cormadepanda wrote:The Armigers role is to be a fast response dread. Coming in at near the cost of a contemptor, and similar defensive stats. While the full out melta version is 240pts its pretty fairly priced at 227pts with the heavy stubber.
Adding this rule takes the Armiger from decent to stupidly good. Even for a command point. The reason is you don't bring the armiger for its gun, but really its saw. There is a reason it is incredibly fast.
That said if you were going to add something to it rules wise you could give the weapon the melta rule at half range for
2d6 pick highest on wounds. (if it doesn't already have it, i forget all the stats
atm)
In summary, I find this suggestion to be in line with "yes it makes the model better", but its too much better. You could let it take more dakka (a second melta gun, or other weapons to find its good use - and there is more versions coming.)
The only problem is anybody with a lick of sense is going to bubble wrap anything the Armiger could actually damage with it's killsaw. My goal is to run them side by side with Taurox Primes to try to deal with this, results still pending. I agree it needs to get into assault but even so most people will likely pull back whatever tank it's hitting and tarpit it with cheap infantry. This was an attempt to overcome this while making it,
IMHO, not too overpowered.
Also yes, that gun is a melta but still it only does 2-3 wounds on average per turn which is not great. I like the idea of having a dual-melta one for around the same cost, perhaps that's what the rumored "hellenger" is..