Switch Theme:

Codex Genestealer Cults Tactica: Our day of ascension draws near!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ch
The Dread Evil Lord Varlak





hangnailnz wrote:
Although if you look closely, there was only one GSC player at the tournament, so they are probably just blaming them for the faction's lack of success. Whereas the 14 Drukhari players with their 64% win rate... I am sure we could take them, given a chance


Also normalizing torwards 50% for specific factions doesn't happen because mirror matches are somthing that doesn't exist... right?


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in de
Hardened Veteran Guardsman




Not Online!!! wrote:
So to understand this list a bit:

He got four armed for the deny strat and the blender Patriarch ?


Pauper for the rest.
2 x 10 4 cutter acolythes for blending and heavy dutty work
1 x 10 4 saw for the above.
In combination with the bigger aura primus.

Another saw mini squad.
2 normal msu for capping and annoying.
I guess the saw mini squad is there to bully something tougher off an objective? or for a smaller footprint insertion.


the 10 metamorphs with hand flamers he can use like a flamer bomb or as a defensive tool as noted.

I don't get the brood brothers over neophytes.

The 9 ridgerunners are baseline with the alphus i guess. ( i hate the state of such units... that you can't circumvent more or less)

Its imensly versatile, btw is broodcoven allowed over multiple cults?
But i'd be a bit concerned about durability?
Then again thats where the goliaths come in i guess?


If you want deeper insights in his thoughts, he uploaded a video about his list and the tournament.

https://youtu.be/gkl6hZBKnho

   
Made in us
Brainy Zoanthrope





I get it. Its saucy. Honestly going 2 rocksaws 1 cutter with the banner is probably best. Mixed weapons are the name of the game these days. Especially in hivecult. Turning the laser cars into more reliable hitting machines is more important imo.
   
Made in us
Calculating Commissar




pontiac, michigan; usa

So I hope this doesn't come off badly. I have dark eldar and I sort of want to try a new army. The weird thing is my most common opponent plays craftworld eldar and imperial guard. I think he's often out of practice and mostly priced out of the hobby like I am but our factions seem horribly mismatched in power level.

The faction I want to play are either admech or gsc. Admech sound fun but each kit is ungodly expensive and it's another top tier army. Gsc is very low tier if I recall but by the time I get enough models it might completely change with a 9th ed codex and with the arms race we've had it could likely outpace everything else.

Anyway I'm in a predicament. I haven't fought admech enough to see their playstyle which could be fun and gsc while unique and very hard hitting early 9n seemed to fall apart like literal paper even vs dark eldar last I played. I'm not sure if gsc is my jam.

One of my big issues is I want various tier armies so I don't throw a top tier army against a low tier one or a low tier one for me vs a top tier army. That just isn't fun for anybody.

This message was edited 2 times. Last update was at 2021/09/17 06:51:53


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in no
Liche Priest Hierophant





Bergen

Genestealer cults are positioned very badly. It is also one of the most exspensive armies to collect uless you do some out of the box thinking.

One of the problems is that the codex has 4 units that do the same thing, but only one of them is worth taking in every thinkable senario. (Acolytes.)

There are very few non hero units in the codex. Most of the heroes are crap in 9th edition. Many of the non-hero unist are quite bad.

In my own experience the only good thing is spamming acolytes with handflamers in trucks with ridgerunner backup. This is OK. The rest of the codex is hot garbage.

5 acolyte hybrids cost 40$
goliath truck 60$
ridgerunner 50$

I think my last list ran some 70 acolytes, 4 or 5 trucks and 6 ridgerunners. You do the math.

On to the good news. The acolyte hybrid pack comes with lot extra parts. It is easy to take other models and saw/file down their sides and stick some arms on there. It is also easy to kitash hand flamers. If they are holding a banner you do not need a hand to hold a hand flamer per say. The start collecting GSC kit comes with 5 acolytes, 10 neophytes and a ridgerunner. With some thinkering you can easaly build 15 acolytes from that.

If you like to kitbash childs toys or 3D print things I have seen some amasing and cheap goliath truck conversions.

If you want something mid-tier then roll up some space marines. Space marines are cheap to collect. And outside of a few outstanding units they are mostly mediocer.

