A little delayed in publishing, recorded in January, but still join us as Evan, Chris and Jason go over their recent hobby progress and then discuss the trends of codicies seen so far in 9th and the way the rules designs seem to be trending. Afterwards, we move onto a discussion (if it can be called that) about what primarchs should return and how.
Sunday, February 28, 2021
Allies of Inconvenience: Episode 30- 9th Edition Trends and Primarch Discussion
Friday, January 22, 2021
Discordian's 2021 Hobby Plans
Discordian here, with a random list of things to work on to start the year off. And boy is it random.
Battlefleet Gothic
2 Cruisers
6 Escorts
2 Cruisers
6 Escorts
This one is and will be an easy one to finish, half of it I finished the first week of this year.
But last year I had a super awesome friend 3D print a Dark Eldar fleet from STL files.
Aeronautica
2 Tigershark Bombers
2 TIgershark AX
6 Barracudas
Ground Assets?
This might take a little time because my tau scheme is mostly white...
and white sucks to paint.
Dark Eldar
7 Wyches
Archon
Beastmaster
1 Kheradruakh Conversion
3 more Grotesques?
Tau
4 Gun Drones
2 Marker Drones
Shaper
5 Rail Rifle Pathfinder Squad
3 Tanks (Devilfish/Hammerhead)
2 Piranhas
2 Remoras
1 Tigershark Bomber
2 Baracudas
Eldar
1 Dire Avenger
2 Jetbikes
1 Warlock
1 Wraithknight
Grey Knights
2 Twin Heavy Bolters
I already had two of these for razorbacks, but I have no idea what happened to them. So I have the hulls and the mounts all set, just need to paint some guns because I'm an idiot.
Harlequins
10 Troupe conversion models
3 Special Starweavers…..
Friday, December 25, 2020
Imperial Armour Compendium Critical Review: Part 4- Grey Knights, Inqusition, Adeptus Mechanicus, Adeptus Custodes
A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into the Grey Knights, Inquisition, Ad Mech and Custodes portion of the book.
I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.
This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.
- Part 1- Book Overview
- Part 2- Space Marines
- Part 3- Astra Militarum
- Part 4- Grey Knights, Inquisition, Adeptus Mechanicus, Adeptus Custodes
- Part 5- Imperial Knights, Titan Legions, Chaos Knights and Chaos Titan Legions
- Part 6- Chaos Space Marines, Death Guard, and Chaos Daemons
- Part 7- Craftworlds and Drukhari
- Part 8- Necrons and Orks
- Part 9- T'au Empire and Tyranids
- Part 10- Death Korps of Krieg Focused Discussion
- Part 11- Forgeworld Warhammer Legends
- Grey Knights Thunderhawk Gunship. Same treatment as the Adeptus Astartes one. 710 MASSIVE points decrease and no Martial Legacy. Missing stats on the sheet for a bunch of base wargear. Have to refer to the codex for Airborne, Hard to Hit, Hover Jet and Supersonic. Attacks went from 6/4/3/2 to 6/D6/D3. Lost a point of BS at its highest bracket. Has a rule to specify you ALWAYS measure to the hull which is important after Aresgate in competitve 9th edition. Hellstrike battery got the same bonuses as on the Fire Raptor and Storm Eagle. Thunderhawk heavy cannon went from D6 damage to D3+2 and blast. The Turbo-laser Heavy 3 instead of D3 and gained a point of AP, but damage went to flat 6 instead of 2D6, and lost its ability to do D3 mortal wounds on a wound roll of 6. Lost its invulnerable save which is BIG IMO. Cluster bombs did get alot better, procing on a 4+ instead of 5+ now, and up to 18 dice instead of 12 or 3D6 vs Vehicles/Monsters instead of 2D6.
- Land Raider Banisher. 70 point reduction. This used to be the Vortimer pattern land raider redeemer, but renamed for some unknown reason., my guess is to avoid any potential <Land Raider Redeemer> keyword abuse potential. Attacks on the lowest profile went from 1 to D3. The Flamestorm cannons did become incinerators, so that is a nice touch. But the Psycannons lost 2 shots, but went up to 2 damage. Considering that Heavy Bolters did too though, this isn't as amazing, but since they are still S7, they are more likely to wound. It is a nice improvement, but it is still a Land Raider in a world with Repulsors, so take that under advisement.
