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Callidus assasin


Hellbreaker

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Oy!

 

So I figured that assassins could be great to have, now that the Callidus appealed to me I wonder...

 

Is it worth it?

 

It's the most expensive but can basically teleport onto the field without rolling, just place it down... That's sick!

I can then assault in addition to that...

I ignore all saves(terminators, here I come!)

I can jump out of combat, unless I roll a 1...

I got a Ld wounding flamer with ap1... Sure not to effective against termies but hey. :)

I can make an extra attack, thou I believe the assassin will be dead before this... It might be worth it... against high T guys...

 

So will my taking of an inquisitor be worth this fragile little fella?

Or will it cost me the day?

 

Give me your opinions and...

 

Cheers!

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The callidus is quite simply one of my favourite assassins. You forgot to mention her ability to move a unit, not one to be forgotten ;). I also don't know why you don't consider her worth it against termies, she wounds on 5's sure, but they will only be taking INV saves against them, if you get a good angle, not to mention the havoc she can cause them on the charge.

 

Her main thing is, don't forgot she doesn't have nades and that she's not invincible. She's a great surgical knife though.

Its a bit of a waste against terminators, even TH/SS ones, if she charges she'll have 4 attacks

 

ws5 v ws4 she'll hit 2.67 times

str4 v T4 she'll wound 1.33 times

 

So you've just used a 120pt model to kill between 40 and 80 points of terminator and are about to be destroyed in return, not great

 

 

The callidus can be hard to get points back if you just want to kill things, i suggets you read this article

Callidus Tactics

 

 

It has lots of useful advice (although some is 4th ed) and discusses the use of word in your ear and just the fact that people are unduly scared of callidus assassins

 

I mean put her against something hard like calgar or lysander and she'll be achieving one wound max, which is a bit of a waste

I almost always use her in my DH force, the psychological effect of "where will she strike?" is great, and with a little support she will kill that unit of longfangs/heavy weapons/other weak but annoying infantry. she can even be used to stop a tank from firing a couple of turns (always stunning or shaking a tank) i think when used properly she will make her points back but more importantly she will get rid of that unit you want.

 

Mel

The callidus can be hard to get points back if you just want to kill things, i suggets you read this article

Callidus Tactics

 

Very informative, thank you.

 

Read it and got a couple of ideas... Some stuff I disagreed on thou... Such as moving infiltrators. They don't have a deployment zone(?) and it is usually a little longer than 6" to the normal deployment zone. :)

 

But I noticed you could move vehicles... *Evil ideas*

 

Still, after reading it I'm not going to use it against termies, that's for sure. Pesky devastators and HW teams it is.

 

Now hopefully when I get my hands on a model for it(alternate hopefully, orig is ugly) my sisters will do a tad bit better against those damn guardsmen and their heavy bolters.

 

Cheers!

The callidus is quite simply one of my favourite assassins. You forgot to mention her ability to move a unit, not one to be forgotten ;). I also don't know why you don't consider her worth it against termies, she wounds on 5's sure, but they will only be taking INV saves against them, if you get a good angle, not to mention the havoc she can cause them on the charge.

 

Her main thing is, don't forgot she doesn't have nades and that she's not invincible. She's a great surgical knife though.

 

I we using the same assassin?

 

she's strength 4 so she'll be wounding on 4's

 

She has a c'tan phase sword so she ignores inv. and normal saves

The callidus is quite simply one of my favourite assassins. You forgot to mention her ability to move a unit, not one to be forgotten :). I also don't know why you don't consider her worth it against termies, she wounds on 5's sure, but they will only be taking INV saves against them, if you get a good angle, not to mention the havoc she can cause them on the charge.

 

Her main thing is, don't forgot she doesn't have nades and that she's not invincible. She's a great surgical knife though.

 

I we using the same assassin?

 

she's strength 4 so she'll be wounding on 4's

 

She has a c'tan phase sword so she ignores inv. and normal saves

 

Was referring to the neural shredder with those numbers.

Nope, they're 9. Same as a veteran sgt, or any sternguard or vanguard vet. Only spacie HQ characters are Ld 10.

 

The neural shredder works better against non-veteran squads though, and will wipe out half a dev squad, leaving it a manageable size for the Callidus in CC. Against foes like IG and Orks the AP1 is somewhat wasted, but it will wound more often, and still rack up a lot of kills.

I've found that the best use for a Callidus is, as others have said, killing heavy weapons squads. Their Ld is low enough that the shredder hurts, and the Callidus's ability to be placed anywhere is perfect for dealing with units that usually in the rear of the army and in cover.

For those pesky heavy weapon squads in buildings/ruins. It is not deepstriking, so no dangerous terrain test. Get on/in the structure itself, give half the unit some fatal nerve damage then neutralise in assault.

 

Nothing says annoying to your opponent like moving a heavy weapon unit, or any other that must remain stationary to be effective, behind a building or out of cover.

 

Just do not try to use her as you would an Eversor.

As much as all the assassins have been nerfed in close combat, the Callidus still has what it takes to get the job done.

 

A Word In Your Ear is very nearly worth her points cost alone. Used wisely, it should, at the very least, buy your army an additional turn of defense against a very dangerous enemy unit. In some circumstances, you can even entirely foul up your enemy, wrongfooting them for the entire game. Terrain plays a big role in this, so it's less useful if you're playing on sub-standard tables. (Significantly less than 25% table coverage.)