   
Made in ch
Dakka Veteran




Is it possible to legally play GSC + Tyranids alliance in 9th? And is there any merit to that, if it is?
   
Made in no
Liche Priest Hierophant





Bergen

SnotlingPimpWagon wrote:
Is it possible to legally play GSC + Tyranids alliance in 9th? And is there any merit to that, if it is?


It is legal. You can even use the GSC to smugle in a 3rd detachments of imperial guard.

As to why, that is a good question. The rule of cool or you want some GSC stratagem (A plan years in the making.) Neither army feel like they are missing something the other offer. Or rather tyranids can stand on an objective where GSC just vapirise.

   
Made in us
Utilizing Careful Highlighting





Augusta GA

I keep getting this urge to try a Pauper Princes mass flamer spam list built around double shooting, then dying and double shooting again with the relic banner and psychic power.

But that’s too much cash to invest in them right now.
   
Made in ch
Dakka Veteran




 Niiai wrote:
SnotlingPimpWagon wrote:
Is it possible to legally play GSC + Tyranids alliance in 9th? And is there any merit to that, if it is?


It is legal. You can even use the GSC to smugle in a 3rd detachments of imperial guard.

As to why, that is a good question. The rule of cool or you want some GSC stratagem (A plan years in the making.) Neither army feel like they are missing something the other offer. Or rather tyranids can stand on an objective where GSC just vapirise.


All of those three armies are sort of in a gutter tier wise then, huh?
   
Made in no
Liche Priest Hierophant





Bergen

I would not say so. Tyranids puts up good result. But you need to be a wizard with the codex.

IG I can not speak of. But I have not heard anything good with it. GSC are bottom of the barrel. Best build as far as the internett consesus is some combination of trucks, handflamers and ridgerunners.

I think you will find the pattern beeing 8th edition codexes in a 9th edition world.

   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 Niiai wrote:

One of the problems is that the codex has 4 units that do the same thing, but only one of them is worth taking in every thinkable senario. (Acolytes.)


I'd disagree that the four melee units do "the same thing" outside of a very broad "hit things in melee" and "die fast when targeted". Metamorphs are anti-light infantry/anti-melee, they have high volume of low damage attacks and tech that allows them to swing even if killed. Aberrants are kitted for multi-wound targets (picks for infantry, hammers for bigger things) and are a bit tougher so they can brawl with heavy infantry. Purestrains are arguably the weakest of the lot due to a variety of factors, but looking only at their unit profile they are the most mobile of our melee options with a mild durability boost (T4 and 5++).

The main reason Acolytes see play while the others are less common is that they are the only one of the four that did not receive a heavy price increase with 9th, making them the only one that can consistently "trade up" easily. Metamorphs have also been seeing increasing play in tournament lists as an anti-melee tool, thanks to an increase in fragile (1 wound) but hard/fast hitting melee squads.

 Niiai wrote:
There are very few non hero units in the codex. Most of the heroes are crap in 9th edition. Many of the non-hero unist are quite bad.


The melee Sanctus and Locus are both decent for action secondaries. The rest are mostly just suffering from being pricey or their associated unit is pricey (Biophagus to Aberrants).

This message was edited 2 times. Last update was at 2021/09/20 18:54:24


 
   
Made in us
Shadowy Grot Kommittee Memba






 Strat_N8 wrote:
 Niiai wrote:

One of the problems is that the codex has 4 units that do the same thing, but only one of them is worth taking in every thinkable senario. (Acolytes.)


I'd disagree that the four melee units do "the same thing" outside of a very broad "hit things in melee" and "die fast when targeted". Metamorphs are anti-light infantry/anti-melee, they have high volume of low damage attacks and tech that allows them to swing even if killed. Aberrants are kitted for multi-wound targets (picks for infantry, hammers for bigger things) and are a bit tougher so they can brawl with heavy infantry. Purestrains are arguably the weakest of the lot due to a variety of factors, but looking only at their unit profile they are the most mobile of our melee options with a mild durability boost (T4 and 5++).

The main reason Acolytes see play while the others are less common is that they are the only one of the four that did not receive a heavy price increase with 9th, making them the only one that can consistently "trade up" easily. Metamorphs have also been seeing increasing play in tournament lists as an anti-melee tool, thanks to an increase in fragile (1 wound) but hard/fast hitting melee squads.

