Post by Master Chief on Aug 21, 2022 9:46:05 GMT
Exo - Oh Exocrine, how I want you to work so bad. I'm not sure what it is, but I can't even get this thing to shoot well. I also forgot to roll for Voracious Ammo in all 5 games, but it didn't really make much of a difference with my horrendous to-wound rolls (2 successful wounds was my max). I think I'd like this to be a Tfex to help with the Knight matchup, but mine is mid conversion and may not be finished for a while.
I started by playing 2 harpies, but I noticed that they'd struggle in some match ups, so I decided to give exo a try and to be honest I am playing the exocrine for quite awhile now and have to say that I really like it.
First of all he is versatile, due to the number of shots he'll always have a valid target. Against infantry those shots are good, against multi wound models those shots are good, against vehicle or monsters those shots are good.
Second he's our answer to AoC at range, as a Marine unit in cover will save our HVC shots on a 4+, and an exocrine will probably delete or almost that unit without much effort. With HVC shots it will take too much effort to clean 5 Marines in cover, specially if those are Terminators or Eliminators, or Eradicators.
Third the exo is our only ranged model able to heavily condition enemy movement. If the opponent leaves a unit in sight if that thing, he knows that it might be deleted and light or dense cover won't matter. This somehow will slow down enemy movements because now they'll try to hide more units behind terrain and not in the terrain.
Fourth, in case of opponent's 1st turn he has more chances of survival than a harpy against enemy's long range fire. T8, save 2+/4++, 15 wounds and a -1 to hit, he won't go down easily at all and he'll most likely survive. Despite the 2 wounds less he's comparable in toughness to a Tyrannofex (acid) because he won't look to get closer to the enemy, so he'll be exposed to less threats.
Honesty I love the exocrine, but my list is kinda making him work as I have a few elements that make him work like Venomthropes (-1 to hit), Zoanthropes (Imperative), and a lot of mean things that help keeping the distance in case opponent gets too close (2 flyrants, Maleceptor and a big blob of Warriors).
I think the only reason I'll go for 2 harpies again is in case I know that at a tournament the tables will be too dense of elements and it might be too hard to draw line of sight on the targets.
And in the tables where will be hard to draw decent LoS with the Exo, will be hard to move a tyrannofex too, so at this point is better to have a second harpy.