- Inquisitor Solomon Lok- No points change. Frankly, with the number of things discontinued in Imperial Guard, I'm surprised he stayed around. For one, he is dead. He died in the Imperial Armour he showed up in. They try to make it seem like he may not be dead in his fluff blurb in the compedium, but he was last seen charging a Heirophant with a satchel of demo charges and no way off the planet so yeah... not sure there is a way out of that. Anyway he has no statline change, but his pistol gained a point of AP and his powersword is +1S, which makes him S4 in a T4 meta, so that is good. Unfortunately, he lost his 6+ to ignore wounds and in general isn't very useful as an inquisitor without Psychic powers. The model is cool, and I'd suggest just using it as a ordinary Xenos (or really any ordo) inquisitor.
- Lord Inquisitor Hector Rex- 10 point reduction. Lost a point of WS but gained an Attack and a Wound. Went from cast 2 powers and denying 3 to casting 2 denying 2. His storm shield got the same change all storms shields got, which given he is in terminator armour is mathematically better in most cases. His shield now also gives him a 5+ to ignore wounds, which makes it odd that they took it from Lok. His bolt pistol gained a point of AP and his custom sword, Arias, gained +1 S making him S5 in combat. It also wend from D3 damage to flat 2 damage, unfortunately it went from doing a mortal wound against Daemons for every successful hit to doing a mortal wound for every successful wound. Over all a Nerf, but still not a terrible choice at 100 points.
- Secutarii Hoplites- Previous Rules for them here from FW. 1 point increase per model, so 10 points more for the squad. Still a steal at 100 points with a 5+ Invuln and the mag inverter shields. Other than the mentioned heroic intervention and keyword changes above, not other difference.
- Secutarii Peltasts- Previous Rules for them here from FW. No point changes. Lost the ignis blaze profile for their gun than gave them the ability to fire their weapons at targets out of line of sight, but both other profiles gained a point of S and the Flachette profile went from Rapid Fire 2 to Assault 3, but went down from 24" to 18". Still overall an improvement for their gun IMO. Not sure how much utility they bring to an Ad Mech army, but they definitely improved from what they were.
- Terrax-Pattern Termite- Same treatment as elsewhere. 44 point increase. Gained 4 wounds. Attacks went from 6/D6/D3 to 3/D3/1, which is a big nerf for the Drill. Drill also lost its cascading mortal wounds and instead just went to D3+3 damage and D3+6 vs vehicles. This may be better, but its less flavorful IMO and is majorly offset by losing attacks. For some reason they finally included storm bolters here. Volkites gained 5" and they do mortals on a wound of 6. Heavy Flamer and melta cutter gained the game wide bonuses all flamers and meltas have been getting, but melta also went from heavy D6 to heavy 5 and gained 4" of range. So the drill got better at shooting, but worse at drilling, which seems to be the point. In the latest FAQ it also gained the ability to transport Secutarii units.
- Custodian Guard w/ Adrasite/Pyrithite Spears. No points change for Adrasites, 5 point increase for Pyrithite. Really the only noticeable change is Pyrithite got the same melta changes (D6+2) all other melta has been getting in 9th. I haven't been seeing them used a lot in custodes lists, but really that comes down to Allarus and Dawneagles being better. However, I think some clever lists can really employ these guys and they have some more play in them in the 9th ed meta than they did in the 8th ed one.
- Sagittarum Custodians- No points change. Also no significant change. Only difference being the Bolt Volley went up 1 damage, following suite with heavy bolters. But the fact tables got smaller in 9th and improvements in terrain rules have really made these an amazing Troop choice for Custodes.
- Aquilon Custodians- 5 Point decrease for base wargear and Twin Adrathic destructor, but no points change if you run Talons and Firepikes. Infernus Firepikes went up to 15" from 12", gaining 3 like every flamer weapon in the game. While not as big a deal for them, since they were already over the 9" threshold for deepstrikes, 15" is impressive. Solerite power guantlets changed like all powerfists to flat 2 damage from D3. Really the only problem with Aquilons is they aren't Allarus...