 Niiai wrote:
There are very few non hero units in the codex. Most of the heroes are crap in 9th edition. Many of the non-hero unist are quite bad.


The melee Sanctus and Locus are both decent for action secondaries. The rest are mostly just suffering from being pricey or their associated unit is pricey (Biophagus to Aberrants).


Only aberrants offer any real meaningfully distinct role in the current paradigm.

if you are not interested in discussing weapons that are demonstrably worse than other weapons for the point costs on the platform (Scything talons, metamorph crab claws, aberrant hammers) then Metamorphs, Acolytes, and Purestrains are all essentially identical S4 AP-1 D1 AP-3 on a 6 melee glass cannons. The distinguishing factors (metamorphs can fight when they die, acolytes are Troops and can take heavy weapons, purestrains are T4 5++ instead of T3 5+) are INCREDIBLY minor, and basically result in acos being the go to pick 99% of the time with the slight edge case of metas if you want another unit to come in alongside a T2 bomb unit that you want to have insurance against fight-last and interrupt mechanics.

Aberrants are distinct, being the only unit that brings some anti-elite teeth with their D3 damage weapons and base S5, but they are also heavily heavily overpriced compared to special weapon spamming acos, so their splash in the pond is more like a drop in the bucket.


Automatically Appended Next Post:
Now, Genestealers CAN be a distinct unit....but just not, you know, in our codex.

If you ally them in from codex 'nids, genestealers can be given various buffs to durability to act as an anvil unit, or double-move slung across the board as a T1 tempo melee unit.

But in codex GSC, they're just a nothing unit.

This message was edited 1 time. Last update was at 2021/09/20 19:06:26


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in no
Liche Priest Hierophant





Bergen

While you do have good points that I could probably go into with you and we find good use of all the other 3 units the problem is that currently acolytes are the only thing that makes sence.

Abberants are very cool and perform good roles. But buying acolytes with the right mining tool is better for the points you pay.

Hybrids are very cool. Whip is a cool option in 9th. Also making a blending unit that hits on 2's with 5 attacks is cool. I have some of them from 8th. But in 9th they cost to much compared to acolytes.

Trueborn are just worse tyranid sealers, and you have no Swarmlord support. If you really want the mobilaty acolytes in twisted helix and charge and advance stratagem is better.

If any of these units gets cheaper then yes they will be good. But currently acolytes are better IMHO. It is a points issue. Many of them are actually quite interesting. Just to expensive.

   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 the_scotsman wrote:

if you are not interested in discussing weapons that are demonstrably worse than other weapons for the point costs on the platform (Scything talons, metamorph crab claws, aberrant hammers) then Metamorphs, Acolytes, and Purestrains are all essentially identical S4 AP-1 D1 AP-4 on a 6 melee glass cannons.


I thought I did allude to the other weapon configurations in analysis? Admittedly, the opinions on unit roles in the prior post are more from a "what is this unit intended to do based on its stats and abilities" perspective rather than a points efficiency one in this instance. As noted, all of the non-Acolyte units are priced out of being competitive options (Whipmorphs are still pricey, but they can cost effectively hold down other glass hammers).

The little quirks of the different units does change how they are used though and what are their ideal targets. Whipmorphs are much more comfortable going up against other melee units than the others as nothing will stop them from getting their swings in. They also have the highest volume of rending attacks of the three (16 to 21 from a min unit) and stop consolidation moves on the part of the opponent. Acolytes have the fewest rending attacks but can supplement them with their heavy weapons. Genestealers (especially Tyranid ones) are the fastest so they aren't as reliant on deepstrike or transports to get around the map.

I suppose to expand beyond whipmorphs, the duel talon configuration is a low-save horde killer, but 9th edition generally discourages that type of unit on top of their being pricey. The claw just needs a rewrite since its entire gimmick is a relic from 7th edition.

I suppose to reiterate, I do not disagree that Acolytes are generally the best option. I just think it is overly-simplifying things to say that the units do the exact same role.

This message was edited 2 times. Last update was at 2021/09/20 21:05:23


 
   
Made in no
Liche Priest Hierophant





Bergen

If they where better price balanced, witch the codex is not, it would be a discussion with some merit. Right now it is a discussion where people end up taking acolytes. If they play GSC at all.

