Fresh from my last article on power weapons, the next logical step is to
see what units are the biggest winners from the changes. One thing
which is apparant is that in order to get an AP2 weapon, aside a couple
of exceptions, Monstrous creatures, Dreadnoughts and Warscythes come to
mind is that you have to strike last.
This gives a huge boost to troops who have 2+ saves, which previously
wasn't half as effective as it seemed on paper due to power weapons
carving through it like butter in close combat, and the fact that many
units hid away in transports until they were certain of charging,
meaning they had very little exposure to shooting.
The biggest beneficiary of this change are Mega Nobz. With no
invulnerable save to speak of, they relied entirely on their 2+ save
which was easy to negate. Now the only way to do this is to use a Power
Fist or Power Axe for the majority of models. This means that the Nobz
own Power Clawz strike at the same time, allowing them to dish out
damage simultaneously with any unit capable of cutting through the
armour, without being horribly killed first.
The other big gainers are Marine Honour Guards. Seldom seen due to high
points cost and requiring a chapter master, they come free with a power
weapon and artificer armour giving them a 2+ save. They are pretty
much in the same boat as mega armour, although with less wounds, so
easier to kill still.
Terminators on the other hand have and havn't changed, depending on what
load out they have. Thunderhammer terminators are more or less the
same as they used to be, as they should be fighting units which ignore
terminator armour in combat, otherwise why did you include them? The
tactical terminators, and those armed with lightning claws gain
similarly to those above, with the lightning claw ones getting a
ridiculous boost provided the enemy didn't have a 2+ save. If they do,
they will struggle, otherwise they will carve through any unit you can
think of.
No comments:
Post a Comment