Epartalis wrote:Deathmarks are underwhelming to say the least. I used to use them in 5 am squads to lower the chance of deep strike misshap but since the
gw FAQ said that a veil tech will not allow to remark another unit with hunters from hyperspace allowing you to reuse the strength 8
ap 2 flamer that wounds on 2's they are basically useless.
So
you're TFG who qq'd because he couldn't abuse that broken loophole anymore.
(we knew there had to be at least one out there).
The only situation which they are suited for now is a counter deathstar,
... that's what they've always been for. AP1 flamer that wounds on a 2+ = obvious anti-deathstar unit.
This "basically useless" unit has saved my ass from Riptides and Terminators time and time again. I don't build a list without at least one.
No, from the sounds of it, you probably didn't know how to use them properly in the first place.
•
MSU D&D squads
• at least one starts on the table (typically the one with the Veil, to attempt a first blood alpha strike)
• other one(s) are embarked in Nightscythes, allowing pinpoint insertion, with no risk of scatter.
This gives you multiple HfH marks, taking out the most important infantry units. Guaranteed.
Is it as competitive as Wraith-Wing/'Cron Air?
Not really.
Does that mean it's not effective?
HA!