Post by Halollet on Oct 13, 2018 16:00:45 GMT
I got Tooth and Claw as well as well as the kill team starter for Cults. I have a big Nid collection and guard, but the only tank I have is a HellHammer. Go big or go home. But lots of dudes.
So just wondering about quite a few things. And I know the logical thing would be to wait for the codex, but I'm impatient. Plus with the rules included in Tooth and Claw, I doubt they're going to change that much. Rules were probably lifted from the codex right? So...
1. Aberrants; the hammers seem to hold them back quite a bit in the way of attacks, but would adding two in in a squad of 5 still be worth it just got that wounding bonus? The improvised weapon also seems really good. 6 attacks at STR 10 and 2 damage? Yes please. So does that sound good?
2. Is there any point in taking Metamorphs over acolytes? Acolytes are troops and have awesome melee weapons while Metamorphs have... An extra attack? They seem to squishy to pour points into. Am I missing something?
3. For neophytes. They seem like a guard player's dream come true. Two special weapons, an array of heavy weapons, and up to 20 dudes in a squad? Oh my! So fire support units would be like two grenade launchers with auto cannon? Ambush would have sesimic cannons/mining lasers? Any general tips or hints with these guys?
4. For the iconward, would it be at least a fun tactic to ambush him with 2 units of 20 neophytes with flamers and icons? Give him the relic as well to make them an annoying lump of dangerous dudes?
5. What should I get next? I'm guessing figure out a Magus for sure right? What about just running broodlords as patriachs? How are primus? Should I get the hq box? Maybe another toothache claw to fill out the acolytes, aberrants and get another Abominant because those guys seem pretty dangerous.
6. Would it be worth bringing my HellHammer for some first turn fire power?
7. What from nids compliments GSC?
Thanks!
So just wondering about quite a few things. And I know the logical thing would be to wait for the codex, but I'm impatient. Plus with the rules included in Tooth and Claw, I doubt they're going to change that much. Rules were probably lifted from the codex right? So...
1. Aberrants; the hammers seem to hold them back quite a bit in the way of attacks, but would adding two in in a squad of 5 still be worth it just got that wounding bonus? The improvised weapon also seems really good. 6 attacks at STR 10 and 2 damage? Yes please. So does that sound good?
2. Is there any point in taking Metamorphs over acolytes? Acolytes are troops and have awesome melee weapons while Metamorphs have... An extra attack? They seem to squishy to pour points into. Am I missing something?
3. For neophytes. They seem like a guard player's dream come true. Two special weapons, an array of heavy weapons, and up to 20 dudes in a squad? Oh my! So fire support units would be like two grenade launchers with auto cannon? Ambush would have sesimic cannons/mining lasers? Any general tips or hints with these guys?
4. For the iconward, would it be at least a fun tactic to ambush him with 2 units of 20 neophytes with flamers and icons? Give him the relic as well to make them an annoying lump of dangerous dudes?
5. What should I get next? I'm guessing figure out a Magus for sure right? What about just running broodlords as patriachs? How are primus? Should I get the hq box? Maybe another toothache claw to fill out the acolytes, aberrants and get another Abominant because those guys seem pretty dangerous.
6. Would it be worth bringing my HellHammer for some first turn fire power?
7. What from nids compliments GSC?
Thanks!