Hi folks. On to part 3 of the review now, which will look at fast, heavy and Lord of war choices.
Fast Attack (all previous dedicated transports now live here)
Assault Squad:
A few changes
here. Net cost is the same, just that you start without jump packs now and have
to add them on, which obviously affects the previous cheaply available free
transports. The only other change is that one in every 5 models (in addition to
the usual upgrades) may take an eviscerator in place of their normal BP/CCW.
Some implications here for anti-tank/anti-MC duties.
Scout bike
squad:
Got a boost in
the last codex and an even bigger boost this time around, in that they are now
all BS/WS4. Otherwise unchanged.
Bike Squad:
Only changes
here are the costs of the attack bike (covered shortly) and the mounted assault
rule now featuring in their entry, allowing bikes to change their battlefield
role to troops if ANY independent character is mounted on a bike, not just a
captain/chapter master. Also, no minimum squad size for troops. Whitescars rejoice.
Attack bike
squad:
Only real
change here is a points drop on the base cost from 45 to 40.
Land Speeder
storm:
Got 5 points
cheaper with a 5 points reduction in the cost of assault cannon upgrades. Also,
as it's crewed by scouts, it now has BS4. Fairly big improvement to this chap.
One other thing to note is that the transport capacity is only 5 so now Telion
is a separate HQ and not upgrade he can't ride alongside scouts.
Land Speeder:
As with the
storm, they got 5 points cheaper and also got a 5 point reduction in their
secondary weapon costs. As with many of the vehicles in the book, they now get
a bonus for being taken in squadrons of 3, which for speeder means they get a
6" boost to their flat out range. As with other vehicles, the bonus is
lost when the squadron drops to less than 3 vehicles.
Rhino:
No change
Razorback:
No change
Drop pod:
No change
Stormtalon
gunship:
Same base cost
but a few rules changes and points adjustments. Escort craft has gone,
presumably due to the Stormwing being introduced. Strafing run is retained, and
the new rule is vectored afterburners, which grants the stormtalon an additional
6" move when going flat-out and +1 to jink when hovering. The lascannon
and typhoon launchers both dropped 15 points and the skyhammer by 10.
Heavy Support
Devastator
squad:
Only a couple
of changes of note here, namely access to grav-cannons (plus amps) for 35
points a pop and a new piece of wargear in the form of the armourium cherub,
which allows one model in the unit to re-roll to hit rolls in the shooting
phase as a one off. Will probably still lose out to centurions, but gorgeous
new models.
Centurion
Devastator squad:
Same as their
assault cousins, these chaps lost the compulsory veteran upgrade and dropped by
5 points base each. The twin-linked lascannon option got 5 points cheaper,
making them 10 points cheaper net, whereas the grav-cannon option is 5 points
more, making net cost the same. Gravs will likely still be the order of the day
but the lascannons are a bit more appealing now.
Thunderfire
cannons:
All the same
except that the techmarine gunner now has the same profile as the regular techmarine
and they can finally be taken in units of 3. Further to this, convergent
targeting means that while there are 3 in the unit you add +1 to the BS, which
with the techmarine boost makes them effectively BS6. Good boost for this unit
- am hoping to add a 3rd to my Raven Guard.
Predators:
No change to
costs etc, but can be taken in units of 3 and (spot the trend) gain an
appropriate boost so long as 3 are in the unit. Killshot grants them both
monster and tank hunters.
Whirlwinds:
No change
points wise, but so long as they're in a unit of 3 they gain suppressive
bombardment, granting each shot pinning and shred. Nice!
Vindicators:
A 5 point price
drop and again, access to squadrons of 3 for a bonus so long as all 3 are
alive. This comes in the form of the mighty Linebreaker bombardment, which
combines all 3 shots into a single apocalyptic blast which, wait for it,
ignores cover! This is incredibly powerful and, while difficult to pull off due
to range (and as with all of the squadron perks easily neutered by killing a
single vehicle), will likely inspire fear and trepidation in your opponent.
Hunters:
Same points as
before, with one small change to savant lock in that it can now target skimmers
and jetbikes and hits all vehicles on rear armour. Squadrons of 3 get the perk
of being able to reroll the dice for savant lock.
Stalkers:
The Icarus
array has changed in that it is now heavy 3 (makes sense as it does have 3
barrels) and only has one weapon profile. The two fire modes remain, however,
in that it can fire at one target followed by another, or it can reroll to hit
against a single target. These are both using full BS now, so the single target
mode got a bit worse and the multi-tracking shot better. The squadron perk for
3 models is that the mighty array gets ignores cover, making it a beast for
ignoring jinks.
Stormraven
gunship:
No change.
Land raiders:
No change, though they all have separate
datasheets.
Lord of War
Marneus Calgar:
The obvious
choice for Lord of War, Calgar, costs the same as before and is mostly the same
but for these few differences. God of war now allows you to simply choose the
Warlord trait you want (feel no pain most likely) and master tactician now
allows you to reuse any doctrine once per game. Gone is the choice to pass or
fail Ld tests for the whole army, which is a bit of a shame as I quite liked
the rule when first introduced as it allowed you to evade charges and the like.
Titanic might is also gone, so no more rerolling Vs vehicles. Plus he no longer
gets up to 3 slot-less Honour Guard choices. Sounds bad so far right, well this
one subtle difference makes up for things. The gauntlets of Ultramar are no
longer unwieldy, meaning Calgar can now smash faces in at S8 I5 with 6 attacks
on the charge. Still badass, and with optional feel no pain he's one tough
cookie.
That's it for part 3, next time we'll look at the formations in the book. Cheers.
Great!
ReplyDeleteCenturions 5pts less and Grav 5pts more cancel each other out. Would still prefer they were Elite so I can take lots of them and Devastators, but not complaining.
Biker army is tempting. +1 Toughness, twin-linked bolters and a fast moving army not sat in Rhinos. Have Stormwings to transport Centurions and Dreadnoughts, while brining in Storm Talons.
Thank you again for taking the time to do a thorough review.
Bikes also changed in that they can now be taken as Troops at minimum size, instead of needing 5 Models for the shift. Not sure it's worth losing the ablative bodies, but it is an option.
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