Post by harry4tw on Jul 26, 2017 15:54:06 GMT
I've been toying with different ideas for shrike loadouts. Some that I like are:
Boneswords, deathspitters, a cannon
-Melee focused but with the potential for an effective one-two punch. Shoot and charge. With fly keyword can fall back and shoot. A versatile melee centered unit that isn't totally wasted if it isn't charging turn one.
Boneswords, spinefists
-More focused melee build because everything they do they do up close while in combat. Cannot claim to be as versatile becausee of incompetence outside melee range but cheaper. Shooting is piss poor but can be done in combat due to pistols (you want to get and keep them in melee anyway).
Also argiably LESS focused than the former build, because S4 AP-2 and S3 AP-0 are effective against different targets. Still could be seen as freebee hail Mary shots against marines and terminators.
Scything talons, devourers, barbed stranger
-deathspitters' +1 strength are wasted against GEQ units now, devourers are cheap and efficient against light infantry as far as warrior shooting is concerned. The strangler adds accuracy against GEQ hordes over 10 models and averages more shots than the devourer. Rerolling ones in combat is good for chaff clearing.
Lash whip and bonesword, devourers or deathspitters, barbed stranger
- this is the most particular and situational load out by far. If you're fighting an opponent who favors turn 1 charges, do the following: Rush the objective, shoot, get charged and overwatch, take casualties but go down swinging thanks to lash whips. Decent volume of fire, good at mitigating the benefit of charging for the enemy. Can act as a rapid response anvil holding the line until backup arrives or falling back from combat and shooting. Combine with catalyst and watch orks weep.
Boneswords, deathspitters, a cannon
-Melee focused but with the potential for an effective one-two punch. Shoot and charge. With fly keyword can fall back and shoot. A versatile melee centered unit that isn't totally wasted if it isn't charging turn one.
Boneswords, spinefists
-More focused melee build because everything they do they do up close while in combat. Cannot claim to be as versatile becausee of incompetence outside melee range but cheaper. Shooting is piss poor but can be done in combat due to pistols (you want to get and keep them in melee anyway).
Also argiably LESS focused than the former build, because S4 AP-2 and S3 AP-0 are effective against different targets. Still could be seen as freebee hail Mary shots against marines and terminators.
Scything talons, devourers, barbed stranger
-deathspitters' +1 strength are wasted against GEQ units now, devourers are cheap and efficient against light infantry as far as warrior shooting is concerned. The strangler adds accuracy against GEQ hordes over 10 models and averages more shots than the devourer. Rerolling ones in combat is good for chaff clearing.
Lash whip and bonesword, devourers or deathspitters, barbed stranger
- this is the most particular and situational load out by far. If you're fighting an opponent who favors turn 1 charges, do the following: Rush the objective, shoot, get charged and overwatch, take casualties but go down swinging thanks to lash whips. Decent volume of fire, good at mitigating the benefit of charging for the enemy. Can act as a rapid response anvil holding the line until backup arrives or falling back from combat and shooting. Combine with catalyst and watch orks weep.