- Contemptor-Galatus and Achillus- 5 point reduction for the Galatus, no change for the Achillus. Gained an attack and a wound and gained Guardian Eternal like all SM dreads, reducing damage by 1 to a min of 1 for all attacks. The Galatus Warblade's shooting range increased 4 inches and the Achillus Dreadspear went to flat 3 damage for shooting, which is a big improvement from d3 Damage. The spear's melee profile also went to D3+3 from D6. The Achillus lost impaling lunge unfortunately, but the other gains it got outweigh that. While I like the improvements to the Galatus more, I feel the Achillus still has more use to a Custodes Army. It is just better at killing vehicles, where as the Galatus shines best against infatry, and Custodes already handle infantry superbly with every other unit. Deepstriking or outflanking a couple of Dreadnoughts though really can ruin your opponent's day.
- Agamatus Custodians- 5 point reduction per model for base wargear and adrathic devastator. 20 point reduction over all for the las-pulsar. Otherwise no changes. Really the only reason you don't see these in play is the fact Dawneagles are just cheaper, points and dollar wise. That and the Achillus can do the job of the Las-pulsars for less points with more damage reliability.
- Venatari Custodians- No points change. Only change is the lance went to flat 2 damage from D3 damage. But these are still Custodes with a 3+ save and Jetbikes still exist... sooo yeah. Cool models, not bad rules, just not the optimal pick.
- Pallas-Grav Attack- 10 point reduction. In the past I didn't rate these all that well with the Caladius around, but with the way vehicles and cover work in 9th, they have more play in them and can really be a nuisance to your opponent and pair really well as support for Vertus Praetors.
- Telemon Heavy Dreadnought- No points change. Gained Guardian Eternal WHICH IS GREAT, especially when you consider the Leviathan lost a point of T. Its explosion also only does d3 mortals instead of d6. He is a very large investment still in a meta with more and better ways to deal with big vehicles,, which is why you see Contemptors popping up more, but this guy is still great and you will see Custodes players running them.
- Caladius Grav Tank- No points change. Only change is the loss of gravitic backwash, which is really unfortunate, especially with the changes to overwatch in 9th edition. That and the point reduction on the Pallas really made 2 Pallas worth it sometimes compared to a Caladius. But these are still great tanks and still have their uses in the game IMO. Maybe not as the super stars they once were with all the improvements to melta and other anti-tank weapons, but still not a bad choice.
- Coronus Grav Carrier- 15 point decrease, no other changes. Its nice, but this is still an 18 wound model, which is a liability in 9th. And its a transport for a faction with jetbikes and a universal ability to deep strike. It just doesn't have great uses. Cool model. Great for Crusade and Narrative play. But just not something you will see much in match play. Never have and likely never will.
- Orion Assault Dropship- No points change. Attacks nerfed like all the Astartes Aircraft down from 6/4/2 to 6/D6/D3. Otherwise no changes. When it comes down to it, this has the same downside of the Coronus- you are paying a lot for unnecessary transport capacity. 9th ed table are just too small to need it and you have so many ways to come onto the board now. What you really need is more firepower which leads to the...
- Ares Gunship- Up 20 points. Same attack change as the Orion. The infernus firebomb also changed. You now roll 1 dice for each unit instead of 1d6 for each model in the unit up to 20 (or 3d6 for a vehicle and monster). It still is a 4+, but instead of 1 mortal wound it does D3. Big nerf against horde armies. An Ork mob of 20 boyz on average would have taken 10 mortals, and now suffers 2 mortals 50% of the time. Not really standing out to me as a FIREBOMB. The trade off is now it is each unit within 6" of the point you dropped it, but most of the time that is only 1 or 2 units, and against hordes, like those orks, you are still not going to average the same number of wounds. Weirdly, it really took a massive conflagration bomb and made it a great character sniping weapon, especially clustered support characters. Besides that though, this thing has some great uses in 9th BUT remember, anything that doesn't fit in the deployment zone (and this and the orion won't for some missions) can't do anything 1st turn. This will limit it in comp play, but it is still really good.
