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Post by phenatix on Jul 18, 2020 21:16:42 GMT
You still need bodies on the objectives. Congaline distances got drastically reduced, and one unit cannot control more than one objective anymore. Why would you want to go into the center when there's nothing there? Put as many bodies on objectives as possible and spread out from them a bit to hinder your opponent from even getting within 3" of them. Taking the centre doesn't necessarily mean taking the centerpoint of the map. It means having control of the central area of the map, which will allow you to launch out attacks from relative safety and reach the opponent who are trying to take the objective, or to reach that unguarded objective. IIRC, every NON-IH/IF SM army takes the center, as does Tau. Generally its armies like Eldar or Nids who tend to try and snake the flanks more often than hold the center. This. No reason to get up in arms about actual objective markers being in the exact middle of the table. However, control over the middle will be very helpful in winning games, because you can't just jetbike/run 30"/deepstrike onto an objective in the last turn to claim all the points now.
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Post by jamierk on Jul 18, 2020 22:31:40 GMT
Defensible terrain is amazing for warriors without a Prime! Hitting on 2s in combat with bone swords for free... yes please!
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Post by garg on Jul 20, 2020 9:53:51 GMT
I played my first game of 9th against DE on Saturday. I had 9 shooty warriors and a squad of 5 and 4 with lw/bs. I learned again that they are not very killy in combat but their survivability is okay.
I like the lw/bs warriors and will include them again if i am including warriors and HG. They won't kill much but the way lashwhips worded the opponent needs to use a fight again stratagem to bad touch. They also provide synapse so no need additional babysitters though you may have a psyker nearby for symbiostorm. I will mainly use them to protect HG out of Los so i will leave then melee only.
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Post by hivemind03 on Jul 20, 2020 15:57:13 GMT
I also played my first 9th ed. game and ran 9 Leviathan warriors with lash whips and bones words, scything talons, adrenal glands, and enhanced resistance. They ran up to a center objective, supported by a Maleceptor, and withered a turn of almost an entire army of tau shooting. Then touched a Riptide in the next turn and soaked up half the armies shooting in the following Tau turn. It was very very nice. I pulled that game out by about 15pts.
The Warriors and Maleceptor were obvious MVPs even though they did a combined total of 3 wounds during the game. So while I am still considering guns on them, they weren't at all necessary for this game.
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Post by zimko on Jul 20, 2020 16:35:18 GMT
Damage output is my biggest beef with warriors. It might be worth keeping them cheap and in smaller units just so you can perform Infantry actions for secondary missions and not be vulnerable to Blast rule.
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Post by acehilator on Jul 20, 2020 17:02:32 GMT
I'd rather take 10 Gaunts for that, imho.
For the max. size units, Prime should be decent.
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Post by kurtangle2 on Jul 20, 2020 17:39:00 GMT
Damage output is my biggest beef with warriors. It might be worth keeping them cheap and in smaller units just so you can perform Infantry actions for secondary missions and not be vulnerable to Blast rule. Yep, that's the best way to run them atm imo. 3x with Last Whip and BS, Deathspitters and 1 cannon of choice (I went with the D6 Heavy Bolter one due to relative cheapness and being pretty much equipped for antivehicles)
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Post by kazetanade on Jul 20, 2020 18:50:04 GMT
Damage output is my biggest beef with warriors. It might be worth keeping them cheap and in smaller units just so you can perform Infantry actions for secondary missions and not be vulnerable to Blast rule. This takes away the major and main strengths of the Warriors IMO. What do they do well? Take Objectives and Tank fire. How do they do it? By Daisychaining to an Objective and benefiting from Maleceptor and Malanthrope buffs, and their special strategem making 3D weapons 50% less effective. You cant snake to objectives and receive buffs with a 3 man unit. A Prime is basically here just for the lulz and "ow (please do not swear) son we dont completely suck at damage". If you need a unit specifically for completing Actions, I'd take gaunts. 