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Made in us
Death-Dealing Devastator




Apothecaries seem like they'd be good for keeping your Characters on their feet a bit longer, especially as I like to use the Shield Eternal whenever its feasible but it also strikes me as one of the many, many ideas I've had that seemed good on paper and turned out to be a joke in reality. If I got one I'm definitely leaning towards the Primaris one as it has 2 pistols that actually seem like they might do something, plus the extra wound and Attack is nice. For once the regular marine model is more or less as is so the fact the Primaris must be taken as is doesn't make me agonize over the Primaris vs. regular marine version too, which is nice. Anyone use Apocs and have a story to tell about their worth?

"The Ultramarines are here to save us!"

"Those are the Sons of Orar."

"O R they!" 
   
Made in gb
Sadistic Inquisitorial Excruciator




Much like when I used my Guard Medics, I find SM Medics to be best uses with plasma.
Oh no, plasma cannon overheated and died? Bring it back on a 4+ and fire it straight away!
In a pinch it'll help out a character too, but the issue there is characters can't really be shot at all anymore. [Unless most of your army is dead, in which case the issue is moot.] So they die in CC. One of two things happen in close combat, that typically being multi wound weapons from someone with a billion attacks and super strength flat out kills you. Or they flail [fail?] at you with a handful of one damage attacks and don't do much, and then you kick the crap out of them.

In the former example, you're dead, so a medic can't help. In the latter, while you might be slightly wounded, it's not much of an issue at all.

So, less good for protecting characters, much more useful at bringing back plasma from overheats, or a Sargeant/special weapon in a nearly wiped out squad.
[Particularly in combination with a standard bearer, so they can die, get a shot off, and then be brought back to fire again!]

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in us
Legendary Master of the Chapter






Primarus one is a bit more beefy but at the same time how often will he be shootable.

but it all depends on your comp. transports is going to be a key in what kind you want to take.

personally i like them.

they work really well together with hellblasters. and im sure would also work well with other plasma type things. bringing em back after overcharging for value.

it doubles up if you take a banner.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Steadfast Ultramarine Sergeant




I used Apothecary a couple times, and never made a single 4+ revive roll, even with reroll stratagem. Since the same bad thing happens 4 out of 5 times I try to bring Guilliman alive, (yes, for those 5 times my Guilliman got killed, only once I made that 4+ roll!!!), now I really hate these kind of "roll single dice to let miracle happen" and never count on that when drafting a combat plan.

So, now I think the only good use for Apothecary is to heal wounds for multiple wounds infantry. An example unit good to be protected by Apothecary is Devastator Centurions, given they have 3 Wounds and each and 2+ save, although it is still doubtful that given the awesome offensive power Eldar, IG, Tyranids have, whether these 200pts mark models could survive a single turn. Another good unit maybe some of the characters like Librarian who just got periled but still alive.
   
Made in us
Fixture of Dakka





Steelcity

Neophyte2012 wrote:
I used Apothecary a couple times, and never made a single 4+ revive roll, even with reroll stratagem. Since the same bad thing happens 4 out of 5 times I try to bring Guilliman alive, (yes, for those 5 times my Guilliman got killed, only once I made that 4+ roll!!!), now I really hate these kind of "roll single dice to let miracle happen" and never count on that when drafting a combat plan.

So, now I think the only good use for Apothecary is to heal wounds for multiple wounds infantry. An example unit good to be protected by Apothecary is Devastator Centurions, given they have 3 Wounds and each and 2+ save, although it is still doubtful that given the awesome offensive power Eldar, IG, Tyranids have, whether these 200pts mark models could survive a single turn. Another good unit maybe some of the characters like Librarian who just got periled but still alive.


Problem is Centurions are one of the worst units in the book, so spending even more points on them is very "meh". The problem with Apothecaries is that it's often just more points efficient to buy more models.

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

They are great with multi wound units since they auto restore d3 wounds... so really good with any Primaris unit or Centurions.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





I followed my Mephiston around with a apoc, keeping my meatgrinder at full wounds. Can't let a good weapon go to waste, as for returning units on a 4+, I think it's a waste unless it's something rather good. I returned a space marine MM attackbike once.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in au
Road-Raging Blood Angel Biker





I find a similar unit, the Sanguinary Priest, to be invaluable. Best used on more expensive units like Terminators, to keep them all alive while they mulch their way through units.
Although in one low points game he did bring back five Tactical Marines from the same squad (one per turn) so that was pretty neat too, ending the game with a full squad that should have been half or less.
   
Made in us
Never Forget Isstvan!