Monday, November 30, 2020
Imperial Armour Compendium Critical Review: Part 3- Astra Militarum
A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into the Astra Militarum portion of the book.
I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.
This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.
- Part 1- Book Overview
- Part 2- Space Marines
- Part 3- Astra Militarum
- Part 4- Grey Knights, Inqusition, Adeptus Mechanicus, Adeptus Custodes
- Part 5- Imperial Knights, Titan Legions, Chaos Knights and Chaos Titan Legions
- Part 6- Chaos Space Marines, Death Guard, and Chaos Daemons
- Part 7- Craftworlds and Drukhari
- Part 8- Necrons and Orks
- Part 9- T'au Empire and Tyranids
- Part 10- Death Korps of Krieg Focused Discussion
- Part 11- Forgeworld Warhammer Legends
- Carnodon Tank- 2 point increase with its new base wargear. Rules were not in the previous index, but were available here. Why did this stay in 40k if the Stormhammer went to legends and the Aurox didn't come over? Really scratching my head on this one. Maybe because they removed the LR Annihilator and realized there is a place for a Lascannon heavy Guard battle tank? I'm just at a loss. It got some interesting Stat line changes- Gained 2W and a point of WS and S. Also M degrades less going from a 12/8/4 to a 12/9/6. Also its explosions went from 6" to D6". For some reason all its twin weapons are Carnodon specific. Advantage- they show the profile. Disadvantage- that a whole separate line in future Chapter Approved points updates and any stat changes have to be called out specifically. Gets even weirder when you consider the sponson weapons and just single versions of all the turret weapons, but have no stats shown and would be subject to codex updates/changes, leading to a potential mismatch of profiles and points. Tons of blank space on the page that could have been filled with those weapon stats though...
- Malcadors- Defender, Annihilator and Battle Tank- Annihilator down 75 points, Defender down 65 points, Malcador down 60 points, but WHY DID GW FAQ THEIR GRIDING ADVANCE AT THE START OF 9TH TO WORK LIKE A LEMAN RUSS AND THEN TAKE IT AWAY IN THE IMPERIAL ARMOUR!!! I at least got to use one for 3 games with it double tapping. They went from FINALLY BEING USABLE TO BEING GARBAGE TIER AGAIN All of them are missing their heavy stubber sponson options and lost a point of LD. Explosions went from 2d6" to d6". For some reason the Annihilator has a Malcador Twin Lascannon but the normal Malc doesn't have its own battle cannon. No weapon stats shown for anything other than that twin las. Defender may have some play since it has 7 heavy bolters and those are really good now, but honestly, just a heavy weapons platoon. 18 W vehicles are now just a huge liability in 9th and can ALWAYS be seen.
- Malcador Infernus- 75 point reduction. This is separated because it didn't have grinding advance before, and its Inferno Cannon actually got a nice improvement. Went up from 2d6 shots to 3d6 and gained 2" of range. It did lose its cool chemical weapon shooting profile unfortunately, but those extra d6 shots should help off set that and still allow you to wreck non-vehicles. Really it just lost effectiveness against monsters and high T infantry like Death Guard and Custodes. Only one of the Malcadors to keep its heavy stubbers, which I don't get why the got that detail right here and not on the others. Just more of the bad editing and general lack of effort I feel went into this book. Explosion went from 2d6" to d6", which is oddly not consistent with a Hellhound even. Lost some good flavor with its chemical fire and big explosion, but may find play at its reduced cost. Still though, its an 18W vehicle and you can get 2 Hellhounds for less points.
- Valdor Tank Hunter- 65 point reduction. Big Nerfs. Range cut on the nuetron laser from 72 to 48. Heavy 2D3 to Heavy 3, lost a point of AP and 2 points of S down to S12. Only plus is now if stationary its damage is 6 instead of D6, but I would rather have 2d3 shots D6 damage personally. It also lost its cool ability that if a target was damaged by a neutron laser, it was then -1 to hit in its next shooting phase. Lost a TON of flavor with its explode going from a 2+ to a 6+. For some reason it got to keep steel behemoth with the other Malcador hulls lost grinding advance. Sure it went down in points, but it was overpriced before, so with the nerfs its pretty lame IMO. And at 20 W it also is always seen.