10 man units running around everywhere just basically suiciding to secure Action points. I tested multiple units of Warriors out on the board to grab objectives and believe me, it just doesnt work. Most actions I noticed require you do it uncontested at the beginning of your command phase, which means you have to own it at the end of THEIR turn to be able to score it THIS turn. I'm not certain is it UNCONTESTED or NO ENEMIES IN RANGE, which are big differences. Only if Actions are done AT THE END OF MOVEMENT, does the strategy bear fruit since you can just advance the Warriors onto the objectives and do the action then, and make them use up enemy anti-tank fire to clear them off (but in which case you should probably just use 10 man Gaunt squads to do it, and save 30++ points per throwaway unit). You'll tank a lot more general shots this way. If you need to use it in the command phase, then you definitely need to hold it through the enemy turn, meaning 10 man gaunts and 3 man Warriors both dont cut it to begin with, and you'll need to have durability to actually hold all the way through - and the only way we're going to do it is by making use of the Malanthrope and Malaceptor bubble effects to tank enough fire that we are barely surviving on the objective and can still do our points scoring thereafter. That's assuming you want to use Warriors though. I'm extremely partial right now to Zoeys for the same role - although we only have 6 models instead of 9, you have a 3++, which will work on the new and improved Primaris melee play that is DEFINITELY going to come into shape. A unit of those stupid new bikes will crash into a Warrior squad and deal 18A with 3 models that cost 100pts or less, 18A, 12H, 6W, without rerolls before saves but forces us to a 5+ save, so losing 1 warriors before we swing back at 5+ to wound and 4 wounds each (assuming our unit of Warriors gets to swing, 3 guys will do 9A, 6H, 2W, 1D, for waste of time). In the event of a unit of 9, I assume you'll absorb half unit down from shooting leaving you with 4-5 Warriors left, meaning we eat 3 bike units with basic rerolls (rr1s you get 14H, 8W, 5-6D, 3x unit = 5-6 models) and we lose the 9 man straight up in that turn. HAVENT done the impression for Zoeys yet so it could still skew towards Warriors due to point costs. I have to say though that the points cost trade there is NOT TOO SHABBY, but since it actively stops us from scoring while we cannot really retaliate with much damage, I'd have to call it a loss.
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Post by kurtangle2 on Jul 20, 2020 18:56:58 GMT
Damage output is my biggest beef with warriors. It might be worth keeping them cheap and in smaller units just so you can perform Infantry actions for secondary missions and not be vulnerable to Blast rule. This takes away the major and main strengths of the Warriors IMO. What do they do well? Take Objectives and Tank fire. How do they do it? By Daisychaining to an Objective and benefiting from Maleceptor and Malanthrope buffs, and their special strategem making 3D weapons 50% less effective. You cant snake to objectives and receive buffs with a 3 man unit. A Prime is basically here just for the lulz and "ow (please do not swear) son we dont completely suck at damage". If you need a unit specifically for completing Actions, I'd take gaunts. 10 man units running around everywhere just basically suiciding to secure Action points. I tested multiple units of Warriors out on the board to grab objectives and believe me, it just doesnt work. Most actions I noticed require you do it uncontested at the beginning of your command phase, which means you have to own it at the end of THEIR turn to be able to score it THIS turn. I'm not certain is it UNCONTESTED or NO ENEMIES IN RANGE, which are big differences. Only if Actions are done AT THE END OF MOVEMENT, does the strategy bear fruit since you can just advance the Warriors onto the objectives and do the action then, and make them use up enemy anti-tank fire to clear them off (but in which case you should probably just use 10 man Gaunt squads to do it, and save 30++ points per throwaway unit). You'll tank a lot more general shots this way. If you need to use it in the command phase, then you definitely need to hold it through the enemy turn, meaning 10 man gaunts and 3 man Warriors both dont cut it to begin with, and you'll need to have durability to actually hold all the way through - and the only way we're going to do it is by making use of the Malanthrope and Malaceptor bubble effects to tank enough fire that we are barely surviving on the objective and can still do our points scoring thereafter. That's assuming you want to use Warriors though. I'm extremely partial right now to Zoeys for the same role - although we only have 6 models instead of 9, you have a 3++, which will work on the new and improved Primaris melee play that is DEFINITELY going to come into shape. A unit of those stupid new bikes will crash into