   
Made in us
Shadowy Grot Kommittee Memba






 Strat_N8 wrote:
 the_scotsman wrote:

if you are not interested in discussing weapons that are demonstrably worse than other weapons for the point costs on the platform (Scything talons, metamorph crab claws, aberrant hammers) then Metamorphs, Acolytes, and Purestrains are all essentially identical S4 AP-1 D1 AP-4 on a 6 melee glass cannons.


I thought I did allude to the other weapon configurations in analysis? Admittedly, the opinions on unit roles in the prior post are more from a "what is this unit intended to do based on its stats and abilities" perspective rather than a points efficiency one in this instance. As noted, all of the non-Acolyte units are priced out of being competitive options (Whipmorphs are still pricey, but they can cost effectively hold down other glass hammers).

The little quirks of the different units does change how they are used though and what are their ideal targets. Whipmorphs are much more comfortable going up against other melee units than the others as nothing will stop them from getting their swings in. They also have the highest volume of rending attacks of the three (16 to 21 from a min unit) and stop consolidation moves on the part of the opponent. Acolytes have the fewest rending attacks but can supplement them with their heavy weapons. Genestealers (especially Tyranid ones) are the fastest so they aren't as reliant on deepstrike or transports to get around the map.

I suppose to expand beyond whipmorphs, the duel talon configuration is a low-save horde killer, but 9th edition generally discourages that type of unit on top of their being pricey. The claw just needs a rewrite since its entire gimmick is a relic from 7th edition.

I suppose to reiterate, I do not disagree that Acolytes are generally the best option. I just think it is overly-simplifying things to say that the units do the exact same role.


I guess in theory I agree, I just don't think something like "S6 AP-1 d1" and "S4 AP-1 d1 AP-3 on a 6 to wound" with an identical T3 5+ defensive statline and identical deep strike and identical ranged weaponry is enough of a distinction to actually warrant calling that unit 'A distinct role.' It's a bit like claiming Reivers with bolt carbines have 'a distinct role' from Primaris Infiltrators or Incursors because Reivers Deep Strike and don't get any special rules on their boltguns, so their role is "Worse than the other two" and you take reivers when you're certain that you want to shoot things with boltguns but you know for a fact you don't want to do it until turn 2.

Also, point costs can put paid to 'a distinct role.' For the points, dual-talon metamorphs are inferior to acolytes in terms of damage per point against any target with at least a 6+ regular save, and acolytes are nearly twice as durable (8ppw vs 15ppw), and have obsec. Saying that dual-talon metas have a role because you might know FOR CERTAIN that you're going to be fighting Daemons and Harlequins and you just DESPERATELY are going to need that extra 10% damage boost SO MUCH and you definitely can't bring a Primus to give the acolytes +1 to hit anyway to erase the advantage...it's a major stretch.

Metamorphs sorely need a role changeup. Personally, I think it'd be cool (and, tbh, fitting with GW's push away from 'buy lots of third party bitz to fully equip the squad with the same weapon') if metamorphs could have any of the melee weapon profiles they're able to bring, and could change what they are in the command phase. The value of Claw vs Talons vs Whip is basically equivalent, they could all be 0pts and the unit would be fine, so why not remove 'WYSIWYG' as a concern entirely and assume that someone building metamorphs is going to build them the only way you're able to with the kit?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in no
Liche Priest Hierophant





Bergen

In theory if the brood brother model costed 1 points it would be the best model for any job. What would you want 1 acciles ridgerunner or 70 models? Points do matter.

In fact all of the 4 identical units could alle see play if they where costed well. Aberant as a heavy hitter and tanky unit. Trueborn as long range strikers. Acolytes as objective secure, heavy weapons and hand flamers. Metamorphs can have whips, hand flamers and the no AP loads of attack blendering but oose objective secure.

In fact all of those things are alreay in the profile. But with the points beeing as they are there is no real distiction there. I do not know where the points should be exactly. But if metamorphs costed the same as acolytes do with all the bells and whistels there would at least be some consideration. Sid Meyer defined games a series of interesting choises. I have some problems with that definition, but it has a good point. And the four units in question do not really have interesting choises at the moment.