- Thunderers- 35 point reduction. These are my favorite Guard Tanks from a model/lore perspective. But they have been treated SOOOOO poorly for 2 editions now. They used to trade off the greater firepower and fire arcs of a Leman Russ for more speed and toughness. And once more WHY DID GW FAQ THEIR GRIDING ADVANCE AT THE START OF 9TH TO WORK LIKE A LEMAN RUSS AND THEN TAKE IT AWAY IN THE IMPERIAL ARMOUR!!! These are basically useless since the Leman Russ Demolisher exists. At 30 points more, its just worth it to have grinding advance. I'd rather the Thunderer cost more and have kept the Grinding.
- Armageddon Pattern Basilisks and Medusas- 5 points increase and decrease respectively. Seems weird with all the other low effort design decisions like making Mars Alpha Russes normal Russes, that these didn't just become Normal Basilisks and Medusas. Its not like open topped is something like it used to be. Both lost a W compared to their last versions, but now match the codex for the Basilisk. None of the wargear is shown for either other than the Medusa Siege Cannon.
- Colossus Bombards- 5 point reduction. Gun went from 2d6 to 3D3, so an average of 1 less shot a turn, but a less swingy average and only a minimum of 3 shots now instead of 2, at the loss of a potential 12 shots. Really not much to see here. Most consistent performance, but less opportunity for truly devastating performance, same price essentially
- Earthshaker and Medusa Carriages- No change in cost for the Earthshaker, 10 point increase for the Medusa. The Crew as rolled into the stat line with Attacks and Weapons skill, but that means there are less wounds overall BUT you can no longer just kill the crew to kill the gun. Also lost a point of T and S. They also no longer explode. If you do play Krieg, these probably get the most benefit of any vehicle. Only wargear for the Medusa is shown again.
- Heavy Quad Launcher and Heavy Mortar- 20 and 10 point decreases respectively. Just like the Carriages, the crew has been rolled up into the stat line. Lost T and S as a result, no increase in W. Both lost Explode as well. No other changes for the Quad Launcher, but the Mortar went from D3 to a flat 2 damage. If you like artillery, probably still worth looking into, especially quad mortars.
- Cyclops Demolition Vehicle- 10 point decrease and moved from Elites to Heavy Support, which is already crowded in the Guard line, so a bummer there. Loss of 3 LD. Its exlposion for being destroyed went from a 3+ to a 5+ which is sad.
- Rapier Laser Destroyer Battery- 15 point decrease. Just like the artillery pieces, crew have been rolled up into the unit. Unlike the artillery, it gained a W as a result. Oddly, the old Index has a Space Marine stat line for the Guardsmen Crew, which I assume got FAQ'd later on. Gained an inch of movement. The laser destroyer stats match the changes in Space Marines. Weapon went from Heavy 1 to Heavy 3, lost 2 points of S but went to D3+3 damages from D6, so much better on average, but lost its rules for causing extra damage which were quite neat. What I am really wondering about though is why is this still in the Guard when other models went to legends. On Forge World, this was only ever made for the Space Marines and for Solar Auxilia. And now, only the one with Space Marine crew is still around. Soooo yeah. Awkward.
- Trojan Support Vehicle- 35 point decrease but WOW this got bad. Went from being a must take if you had a Super Heavy to a why bother at all. Gone are its abilities to reroll, and now you get to reload 1 shot weapons... which is almost exclusively Hunter Killer Missiles. If you run Manticores or Deathstrikes it may pay for its points. And the idea of firing a Deathstrike twice is funny. I also now heals 1 wound for a vehicle within 3", but you should just get a techpriest instead. It did gain the ability to transport 6 models as well. Best use I see is using it in apocalypse/mega battles to move around a command squad or techpriest and reload your big missiles.
