
- Rockgrinders typically take the Heavy Seismic Cannon but any option is fine.
- Ridgerunners typically take either missiles (for consistent damage) or heavy mining lasers (for heavy armor cracking)
- Trucks generally want the Demolition Cache, as it opens up a pretty good weapon and access to the Rigged to Blow stratagem.
Paymaster Games wrote: Game wise, Is their difference between the acolyte mining weapons? Most of the pictures of the acolytes have the Rock Grinders, i was just wondering why?
They used to be more differentiated, but right now they roughly fulfill the following roles:
- Rock Saw: Marine killing weapon. Good against 2 wound models and ok against vehicles/monsters that lack -1 damage.
- Rock Drill: Chip-damage weapon. It doesn't do high quantities of damage per attack but it is very consistent and occasionally inflicts moral wounds.
- Rock Cutters: High damage weapon. Basically for heavy armor cracking, though they more or less require taking Industrial Affinity custom trait to mitigate the -1 to hit penalty.
- Demolition Charges (2x): Burst damage/Shenanigan weapon. These have the highest potential damage of all the options (
D6 shots at 6'' and a further
D6 attacks with Reckless Explosives) but are single use weapons. I do like these for squads riding in Trucks though.