a Warrior squad and deal 18A with 3 models that cost 100pts or less, 18A, 12H, 6W, without rerolls before saves but forces us to a 5+ save, so losing 1 warriors before we swing back at 5+ to wound and 4 wounds each (assuming our unit of Warriors gets to swing, 3 guys will do 9A, 6H, 2W, 1D, for waste of time). In the event of a unit of 9, I assume you'll absorb half unit down from shooting leaving you with 4-5 Warriors left, meaning we eat 3 bike units with basic rerolls (rr1s you get 14H, 8W, 5-6D, 3x unit = 5-6 models) and we lose the 9 man straight up in that turn. HAVENT done the impression for Zoeys yet so it could still skew towards Warriors due to point costs. I have to say though that the points cost trade there is NOT TOO SHABBY, but since it actively stops us from scoring while we cannot really retaliate with much damage, I'd have to call it a loss. - Gants are completely dogshit due to being not so much cheaper than a 3men unit of Tyranid Warriors and having 0 durability (i.e. dying to ANYTHING, even to the worst weapons of the game) - Zoanthropes are at least 66% pricier than Tyranid Warriors, which is acceptable only in case of strong antivehicle weapons that target them (they suck at taking antinfantry shots) Sorry but I'd rather take multiple min sized Warriors units than 1 horrible unit and another mediocre one
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Post by gorsameth on Jul 20, 2020 19:11:16 GMT
Damage output is my biggest beef with warriors. It might be worth keeping them cheap and in smaller units just so you can perform Infantry actions for secondary missions and not be vulnerable to Blast rule. This takes away the major and main strengths of the Warriors IMO. What do they do well? Take Objectives and Tank fire. How do they do it? By Daisychaining to an Objective and benefiting from Maleceptor and Malanthrope buffs, and their special strategem making 3D weapons 50% less effective. You cant snake to objectives and receive buffs with a 3 man unit. A Prime is basically here just for the lulz and "ow (please do not swear) son we dont completely suck at damage". If you need a unit specifically for completing Actions, I'd take gaunts. 10 man units running around everywhere just basically suiciding to secure Action points. I tested multiple units of Warriors out on the board to grab objectives and believe me, it just doesnt work. Most actions I noticed require you do it uncontested at the beginning of your command phase, which means you have to own it at the end of THEIR turn to be able to score it THIS turn. I'm not certain is it UNCONTESTED or NO ENEMIES IN RANGE, which are big differences. Only if Actions are done AT THE END OF MOVEMENT, does the strategy bear fruit since you can just advance the Warriors onto the objectives and do the action then, and make them use up enemy anti-tank fire to clear them off (but in which case you should probably just use 10 man Gaunt squads to do it, and save 30++ points per throwaway unit). You'll tank a lot more general shots this way. If you need to use it in the command phase, then you definitely need to hold it through the enemy turn, meaning 10 man gaunts and 3 man Warriors both dont cut it to begin with, and you'll need to have durability to actually hold all the way through - and the only way we're going to do it is by making use of the Malanthrope and Malaceptor bubble effects to tank enough fire that we are barely surviving on the objective and can still do our points scoring thereafter. That's assuming you want to use Warriors though. I'm extremely partial right now to Zoeys for the same role - although we only have 6 models instead of 9, you have a 3++, which will work on the new and improved Primaris melee play that is DEFINITELY going to come into shape. A unit of those stupid new bikes will crash into a Warrior squad and deal 18A with 3 models that cost 100pts or less, 18A, 12H, 6W, without rerolls before saves but forces us to a 5+ save, so losing 1 warriors before we swing back at 5+ to wound and 4 wounds each (assuming our unit of Warriors gets to swing, 3 guys will do 9A, 6H, 2W, 1D, for waste of time). In the event of a unit of 9, I assume you'll absorb half unit down from shooting leaving you with 4-5 Warriors left, meaning we eat 3 bike units with basic rerolls (rr1s you get 14H, 8W, 5-6D, 3x unit = 5-6 models) and we lose the 9 man straight up in that turn. HAVENT done the impression for Zoeys yet so it could still skew towards Warriors due to point costs. I have to say though that the points cost trade there is NOT TOO SHABBY, but since it actively stops us from scoring while we cannot really retaliate with much damage, I'd have to call it a loss. are you assuming the 9 warriors do not have Enhanced Resilience to avoid ap -1,-2? Because I would certainly not play a unit of 9 without it the Adaptive Physiology.
