HQ:
Some gains and losses here. Seth
and Dante (more on them later) have become Lords of war, the Sanguinary priests
/ Corbulo have been moved to HQ (as have techmarines and Librarian Dreads) and
The Honour Guard (now rechristened Command Squad) have, in a bizarre move,
ended up as elites. The Reclusiarch is sadly, but predictably gone, with the
standard Chaplain reclaiming its place in HQ. I'll cover the individual entries
here:
Captain:
A 10% points drop in line with
codex Marines and finally being granted access to artificer armour has seen the
Captain become a viable choice again. He would be good tooled up with some
mobility and some CC potential. He also gained access to relic blades (as did
Vanguard Sergeants) striking a good balance between them being codex adherent
and the Sanguinary Guard retaining some unique wargear. Sadly, despite this,
the Captain will almost always lose out to other more favourable HQ choices.
Captain Karlaen:
Not in the Codex but very much
usable given how datasheets work now. Captain Karl is actually pretty darn
good. Regular Captain stats with terminator armour and a master-crafted Thunder
hammer, Captain Karl comes in as a power fist more expensive than a DIY build.
Aside from the master-crafted, he also brings counter attack and his Warlord
trait to the mix. Strategic genius is, in my opinion, a huge boost to the army
and, depending on your build, a great asset to have. The ability to reroll
reserve rolls can make all the difference between your flyer being able to
shoot down enemy flyers or getting your army where and when you want it to be.
(drop pod list will likely be popular, but more on that later) As an extra perk
you add +1 to seize the initiative rolls. Overall I think Karlaen is a fairly
rounded character who strikes a good balance between being a beatstick and
bolstering the army as a whole. His counter attack also makes him a good squad
bolstering unit.
Librarian:
A new model and a hefty points
drop have made Librarians one of the stand-out HQ choices in the Codex, not
least because of the Sanguinary discipline. at 35 points cheaper for a level 1
and 60 points cheaper for a level 2, it would be rude not to bring one along
for the ride. They retain pretty much the same options as before and gain
access to one of the relics, Gallian's staff, covered earlier. Overall a very
solid choice for reasons stated in my review of the psychic powers and still
relatively cheap even when tooled up.
Captain Tycho:
There are always winners and
losers in codex updates, and sadly Tycho was the biggest loser. He may be 45
points cheaper, but went from being a viable choice in certain lists to an
almost certain leave at home. He has artificer armour and normal Captain stats
and his Warlord trait grants him rampage. Bloodsong is a master-crafted
combi-melta with 50% greater melta range now, but in turn Tycho lost access to
special issue ammunition. So far so good, except that in place of the dead
man's hand he got digital weapons. Preferred-enemy Orks is the same. Now, Tycho
reeks of a character who is well rounded but ill-thought out - he has no close
combat weapon to make the digital weapons, rampage and preferred enemy actually
count for anything. Although he is generously costed compared to an equivalent
Captain, the problem lies in that you would never arm a captain in that manner
as he's not fit for purpose. A real sad oversight considering I actually used
to take Tycho. Even rending might have made him a usable choice, but in his
current format he's pretty useless.
Tycho the lost:
Has identical issues to Captain
Tycho and costs 15 points more. However, he can now join Death Company units
(only) which is a vast improvement. in addition he gains rage, relentless, feel
no pain and fearless. A good 15 point improvement, but still hindered by the
lack of close-combat weapon. Even in a death company heavy army you would want
Chaplains/Astorath/Priests at the fore so sorry Tycho, get used to shelf
warming til next time.
Librarian Dreadnought:
Now an HQ rather than an upgrade
to the elite Furiosos, Librarian Dreadnoughts may well be a popular choice for
a couple of reasons. Firstly, It now costs 25 points less but you can pay that
same amount to upgrade to mastery level 2. Secondly, A number of wargear tweaks
make him much more viable. He can now upgrade his storm bolter to a heavy
flamer / meltagun and also the force halberd got pimped to a strength 10 AP2
force weapon! With all the initiative bolstering available in the book
monstrous creature beware!! A pretty good HQ option suffering from the same
problems that dreadnoughts have in general, though it is still AV13 on the
front.
Mephiston:
Controvery inbound. The Lord of
death is no longer so much of a Lord of death. A lot has changed with Mephiston
so this may take some time. First, the good news. He is 75 points cheaper and
is now an independent character, meaning he can hide in squads once more. He
retains all his wargear, fleet, furious charge and mastery level 3. Transfixing
gaze now means you can hit on a 2+ if you roll equal to or greater than your
opponents leadership in a challenge. His unique power, sanguine sword, remains
the same and grants you s10 - a s10 force sword is nothing to be sniffed at. His
warlord trait grants admantine will.
Now for the bad. His force sword
is still AP3, hindering him greatly against hammer units. He has to roll for
all of his powers except sanguine sword. The biggest change is of course to his
stat line, which has seen him go from a mini-monstrous creature to a pimped
Chief Librarian. He lost a point of strength, toughness and weapons skill, two
wounds and two points of initiative. Plus he still has no invulnerable save,
though this is less of an issue given hi new IC status and the bolstering
abilities granted in the army.
In conclusion, I think the
changes are a good thing. Mephiston was ridiculous before, yet now is exactly
what he should be - a souped up combat Librarian. Psychic power and army rule
bolstering can still grant him a decent amount of immortality and he will still
butcher his way through any characters and squads in power armour or less. He
has changed and will likely no longer be an auto-include, but I welcome any
changes that encourage diversity in lists.