Cent devs aren't bad at all. 6 lazcannons and 3d3 krak missles kill most anything. That 1+ armor in cover is pretty nice as well.

Apothecary bringing one back pays for himself.

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Made in us
Charing Cold One Knight





Sticksville, Texas

Yeah the normal Apothecary never seemed worth his points when I used him.

His badass brother the Sanguinary Priest however, I don't leave home without him.
   
Made in us
Damsel of the Lady




 Eihnlazer wrote:
Cent devs aren't bad at all. 6 lazcannons and 3d3 krak missles kill most anything. That 1+ armor in cover is pretty nice as well.

Apothecary bringing one back pays for himself.


Yeah but it's like 435 points for what you described. That's the problem: they're WAY over costed.
   
Made in us
Decrepit Dakkanaut




They're as useful as the new RP for Necrons. Not at all.

Once the squad is dead, there's nothing you can do. As long as the Apothecary is nesr, all it does is ensure the squad will die. Which is ironic. That said, he's...okay with models with 3+ wounds. Not by a lot though.

The Ancient's ability is more handy.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in de
Nihilistic Necron Lord






Germany

Apothecaries are a waste of points. They can only bring back a model one turn after it died, and the chance is only 50%. Instead of wasting points on the apothecary use the points to bring more models which you can use from the very first turn.
   
Made in us
Damsel of the Lady




Funny enough, if they could heal Custodes they might be really good...
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Audustum wrote:
Funny enough, if they could heal Custodes they might be really good...


I use an GK Aphotecary with a squad of GK Paladins that I plug in in my main dark angel force. He always do the work, healing them or reviving them sometimes.

This message was edited 1 time. Last update was at 2017/12/02 23:26:59


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Damsel of the Lady




 Galas wrote:
Audustum wrote:
Funny enough, if they could heal Custodes they might be really good...


I use an GK Aphotecary with a squad of GK Paladins that I plug in in my main dark angel force. He always do the work, healing them or reviving them sometimes.


I could see that working. I'm at the point where I just graft a Supreme Command Detachment of Dreadknights on to stuff most of the time though.

Paladins are similar to Custodes (just a bit less durable) so I do like it.
   
Made in gb
Longtime Dakkanaut



Glasgow

Basically to make an apothecary work they need to be healing something very expensive pts wise. Or be BA so they gI've out an area buff
   
Made in us
Charing Cold One Knight





Sticksville, Texas

U02dah4 wrote:
Basically to make an apothecary work they need to be healing something very expensive pts wise. Or be BA so they gI've out an area buff


Truf.
   
Made in us
Longtime Dakkanaut




Only time I take him is when I go with plasma cannons in my dev squad. 4 plasma cannons firing d3 shots each, someone is going to overheat at some point and need to be revived lol. Salamander trait only goes so far.
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

I want to try one as a sidekick for a Primaris Gravis Captain, that dude is generally a beast and might last long enough for the d3 wound healing to really pay off. Otherwise I think I'd only stick him with aggressors or hellblasters generally.
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

I've played against them a few times and they can be quite irritating but for me personally I'd rather take more guys than rely on the Apothecary's roll. If you're taking one, you really may want to put him on a bike so he can get where he needs to go to do his job.

The only Apothecary I may include at some point is the Ravenwing guy. He's got a great gun and a decent melee weapon so he is quite a bit more versatile.
   
Made in us
Death-Dealing Devastator




Tampa, FL

I use an Apothecary fairly often. Three factors play in to whether I take one or not.

1: If I have Hellblasters
-I think this is the best use of them, but I generally value the less points over the added beef and brawn of the Primaris one

2: If I have Centurions
-I use assault Centurions fairly often in either a RG list or my CF list in a bird w/ Pedro, Libby, and apothecary

3: If I need a cheap elite slot filled for a Vanguard or Brigaid
-Here I keep them near my devastators if I don't have any multi-wound models

In all three cases they don't do a lot... but they are only 55 points so they don't need to. I have had multiple games where they brought back a centurion or a Hellblaster that was able to kill enough to make the points worth it bringing them, and more often than not they actually bring back a greater investment than I put into them. YMMV though
   
Made in de
Death-Dealing Dark Angels Devastator






I like using a RW apothecary with my Dark Angels, no matter what units i like using right now. The apo can move up to 20", so he is always where I need him. He brought back cyclone-terminators, DW-knights, RW-knights, hellblasters and plasma-devs.

I prefer using him to heal wounded models though, because when he fails the 4+ roll to ressurect, he cant shoot. And because of him being a RW-knight himself, that means missing out 2 plasma-shots.
   
 
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