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Post by kazetanade on Jul 20, 2020 19:30:06 GMT
This takes away the major and main strengths of the Warriors IMO. What do they do well? Take Objectives and Tank fire. How do they do it? By Daisychaining to an Objective and benefiting from Maleceptor and Malanthrope buffs, and their special strategem making 3D weapons 50% less effective. You cant snake to objectives and receive buffs with a 3 man unit. A Prime is basically here just for the lulz and "ow (please do not swear) son we dont completely suck at damage". If you need a unit specifically for completing Actions, I'd take gaunts. 10 man units running around everywhere just basically suiciding to secure Action points. I tested multiple units of Warriors out on the board to grab objectives and believe me, it just doesnt work. Most actions I noticed require you do it uncontested at the beginning of your command phase, which means you have to own it at the end of THEIR turn to be able to score it THIS turn. I'm not certain is it UNCONTESTED or NO ENEMIES IN RANGE, which are big differences. Only if Actions are done AT THE END OF MOVEMENT, does the strategy bear fruit since you can just advance the Warriors onto the objectives and do the action then, and make them use up enemy anti-tank fire to clear them off (but in which case you should probably just use 10 man Gaunt squads to do it, and save 30++ points per throwaway unit). You'll tank a lot more general shots this way. If you need to use it in the command phase, then you definitely need to hold it through the enemy turn, meaning 10 man gaunts and 3 man Warriors both dont cut it to begin with, and you'll need to have durability to actually hold all the way through - and the only way we're going to do it is by making use of the Malanthrope and Malaceptor bubble effects to tank enough fire that we are barely surviving on the objective and can still do our points scoring thereafter. That's assuming you want to use Warriors though. I'm extremely partial right now to Zoeys for the same role - although we only have 6 models instead of 9, you have a 3++, which will work on the new and improved Primaris melee play that is DEFINITELY going to come into shape. A unit of those stupid new bikes will crash into a Warrior squad and deal 18A with 3 models that cost 100pts or less, 18A, 12H, 6W, without rerolls before saves but forces us to a 5+ save, so losing 1 warriors before we swing back at 5+ to wound and 4 wounds each (assuming our unit of Warriors gets to swing, 3 guys will do 9A, 6H, 2W, 1D, for waste of time). In the event of a unit of 9, I assume you'll absorb half unit down from shooting leaving you with 4-5 Warriors left, meaning we eat 3 bike units with basic rerolls (rr1s you get 14H, 8W, 5-6D, 3x unit = 5-6 models) and we lose the 9 man straight up in that turn. HAVENT done the impression for Zoeys yet so it could still skew towards Warriors due to point costs. I have to say though that the points cost trade there is NOT TOO SHABBY, but since it actively stops us from scoring while we cannot really retaliate with much damage, I'd have to call it a loss. - Gants are completely dogshit due to being not so much cheaper than a 3men unit of Tyranid Warriors and having 0 durability (i.e. dying to ANYTHING, even to the worst weapons of the game) - Zoanthropes are at least 66% pricier than Tyranid Warriors, which is acceptable only in case of strong antivehicle weapons that target them (they suck at taking antinfantry shots) Sorry but I'd rather take multiple min sized Warriors units than 1 horrible unit and another mediocre one Zoanthropes have the exact save of a Tyranid Warrior, are wounded on a 5+ due to Maleceptor, and are -1 to hit due to Malanthrope. Defensively against small arms fire, they are the exact profile. On the other hand, they require no Adaptations to absorb the S8 and S9 anti-elite weapons being aimed at them, and with Neurothrope support can actively regain some wounds after absorbing said damage. Zoanthropes will also not fold to errant Knights, Centurions, Aggressors, Wraithknights, Wraithlords, SmashCapts, Destroyer Lords, Custodes Bikes/Spears, Possessed (this one is debatable, but everything dies to them anyway), Discolords, and any other melee punch unit you can think of. Zoanthropes also do not care about Toughness or Saves, which Warriors lack output against purely because of that (but you still arent taking them naked because that's just a bunch of dead models). We're about to move into an edition where the main focus is Elites, Tanky Defensive Profiles, and Tanks, with less of a focus on hordes and infantry in general. Even if Orks/Tyranids maintain the horde style (although it's debatably unlikely), you wont be seeing that many armies whose main build will be 100+ Infantry. With that in mind, you can expect the majority of Damage profiles to be on the enemy side to be anti-elite or anti-tank, which are really damaging against Warriors unless you stack the entirety of all buffs on them. You can expect the midfield scrum to be with decently tanky melee units that will likely kill elite units. Warriors might be able to tank the former, but will definitely fail to tank