The Sanguinor:
The Sanguinor has also changed
somewhat. He lost an attack and dropped a whopping 75 points. Avenging Angel
got better in that he can now reroll to hit and wound in all challenges not
just against a nominated HQ. His blessing is now gone though, so no pimped
Sergeants anymore. His 3++ got knocked down to a 4++ Iron halo. Aura of fervour
remained the same granting +1 attacks to Blood Angel units in 6". Eternal
warrior, fearless and furious charge remain, and courtesy of his death mask he
causes fear. His warlord trait grants all Imperial units in 12" fearless
which is nice. It's hard to judge this one to be honest. He seems to have been
rebalanced accordingly and despite being much cheaper still doesn't seem to be
the best choice. One on one he is a pretty solid HQ slayer against anything
that isn't 2+ save, and he certainly has more speed than Mephiston. His
bolstering abilities are also good for units around him, but a Librarian (or
Mephy) can still do pretty much the same and stay hidden within a squad. Tough
call really. I'd still use him but he wouldn't be top choice.
Astorath:
This chap is now top dog with the
loss of the Reclusiarch. The question remains, how does he measure up. The only
times I've ever used him he has underperformed. As with the others he took a
points drop down by 65 points while largely remaining unchanged. He is now
unique in that he is the only unit to offer rerolls to wound on Death Company.
Zealot now covers the other parts of his rules. Shadow of the Primarch, while
fluffy, is now no longer valid due to the loss of the red thirst rule. The
executioners axe in now effectively a 2-handed power axe which auto-wounds and
causes instant death rather than forcing invulnerable rerolls as it used to.
His warlord trait grants admantine will. I think Astorath is pretty solid and a
must-have in death company lists. The 2+ and 4++ makes him pretty survivable in
a challenge and his axe (still s6 on the charge) is brutal enough to humble
most opponents. The points drop also adds to making him a solid choice,
although as mentioned he needs to be with jump death company to get the most
out of him.
Sanguinary Priest:
OK, I'm going to have a bit of a
moan about this one. I welcome the move to HQ, and as with Haemunculi they are
now no longer a 1-3 choice. I also welcome upping their status to
Chaplain/Librarian stats given their standing in the Chapter. What I'm unhappy
about is that they lack the option for terminator armour limiting their use
with deep-striking terminators and, more importantly, invalidating the two
conversions I spent a chunk of time making. They can't even be passed up as
artificer armoured as they don't have that option either.
Right, rant over. Beautiful new
model (I'll use him as Corbulo) and changes abound. As mentioned he now has
better stats for the extra 10 points. The Narthicium is now a standard one as
with Codex Marines, granting feel no pain to the squad. The Priests (unlike the
Novitiates in the command squad) carry the Blood Chalice, which now don't give
the Feel no pain and furious charge 6"bubble (all squads have furious
charge anyway) but instead grant +1 weapon skill to that unit. This is pretty
darn huge to be honest as they'll allow units to strike against equivalent
marines on a 3+. Just one of the army perks available to the Angels which will
give them the edge in combat against their peers, this is a decent change which
allows you to get the WS5 death company of old back should you wish. It also
makes more sense from a fluff perspective. Adding in a jump priest to a unit of
sanguinary guard or death company will allow a brutal full on assault at S5,
WS5 and feel no pain. A solid HQ choice for bolstering if not combat itself,
though the wargear lists are there if you choose to tool him up.
Brother Corbulo:
A power weapon more expensive
than before and no longer an Elite slot choice, Corbulo is also now pretty
badass like his priest Bretheren. Corbs gained a wound and a point of
Leadership, as well as having a warlord trait which adds an extra one to his
initiative. His all seeing eye allows one reroll per battle but is restricted as to what it can be used for - still very handy to have at game-changing points (unless you forget you have it like I do). Heavens teeth remains pretty much the same being +1 strength and rending,
except that you can now stack the furious charge with it for s6 potentially on
the charge. What's more, the red grail is pretty much the same as a normal
chalice except you add +1 to initiative also. This is huge, as it allows you to
strike better, faster and harder in combat than any other marine army. It isn't
cumulative with the Blood chalice of course, but with his own perks will grant
Corbulo alone 5 S6, I7 WS6 rending attacks on the charge. Obviously he carries
a narthcium too and thus has FnP. His biggest drawbacks are a lack of mobility,
low AP weaponry and survivability as he has power armour and no ++ save. Still,
pretty solid in a squad and grants some excellent perks to those around him.
Double the price of a basic priest but worth considering as an alternative if
mobility isn't an issue.
Techmarine:
Not much to say here. They remain
pretty much the same with things brought in line with codex Marines. Useful if
you run a Dreadnought heavy list or want to keep land raiders ticking over. The
double edged sword depends on what list you want to run. They're a cheap HQ if
that's all you want (though I'd probably take a priest) but hard to squeeze in
with all the HQ competition unless they're vital to your list, such as in the
aforementioned dreadnought list.
Chaplain:
Again, not much to say here as
points and options have been brought in line with the Space Marine codex. They
have moved from elites to HQ and Reclusiarchs have disappeared. Liturgies of
blood have now been replaced with zealot, meaning they no longer double bolster
rerolls on death company. May still be useful if you want the rerolls on the
charge with a particular unit though.
Doesn't DC come with in built FNP anymore? Cause if they still do, it seems a waste to me to run them with a sang priest.
ReplyDeleteHi pal, yes they do and so the fnp will be wasted on all but the priest themselves and any other attached hq on the other hand, a large squad of dc gaining ws5 for their ridiculous amount of attacks it is still worth considering. Other units like vanguard are not as desirable to get both perks, but sanguinary guard are a good option.
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