   
Made in gb
Longtime Dakkanaut




With how assault works in 40k there's essentially no difference to blending termagaunts, marines or tanks. If you really can't do one, you are probably in trouble and not a viable unit.

Which is why I think punching variety is a bit meaningless - be it talons, claws, saws, or hammers. You are either pointed up the curve or you are not. Obviously metamorphs are more attractive if they are the same points as acolytes rather than considerably more - but its not giving them a different function.

If you want variety, the four units need to have something else going for them. Abberants for example could be DG Terminator level tough and therefore potentially serve as an anvil. Purestrains could infiltrate for first turn charge potential (kind of lame, but its a thing). Metamorphs could get some rule to deny the opponent obsec, or otherwise mess with them in some way. Not very inspired but hopefully gets the point across.
   
Made in no
Liche Priest Hierophant





Bergen

That is not true, the claim about blending. A gaunt is T3 1W 6+. A scything Hierodule is T8 18W 3+.

You need very different weapons for killing them. And they have very different roles meaning you meet them in different places on the battlefield.

Say acolyte remains the same.
Purestrain where 12 points.
Abberants 20 points, hammer where 5.
Hybrid Metamorphs 8 base, flamer 3, whip 1, Metamorphs claw 1.

Those would be some interesting points. And I am not sure witch units I would take for each role. There is stil plenty of use in each. And not picking acolytes means you loose objective secure. And you have to juggle the elite slot.

But as of now, not so much.

   
Made in us
Fresh-Faced New User




An aspect of metamorphs that is just recently been recognized is their ability to prevent your opponents from taking a point during their turn. Because of how the whip rule is worded, if you place your metamorphs in between an objective and an opponent, it is very difficult for your opponent to take that objective in their turn. Either they shoot you off the objective and cannot charge, or they charge and consolidate into your still-standing metamorphs. Not too many 55 point units I know of that are guaranteed to survive a charge for consolidation purposes.
   
Made in us
Regular Dakkanaut




So as anticipated the new codex is coming by the end of the year. Not much rules info but two things were specifically mentioned on the stream today:

- stronger shooting potential, including "combo" play between units arriving from cult ambush, an example cited of "deadly cross-fire" coordinated on a target by a unit on the board and one which has just arrived in a flanking position. No indication if this is an army rule or a stratagem.
- less reliance on stratagems for the deployment tricks we are already familiar with, but instead units will pay points or PL to be upgraded with delivery options. By this it's fair to assume we will see something like Perfect Ambush as a paid point upgrade for a unit.

It's sounding interesting so far, the second part in particular. Could be nice depending on the cost, and if Return to Shadows remains a stratagem trick rather than a similar point upgrade, some units could get extra mileage from it. Hoping next week will show an early preview of rules like they've done a few times now.

This message was edited 2 times. Last update was at 2021/10/30 15:47:20


 
   
Made in gb
Longtime Dakkanaut






If somebody absolutely wanted to take a unit of three Scout Sentinels, what would be the best weapon loadout for them?
   
Made in us
Longtime Dakkanaut





Connecticut

If you absolutely had to?

Probably either Autocannons or Heavy Flamers. They are <Brood Brothers> and not <Cult> so they probably don’t gain creeds or the benefits of being near an Alphus, so youd use them to either screen your backfield for a cheap 45pt unit that can potshot some autocannons or to try and clear off things running actions.

Realistically if Creeds help vehicles you’re more likely looking at more viability in Ridgerunners and Goliaths, especially if Neophytes get some additional shooting power. Running 10 Neophytes w/ 2 Seismic Cannons/Grenade Launchers inside a Goliath is a decent amount of shots if the price is right, and as Bladed Cog you’d ignore movement penalties for Heavy and have an Invuln save on top of the FNP.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in nl
Longtime Dakkanaut





 Lord Damocles wrote:
If somebody absolutely wanted to take a unit of three Scout Sentinels, what would be the best weapon loadout for them?
Probably flamers so you can threaten weak units trying to hold objectives.
   