the latter, and it is questionable whether they can return the damage back to them. Zoanthropes can tank either, will do a consistent level of damage (and the very first turn where they are unharmed, can potentially do a LOT of damage to such units), and cannot be discounted until the very last model is killed. Zoanthropes are commonly accepted as the very best tanks in our codex. Zoeys cost 40 or 45 per model in the new codex. Warriors cost around 30-35 for LWBS/DS, and the difference gets closer if you include the VC so that they can contribute threat vs vehicles (which is really one of the Warrior's selling points - objective cappers that contribute anti-tank and anti-elite damage). Those are all the points I'd call in Zoey's favour. The only thing I am NOT SURE OF, is Zoey vs Warriors cost effectiveness at soaking both defensive profiles, but clearly with the thoughts of the midfield scrumming that is likely to develop, being able to do consistent damage right up to unit destroyed is probably really helpful, and I think Zoeys will win out utility and practical effectiveness compared to warriors at this point in time. If you prefer 3 man Warriors because you see something else or none of these points matter to you, then by all means, I'm just an armchair general. Regarding Gants, here's why they're still better than 3 man Warriors - when push comes to shove, and you NEED TO STOP THAT 5 MAN INTERCESSOR SQUAD FROM SCORING, a 10 man Termagant squad WILL STEAL THE OBJECTIVE FROM THEM, due to having more models with Obsec. a 3 man Warrior squad will not, and a 3 man warrior will only absorb marginally more damage (22 bolter shots to kill a 10 man Tgant squad. 45 bolter shots to kill a 3 man warrior, without any rerolls. 33 only if Primaris bolters. Or really more realistically, 1 Predator with Pred.Autocannons and about 10-15 bolters). That's assuming he wants to waste the bullets on the Warriors instead of just crowding out the objective with a min sized Marine/Intercessor squad. But again, just opinions, armchair general, etc etc. Make the 3 man warrior spam work, I'd love to see it be competitive too because I want to get another 3 more boxes of them.
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Post by kazetanade on Jul 20, 2020 19:42:03 GMT
This takes away the major and main strengths of the Warriors IMO. What do they do well? Take Objectives and Tank fire. How do they do it? By Daisychaining to an Objective and benefiting from Maleceptor and Malanthrope buffs, and their special strategem making 3D weapons 50% less effective. You cant snake to objectives and receive buffs with a 3 man unit. A Prime is basically here just for the lulz and "ow (please do not swear) son we dont completely suck at damage". If you need a unit specifically for completing Actions, I'd take gaunts. 10 man units running around everywhere just basically suiciding to secure Action points. I tested multiple units of Warriors out on the board to grab objectives and believe me, it just doesnt work. Most actions I noticed require you do it uncontested at the beginning of your command phase, which means you have to own it at the end of THEIR turn to be able to score it THIS turn. I'm not certain is it UNCONTESTED or NO ENEMIES IN RANGE, which are big differences. Only if Actions are done AT THE END OF MOVEMENT, does the strategy bear fruit since you can just advance the Warriors onto the objectives and do the action then, and make them use up enemy anti-tank fire to clear them off (but in which case you should probably just use 10 man Gaunt squads to do it, and save 30++ points per throwaway unit). You'll tank a lot more general shots this way. If you need to use it in the command phase, then you definitely need to hold it through the enemy turn, meaning 10 man gaunts and 3 man Warriors both dont cut it to begin with, and you'll need to have durability to actually hold all the way through - and the only way we're going to do it is by making use of the Malanthrope and Malaceptor bubble effects to tank enough fire that we are barely surviving on the objective and can still do our points scoring thereafter. That's assuming you want to use Warriors though. I'm extremely partial right now to Zoeys for the same role - although we only have 6 models instead of 9, you have a 3++, which will work on the new and improved Primaris melee play that is DEFINITELY going to come into shape. A unit of those stupid new bikes will crash into a Warrior squad and deal 18A with 3 models that cost 100pts or less, 18A, 12H, 6W, without rerolls before saves but forces us to a 5+ save, so losing 1 warriors before we swing back at 5+ to wound and 4 wounds each (assuming our unit of Warriors gets to swing, 3 guys will do 9A, 6H, 2W, 1D, for waste of time). In the event of a unit of 9, I assume you'll absorb half unit down from shooting leaving you with 4-5 Warriors left, meaning we eat 3 bike units with basic rerolls (rr1s you get 14H, 8W, 5-6D, 3x unit = 5-6 models) and we lose the 9 man straight up in that turn. HAVENT done the impression for Zoeys yet so it could still skew towards Warriors due to point costs. I have to say though that the points cost trade there is NOT TOO SHABBY, but since it