- Hades Breaching Drill- 15 point increase. Lost a point of WS, gained a point of S. Now completely separated from Veterans and finally made able to be run with Krieg Engineers unlike all of 8th edition. As a result it moved from Elites to Dedicated transport. The Drill got a lot deadlier, moving flat 3 damage and flat 6 against vehicles from D3 and D6. Makes sense because getting hit by a drill should chew up anything. Speaking of which, thank goodness it kept its 4+ invuln in melee, representing peoples general unwillingness to punch a whirling drill of doom. It no longer does 2D6 damage to buildings, but it does automatically hit them. Not sure what to think about that, but how often are you attacking buildings? It didn't explode before, but now it does. In general, I think this unit majorly improved. Odd that so many things with point reductions are generally less playable now, and something with a point increase became more playable.
- Tarantula Battery- 10 points cheaper (HB and Lascannon versions). Went from heavy support to fortifications, which stinks, but fortunately you get CP back if they are the same faction as your Warlord. Lost 3 points of LD which doesn't makes sense IMO. Its a machine. Not sure how relevant it will be, but I am sure it will matter for some psychic powers. No longer can take assault cannons or multi-meltas (except as legends wargear). Still has to shoot the closest unit, but its simplified how you determine that IMO.
- Marcharius Variants- 100 point decrease for Macharius, 110 for vanquisher, 85 for vulcan. Lost the Omega variant, no suprise there. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. They also now degrade at 12 wounds instead of 10, so worse there too. The Vanquisher cannon lost its blast shells profile but its AP profile improved majorly, going to S16, AP-4 and flat 9 damage from S9/AP-3/roll 2d6 pick one damage. It also adds 1 to hit vs vehicles and monsters. The Vulcan got the nerf bat hard, gaining 1 shot at the cost of loosing double tap if stationary... oof. Out of the 3, maybe the vanquisher has a place still. But it still suffers from the same things Guard superheavies have suffered from for an entire edition.
- Preator- 30 point decrease. Basically you get your heavy bolters free. Yay. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. Now degrades at 10W instead of 9. Lost its Pilum shooting profile for shooting units with Fly. BUT Both the Foehammer and Firestorm can now shoot without LoS. The Foehammer gained a point of S and the Firestorm gained D6 shots up to 3D6. Overall a win, so if you can justify the CP, this guy isn't so bad. But at 20W hard to hide.
- Crassus- 20 point decrease. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. Now degrades at 10W instead of 9. Lost its overdrive ability allowing it to advance and fire. Funny story, the Gorgon in legends at first didn't have tansport, and then when they "fixed" it, they just copy pasted from the Crassus, not bumping up the 35 capacity to 50. But as far as the actual Crassus goes... really not worth the 3CP IMO for it being a LoW.
- Minotaur- 50 point decrease. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. Now degrades at 12W instead of 10. The Twin Earthshaker is now 2d3+3, which is nice with Blast. BUT it lost its built in 5+ invuln save, which is really something all Guard Superheavies really needed. Instead AP -1 is now AP 0. Would have been okay if it reduced all AP by one, but melta and lascannons will still wreck it with their high AP. Old minotaur had 2 heavy bolters on its datasheet, but they were never on the model, so makes sense. IMO just get earthshaker carriages. You can get 3 for the price of one of these, at no cost to CP and with more wounds and shots.
- Stormblade- 70 points cheaper. My second favorite guard tank. Lost a point of WS and 2 points of S. Attacks down from 9/6/3 to 6/D6/D3. Plasma blastgun stats went up 1 point of S, AP and Damage for both profiles but the Supercharge now does 3 mortals when it overheats instead of 1. SO I would skip supercharge without some sort of ability to reroll hits (alas the Trojan). But the standard shot is better than old supercharge, so no great loss. But no one really used it before, it really needed big gains and we didn't see them. For some reason, they called its twin heavy bolter a "stormblade twin heavy bolter" which goes back to future revision control issues mentioned with the Carnodon Tank. Just like the Baneblade and Shadowsword and ilk, really suffers from being a huge fire magnet that is now even harder to hide, costs CP to take, and now has less ways to improve its shooting with the loss of the trojan. You won't see this outside of the largest of 40k games.
- Avenger Strike Fighter- Down 45 points. Lost a point S and T, now has degrading Attacks, degrades 1 wound earlier but is 5" faster as it degrades, and it lost a point of BS (but vehicles no longer have the penalty for moving and shooting heavy weapons). Avenger bolt cannon feels a lot more boltier now though, gaining 2 shots and becoming 2D. It did however loose all of its options, and it can not even take a Hellstrike Rack, which I feel should be FAQd to allow.
- Voss Pattern Lightning- 90 point decrease sort of. This is a weird one, because you used to have to use the rules for the old lightning, which wasn't really a one for one swap with the Voss pattern as the Voss pattern did not have the long barreled autocannon, but it was made for 30k primarily. Same stat line changes as the Avenger above. Lost options for Tactical bombs, Skystrike and Hellfury missiles, now only can take a Hellstrike Rack, which is a better weapon than the Hellstrikes becoming heavy 2 and no one use only, and instead of 2D6 pick the highest for damage, its now D6+2. It would have been nice to have the skystrike still at least. Not bad for its new cost, but flyers are just so easy to kill right now. Take it if you really like planes. But thats about it.
- Arvus Lighter- 30 point reduction. This funny little thing lost a point of S and lost its options to take any weapons so now it is just a flying box. Also lost its repair ability and its ability to squadron. Without a squadroning ability I think it should have been moved to Dedicated Transport. IMO the funniest thing to do with it is transport 2 cyclops demo vehicles.
- Thunderbolt- 15 point reduction. For some reason, like the carnodon, all of its weapons are now Thunderbolt specific. It lost a point of S and BS and it now has degrading attacks just like the Lightning, but it is 5" faster as it degrades now, but it starts degrading 1 wound earlier too. Same changes for options as the lightning, including the hellstrike rack. It also lost its repair ability.
- Vulture Gunship- Up 20 points for its base loadout, but everyone takes punishers, which is down 20 points. This thing should be made in plastic already. Lost a point of S and its attacks now degrade. Lost its options for multilasers, auto cannons, lascannons, hellfury missiles, skystrike missiles and bombs. Picked up the Hellstrike rack with the rest of the flyers above. But as I said, who runs it with anything but the Gatlings. Probably one of the few flyers you will still commonly see, and half that time probably in Genestealer Cult armies.
- Vendetta Gunship- 50 point reduction. The Valkyrie kit should just be upgraded to include a lascannon sprue and this rolled into the codex. Same stat changes as the Vulture. Now has the hellstrike rack as an option. IDK if this is really worth it over Valkyries, but 3 twin las is never something to laugh at.
- Marauder Bomber- Down 10 points. Its attacks degrade now, but it is 5" faster as it degrades. Degrades to its final bracket at 5 wounds remaining now instead of 4. Once again, for some reason its twin heavy bolters and lascannons are listed as Marauder specific. Can only drop heavy bombs twice now instead of three times and they changed. Now you subtract 1 for characters to hit and then roll 1 dice. on a 4-5 the target suffers D3 mortals. On a 6 it is D6 mortals. Before it was 1 mortal for every 4+ and you rolled 3d6 for a vehicle/monster and 1d6 up to 12 for every model in a unit. So this feels better for attacking vehicles, but worse for attacks mobs, which I'm pretty sure is what unguided bombs should be better at. Hellstorm is now the Inferno Bomb, and instead of doing Mortals on a 3+ for up to 10 models, it is a 4+ for D3 mortals on the unit. It also is worded very poorly as it is "subtract 1 to hit if the model is a non-vehicle or non-monster character unit". So im not sure is the CHARACTER part applies to both. I'm also confused at why it used to be trash at vehicles and monsters as a hellstorm, but is now nerfed to hit against non-vehicle and monster units. I think they just screwed this one up.
- Marauder Destroyer- 10 point increase. Same stat changes as the Marauder. Same changes to heavy bombs. Also lists all its weapons as marauder specific. Went from having 8 hellstrike missiles as an option to having 1 hellstrike rack, which is the same as the fighters. Really think it should have the option of buying 2 hellstrike racks to represent the double capacity.
Sunday, November 29, 2020
Allies of Incovenience: Episode 29- Imperial Armour Compendium and Deathwatch
Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
All Clips: Monty Python and the Holy Grail


