Post by deusmorte on Oct 28, 2014 0:57:36 GMT
So I was wondering what everyone's first impression of the new Nids were. Here are their stats/rules below:
Toxicrene 160-ish pts (Heavy Choice, unit composition: 1)
WS BS S T W I A Ld Sv
3 3 5 6 5 3 6 8 4+
Special rules
Fearless, Instinctive behavior (feed), Poisoned 2+, Shrouded, Hypertoxic (6's to wound inflicted by poisoned weapons whether in combat and in shooting= instant death)
Weapons/Biomorphs
Acid Blood, Choking cloud, Lash whips, Toxic miasma
Choking cloud
Rng S AP Type
12" 3 - Assault 1, Ignores cover, Large Blast, Poisoned 2+, Hypertoxic, Predatory sentience (Gets armorbane against open topped vehicles
and vehicles that have already lost one or
more hull points)
Maleceptor 205-ish points (Elites Choice, unit composition: 1)
WS BS S T W I A Ld Sv
3 3 6 6 5 3 3 10 4+
Special rules
Psyker (lv 2)
Shadow in the warp
Synapse Creature
Weapons/Biomorphs
Scything talos
Powers
Maleceptor always knows Psychic Overload and must generate the remainder of its powers from the Hive Mind chart
Psychic Overload: Warp charge 2. Focused Witchfire. Range 24". Target must take a Ld test on 3d6 (Vehicles can be affected as well and count as having Ld 10 for the attack). If the test is failed the target takes d3 wounds no armor/cover saves allowed. Vehicles that fail take a glancing hit with no cover allowed. The psyker may attempt to manifest this power up to 3 times in each of its psychic phases. Each attempt must be resolved separately. However a single enemy unit cannot be the target of Psychic Overload more than once a psychic phase.
My first Impressions
Toxicrene: OMG is this guy nasty. He's like a venomthrope on cocaine and steroids. He does all the same things a venomthrope does and much much more. He's got ID on all of his attacks (since they're all poisoned), even the shooting ones, can get armorbane on his shooting attacks. Great for taking out light vehicles but Carnies still do it better against heavier armor. The large blast ignores cover on his shooting attack is just nasty. Still has all the same downsides as any other MC. I think given the choice though, I'd rather have an Exocrine over this guy simply for the longer range S6 and Ap2. On the upside, he can threaten just about anything an army can bring short of flyers and AV 13+, but thats what C-fexes, Hierodules, and Dakkaflyrants are for.
Maleceptor: Meh. His power is really only good unless you get the target within your shadows range and then you might end up killing enough guys that they'll be out of range unless you're able to catch them in multiple bubbles. On the upside, multiple of these guys could glance even heavy vehicles to death, but if I were going to take that approach I'd be trying to charge the vehicles with something that could take them out for sure in the assault phase anyways (like C-fexes). I basically just see this guy as a Tervigon with a better power that can't poop out gaunts for roughly the same price.
Toxicrene 160-ish pts (Heavy Choice, unit composition: 1)
WS BS S T W I A Ld Sv
3 3 5 6 5 3 6 8 4+
Special rules
Fearless, Instinctive behavior (feed), Poisoned 2+, Shrouded, Hypertoxic (6's to wound inflicted by poisoned weapons whether in combat and in shooting= instant death)
Weapons/Biomorphs
Acid Blood, Choking cloud, Lash whips, Toxic miasma
Choking cloud
Rng S AP Type
12" 3 - Assault 1, Ignores cover, Large Blast, Poisoned 2+, Hypertoxic, Predatory sentience (Gets armorbane against open topped vehicles
and vehicles that have already lost one or
more hull points)
Maleceptor 205-ish points (Elites Choice, unit composition: 1)
WS BS S T W I A Ld Sv
3 3 6 6 5 3 3 10 4+
Special rules
Psyker (lv 2)
Shadow in the warp
Synapse Creature
Weapons/Biomorphs
Scything talos
Powers
Maleceptor always knows Psychic Overload and must generate the remainder of its powers from the Hive Mind chart
Psychic Overload: Warp charge 2. Focused Witchfire. Range 24". Target must take a Ld test on 3d6 (Vehicles can be affected as well and count as having Ld 10 for the attack). If the test is failed the target takes d3 wounds no armor/cover saves allowed. Vehicles that fail take a glancing hit with no cover allowed. The psyker may attempt to manifest this power up to 3 times in each of its psychic phases. Each attempt must be resolved separately. However a single enemy unit cannot be the target of Psychic Overload more than once a psychic phase.
My first Impressions
Toxicrene: OMG is this guy nasty. He's like a venomthrope on cocaine and steroids. He does all the same things a venomthrope does and much much more. He's got ID on all of his attacks (since they're all poisoned), even the shooting ones, can get armorbane on his shooting attacks. Great for taking out light vehicles but Carnies still do it better against heavier armor. The large blast ignores cover on his shooting attack is just nasty. Still has all the same downsides as any other MC. I think given the choice though, I'd rather have an Exocrine over this guy simply for the longer range S6 and Ap2. On the upside, he can threaten just about anything an army can bring short of flyers and AV 13+, but thats what C-fexes, Hierodules, and Dakkaflyrants are for.
Maleceptor: Meh. His power is really only good unless you get the target within your shadows range and then you might end up killing enough guys that they'll be out of range unless you're able to catch them in multiple bubbles. On the upside, multiple of these guys could glance even heavy vehicles to death, but if I were going to take that approach I'd be trying to charge the vehicles with something that could take them out for sure in the assault phase anyways (like C-fexes). I basically just see this guy as a Tervigon with a better power that can't poop out gaunts for roughly the same price.