Made in us
Regular Dakkanaut




https://www.warhammer-community.com/2021/11/01/fight-for-the-fate-of-terra-with-the-two-incredibly-powerful-new-heroes-in-shadow-throne/

Character preview is up, just gives us a look at her wargear. Very anti-vehicle focused, both abilities get better targeting vehicles or monsters, otherwise fairly underwhelming effects. I'm scratching my head a bit on the reductus explosives getting a bonus to the trigger roll against bikes in addition to vehicles and monsters, but then still only doing 1 mortal wound to bikes? I'm also wondering if she might possibly not be a Character, due to the Clandestine rule. Obviously a Character can still get use out of such a rule but it seems like it could alternatively be a means of pseudo-character shooting protection.
   
Made in no
Liche Priest Hierophant





Bergen

Our day of ascention is indeed drawing near.

   
Made in ca
Longtime Dakkanaut




Madjob wrote:
https://www.warhammer-community.com/2021/11/01/fight-for-the-fate-of-terra-with-the-two-incredibly-powerful-new-heroes-in-shadow-throne/

Character preview is up, just gives us a look at her wargear. Very anti-vehicle focused, both abilities get better targeting vehicles or monsters, otherwise fairly underwhelming effects. I'm scratching my head a bit on the reductus explosives getting a bonus to the trigger roll against bikes in addition to vehicles and monsters, but then still only doing 1 mortal wound to bikes? I'm also wondering if she might possibly not be a Character, due to the Clandestine rule. Obviously a Character can still get use out of such a rule but it seems like it could alternatively be a means of pseudo-character shooting protection.


The reductus looks like a nice character that can easily get its worth back in points by striking vehicles. Even against Infantry, she's still not useless. 2d3 strength 8 AP -3 attacks at 24'' is pretty darn good. Considering her ballistic kill is going to be at 3+, that's pretty impressive. Plus, it shouldn't be to hard to keep her alive for a turn or two. It's not mind blowing, but that's pretty darn good. I am a bit concern about the quantity of characters the GC have at the moment though.
   
Made in us
Haemonculi Flesh Apprentice






She seems cute but not really anything the army needed. Thats now the 12th character in the army lol.

The mine just doesn't work and most likely will depend on some strat to break it.

The ranged attack is OK'ish, assuming she hits on a 3+ she averages 4.5 wounds on a Rhino equivalent tank (T7 3+ save) so she will require 3 rounds to kill a 10 wound vehicle assuming no other defensive abilities like damage reduction.

Against infantry she is really bad. 2d3 shots blast means she still only mins 3 shots on squads of 6-10 so the average roll of 4 is better, but the 1 damage is so bad. She averages 1.9 wounds verse a marine. So rounding up in her favor she kills a single marine a turn. Pretty poor. Verse GEQ she will kill about 3.4 a turn, which is laughably bad for some IED's going off amongst your chaf.

She had better be pretty cheap and not eat up an full slot.

   
Made in nl
Longtime Dakkanaut





A marine surviving stepping on an anti tank mine is rather funny...

Would just being a blanket 4 mortal wounds really be to much?
   
Made in us
Fresh-Faced New User




 Red Corsair wrote:
She seems cute but not really anything the army needed. Thats now the 12th character in the army lol.

The mine just doesn't work and most likely will depend on some strat to break it.

The ranged attack is OK'ish, assuming she hits on a 3+ she averages 4.5 wounds on a Rhino equivalent tank (T7 3+ save) so she will require 3 rounds to kill a 10 wound vehicle assuming no other defensive abilities like damage reduction.

Against infantry she is really bad. 2d3 shots blast means she still only mins 3 shots on squads of 6-10 so the average roll of 4 is better, but the 1 damage is so bad. She averages 1.9 wounds verse a marine. So rounding up in her favor she kills a single marine a turn. Pretty poor. Verse GEQ she will kill about 3.4 a turn, which is laughably bad for some IED's going off amongst your chaf.

She had better be pretty cheap and not eat up an full slot.


What’s your math on 4.5 wounds per turn against T7 3+sv? I’m dogshit at math but I keep coming up to a little over 5 wounds a turn. Average of 4 shots, hitting with a little over 2.6, wounding a bit more than 1.7, and totaling ~5.3 damage. She has got to have a better damage output against transports than a single Ridgerunner.

Edit: I wasn’t accounting for the armor save. Still better output than a single Ridgerunner tho.

This message was edited 1 time. Last update was at 2021/11/02 00:07:20


 
   
 
Forum Index » 40K General Discussion
Go to: