Now we are at the good part. Completely customizable wrecking balls. Flying wrecking balls. With axes and swords. Goddamn I love me some MC's. Let's get started. First, as usual, is Khornnnnnneeeeee.
Very close relative of the Bloodthirster (and the model is cooler. *hint*) |
Bloodthirster
I'll admit, Bloodthirster is my favorite unit from any codex, hands down. Giant flying Axe demon. The adjectives are enough to convince me. Again, no idea why you need BS 10 but whatever, you get a free lash now so you'll blow one guy THE F**K UP. Just one though, whips can only hit one guy obviously. Your invuln goes down, as does everyone's and your strength goes down but what's worse? You can't buy Unholy Might (+1 Str) anymore. Sad face. Why did they get rid of that again? Seems like a pointless change. You get more wounds, more attacks, a swank new axe (not much different but on 6's you get instant-death, pretty cool) and a huge initiative. You'll always go first and you'll always have 3+ to hit. Only against other Bloodthirsters, Keeper of Secretsess, or Skarbrand do you not. He's the same points cost but has Lash which in the previous codex would cost you 20 points so you might think about spending a little on some extra weapons/rewards. I'd buy a greater reward and nothing else because only if you roll 6 do you not get something useful. You'll want to switch it out for a Blade of Blood or Greater Etherblade since it gives you no benefit. Let's see how they compare in CC to before:
vs. MEQ you have 6 attacks, 3+ to hit, 2+ to wound which leaves you, on average, doing 3.3 wounds. Nice. Old Bloodthirster? ~2.7 with no chance of getting more attacks from weapons.
vs. FX womp womp, it's the same. You do cause instant-death with every attack though. Good luck to Eldar and Dark Eldar HQ's if you're challenged by this guy.
Yes he's going to kill. No, he will not tell you why |
Lord of Change
Superb. Much better than Kairos by the time you get to his points cost. I'd take Prescience on this guy and possibly one more psyker level to get another Divination power as most are really good in combo with troops. I'd also take Staff of Change because explosions and S8 CC attacks. He's like a flying gatling gun when you take the Primaris Change power. Compared to before his stats are equal or better in every way (except invulns and every HQ had theirs lowered in the new codex) so he's better in CC and his Vector Strikes aren't that bad either. The old spells were much more geared to tank-killing so he fills a much different role now but I love the new Lord of Change. Truly fearsome and I'd be hard pressed not to take him along in almost any army.
Greater Unclean One with Iron Arm |
Great Unclean One
30 points more than before but you're getting stats that you would be okay with spending 30 points on. +1 T, W and A and +2 I. He can now kill MEQ at the same time they kill him (jk, MEQ can't kill him. T7 fool). FX literally can't wound him and power weapons still don't matter. He has poisoned 4+ instead of 2+ and no longer has Feel No Pain which makes 0% sense. He gets shrouded instead which is just stupid (1. Put an objective in some ruins 2. Sit GUO on top 3. Laugh.) I'd take the Primaris power because melting a good chunk of troops when they attempt to charge you is hilarious. Lack of eternal warrior means you have one key fear however: Force weapons. Much easier to activate now and if you fail your invuln, good bye. You can take more Psyker levels but I'm not sure what you'll want other than Plague Primaris. A sweet power to get would be Iron Arm but it's only a 1/6 chance. Hilarity ensues when nothing less than an Assault Cannon can even harm you (or not even that if you roll a 5 or 6 and get +3S +3T) and you also get Eternal Warrior which means you're almost literally immortal. It's a 5+ for even a lascannon to harm you at that point. That means on average they have a ~.15 chance of wounding you. Iron Arm would be the power of choice if it wasn't random. I might actually go with Biomancy over Plague because only the Primaris and Haemorrhage powers aren't super useful. Might go with a greater reward because you have a 2/3 chance of becoming more unkillable which is what you really want. The GUO is definitely improved but, as with the rest of this codex, I'd love to be able to directly pick my Rewards. Making a super-unkillable MC to wipe out squad after squad that attempts to breach choke points would just be amazing.
Having this many weapons is totally justified |
Keeper Of Secretsesesses
Keepers are not much changed from before. They get 1 more wound and 1 more WS but they are 30 points cheaper. That's a good development. You get Preferred Enemy versus DE and Eldar now, which is very awesome and fluffy. I like. You also get a Psyker level and I would get any of the Excess powers because they are all bullshit OP. Take a leadership test or die, all of you. Everyone within 12'' do the same. This entire unit assaulting you? -5 initiative puts most units in the game down to 0 initiative meaning they can no longer attack you. Now in the rulebook it says "unless otherwise stated, characteristics cannot be brought above 10 or below 1" but with every psychic power that reduces stats it has always stated that it will bring it to a minimum of 1. This is the only codex that doesn't state that directly but I'm going to suppose this is not the exception which will bring you to 0. Though there are several effects that will bring you to 0 in this codex so...FAQ incoming I hope. The unit only gets the 6+ Deny The Witch save against this power and so you'll most likely drop a unit to init 1 and be able to slaughter them without attacks back. I'd forgo the Telepathy powers as few are useful (randomness in equipment selection really fucking sucks). Telepathy is really 'Who cares?' unless you roll Invisibility (Daemonettes wrecking through MEQ and FX is hilarious though). All the greater rewards are good but aren't necessary to the function of the keeper (aka run in and slaughter blobs or tarpit units).
Conclusions
Overall, I love the MC's still. GUO and Lord of Change are extremely good. Bloodthirster is just as likely to slaughter a ton of units and you don't have to pay for any upgrades to make him strong. Keeper of Secrets is pretty much unchanged but the psychic powers in Excess are freaking broken as hell. Stick to having a Keeper to melt low leadership blobs (Orks, IG, DE, Tau), Lord of Change to shoot fire everywhere, GUOs to sit on important bits and laugh and have Bloodthirsters decimating small squads and blowing up light vehicles or flyers. These guys are awesome, would be perfect if I could just choose their psychic powers and rewards.
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