actively stops us from scoring while we cannot really retaliate with much damage, I'd have to call it a loss. are you assuming the 9 warriors do not have Enhanced Resilience to avoid ap -1,-2? Because I would certainly not play a unit of 9 without it the Adaptive Physiology. I'm assuming a unit of 3 wont have it. I absentmindedly forgot to take it into account when extending it to the 9 man unit in combat, which would leave you with 4 models dead on average - it still wipes or nearly wipes the unit, the difference is 1 guy possibly still alive. A lot of anti-elite guns I'm aware of is ap-2 and ap-3, and I am assuming that if your Warriors are in a prime position, the ideal scenario for the enemy is definitely to dislodge you before your turn to prevent your scoring. They will definitely attract firepower, and I am assuming Malanthrope and Maleceptor both buffing the unit, with Enhanced Resistance, and Chitin strategem, you will tank maybe 60-70% of their shooting and lose about 4-5 models before they give up and change targets or decide to finish you in combat. If you manage to absorb 100% of their shooting and still have 4-5 models alive, you might have come out ahead, since I assume the rest of your army that's not Malan/Male/2xWarriors/Prime will actually be able to output damage, and so whittle them down severely even if you lose that warrior unit. Of course, the reality is that if they're savvy, and they're SM, they're just going to run a unit of Aggressors at you, or a SmashCap at you, where the melee will destroy the Warriors without question. Custodes (possibly debatable, I think their spear is only -2 so ER tanks it) and GK will garner the same response (falchion nerfs might see more Halberds and Power Swords, both of which will cause lots of saves (or for Power Swords, no save). It may work vs Tau assuming there is no Ion Cannon setup, and vs Eldar if they dont run Wraithblades. It'll work vs IG since they have no melee that's -3, although if Bullgryns make it to your midfield things might get messy, or IG might decide to just ObSec Steal the objective from you.
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Post by phenatix on Jul 20, 2020 23:35:26 GMT
Alright, looking at objective secured troop choices, here is what I found. The table below shows Shots-to-Kill/Points for each unit with noted buffs, higher numbers being better: The units examined were: 30x Termagants - 30x Fleshborers 20x Genestealers - 20x Rending Claws, 20x Scything Talons, 5x Acid Maw 9x Warriors - 9x Boneswords, 6x Deathspitters, 3x Venom Cannons Termagants, Hormagaunts, and Ripper Swarms all have the same T3/As6+ profile, but Hormagaunts come in at 6 points/wound, whereas Termagants and Ripper Swarms are the pictured 5 points/wound. If anything, Ripper Swarms would also be slightly disadvantaged due to multiwound and getting slapped by all the D2+ guns people will bring for Primaris. Ripper Swarms are 4 points/wound, but lack the Infantry keyword for actions, and have no ranged weapons to speak of. Genestealers, simply put, are way too expensive now. Even back at 12 points/wound, they are by far the softest unit as far as objective secured troops. They of course need to be a little more expensive per wound than our cheaper options, since they have significantly increased killing power. Warriors are the big winner here, imo. You can see that actually against unbuffed Bolters, the Warriors end up around the same efficiency as Termagants, if not slightly ahead. Termagants do pull ahead of them as buffs are applied to the Space Marine weapons, and you can see within each block that Warriors fall off as AP increases. This further pushes in my mind the case for Enhanced Resistances. An opponent will have difficulty removing 2x9 groups of Leviathan Warriors, along with 60+ Termagants (also benefiting from Leviathan 6+++). Important note: Warriors will suffer against D2+ weapons the same as Rippers, due to the increased efforts of everyone to deal with Primaris. However, they synergize well with both Enhanced Resistances and our most efficient choice: Termagants.
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Post by zimko on Jul 21, 2020 0:57:12 GMT
Rippers are 4 points/wound, not 5. So they're actually more effecient than termagants because they're cheaper per wound. Multi-damage doing more to them is a wash vs Blast doing more vs termagants.
The ONLY reason not to just spam rippers for ob sec... IMO... is because they are not Infantry, and thus can't perform certain actions.
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Post by phenatix on Jul 21, 2020 1:01:15 GMT
Rippers are 4 points/wound, not 5. So they're actually more effecient than termagants because they're cheaper per wound. Multi-damage doing more to them is a wash vs Blast doing more vs termagants. The ONLY reason not to just spam rippers for ob sec... IMO... is because they are not Infantry, and thus can't perform certain actions. Mm good point not sure how I missed that. You are correct, the infantry for actions is a point in favor of Termagants, and having guns doesn't hurt either. They may be Bolt Pistols, but it's still 30 of them.
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