Monday, 6 August 2012

2+ saves are so much better than in 5th

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.

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