 

I must admit that I've never gotten very good mileage out of the neural shredder, but she is unique in that you are guaranteed a single turn of surprise that your opponent simply has to absorb. There is no counter to her first appearance on the table. As with AWIYE, used wisely, this can have a huge impact on the game.

hehe should have realized that B)

 

 

I never could figure out why "jump back" is so nice. Lets say Im in CC with some stuff, and I want to jump back and I roll a 6. I go a direction 6" and then my opponent consolidates D6". However, cant he then re-charge me 6" since its the beginning of the assault phase?

 

the rule states they may consolidate at the end of the assault phase so i presume this means they can't recharge otherwise it'd be pointless

I'm sure the most recent FAQ changed Jump Back, and not only contradicted the Codex, but allowed other units to Charge the then exposed Cally.

 

Of course that's if you use it in your opponents phase. In yours, it just stops her attakcing that round, to get shot the next.

 

Edit: I wasn't quite right there. it's become doubled edged. Use it in our turn and she can charge again. Use it in theirs and they can charge her.

 

Conversly, if it's her opponents Assault phase and the enemy unit she was fighting is left unengaged it is then free to declare a charge
callidus is wayy cool,, i used it twice in the last month vs imp guard and both times i "flamed" his hq squad n'engaged them in cc,, both times after all attacks had been resolved his comander was left standing but then those cute knifey knifes killed him off ,, hurray hurra !! definatetly worth the points if not for the sheer coolness of it all.... hey!

She actually has 5 attacks on the charge.

 

Jump back allows you to charge again in your turn.

 

AWIYE (as number6 noted) is worth its points and then some. I'll give you a couple of good examples. Going first against Eldrad Eldar, AWIYE allows you to pull Eldrad into the open, by himself, out of a waveserpent and then open fire on him before he can fortune himself. You only need 9 wounds to kill him and he's tough 4. It's better if you have a psycannon or at the least psybolts on a Godhammer's Heay Bolter. On the same not you can pull a Space Marine Captain and their unit out of a Rhino or LR and then hit them with a Demolisher or other likewise powerful round. Defensively a unit (like firedragons) can be removed from it's transport to prevent it from rushing and alpha striking something on turn 1. Heavy Weapons units can be moved behind obstacles or down from a building to force a lost turn of firing, you get the idea. If you are willing to pay the price of going first in 5th Edition, have long range firepower, and know how to set up correctly AWIYE is one of the best way to mess with a Mech list. Any unit or IC can be pulled out of their transport into the open and shot to pieces before the game begins.

 

Note on infiultrators: Infiltrator's deployment area is the entire board except within 12"-18" of an enemy unit depending on visibility. An infiltrator can therefore be moved within 6" of their initial deployment as long as they don't break the 12'-18' rule.

 

Edit: Another great use for AWIYE if you are going second is to take a unit of jump infantry and put them in difficult terrain where they will all have to take a dangerous terrain test at the start of their turn. This work brilliantly against Death Company

Going first against Eldrad Eldar, AWIYE allows you to pull Eldrad into the open, by himself, out of a waveserpent and then open fire on him before he can fortune himself. You only need 9 wounds to kill him and he's tough 4. It's better if you have a psycannon or at the least psybolts on a Godhammer's Heay Bolter. On the same not you can pull a Space Marine Captain and their unit out of a Rhino or LR and then hit them with a Demolisher or other likewise powerful round.

:huh: what you can redeploy units not change what hq joined what unit or pull them out of transports . if eldrad worked like that you could take stuff out of drop pods , before drop pod assault .

She actually has 5 attacks on the charge.

 

Jump back allows you to charge again in your turn.

 

AWIYE (as number6 noted) is worth its points and then some. I'll give you a couple of good examples. Going first against Eldrad Eldar, AWIYE allows you to pull Eldrad into the open, by himself, out of a waveserpent and then open fire on him before he can fortune himself. You only need 9 wounds to kill him and he's tough 4. It's better if you have a psycannon or at the least psybolts on a Godhammer's Heay Bolter. On the same not you can pull a Space Marine Captain and their unit out of a Rhino or LR and then hit them with a Demolisher or other likewise powerful round. Defensively a unit (like firedragons) can be removed from it's transport to prevent it from rushing and alpha striking something on turn 1. Heavy Weapons units can be moved behind obstacles or down from a building to force a lost turn of firing, you get the idea. If you are willing to pay the price of going first in 5th Edition, have long range firepower, and know how to set up correctly AWIYE is one of the best way to mess with a Mech list. Any unit or IC can be pulled out of their transport into the open and shot to pieces before the game begins.

 

Note on infiultrators: Infiltrator's deployment area is the entire board except within 12"-18" of an enemy unit depending on visibility. An infiltrator can therefore be moved within 6" of their initial deployment as long as they don't break the 12'-18' rule.

 

Edit: Another great use for AWIYE if you are going second is to take a unit of jump infantry and put them in difficult terrain where they will all have to take a dangerous terrain test at the start of their turn. This work brilliantly against Death Company

 

She gets 4 attacks on charge not 5. The gun is not classified as a pistol therefor no extra cc weapon attack.

Going first against Eldrad Eldar, AWIYE allows you to pull Eldrad into the open, by himself, out of a waveserpent and then open fire on him before he can fortune himself. You only need 9 wounds to kill him and he's tough 4. It's better if you have a psycannon or at the least psybolts on a Godhammer's Heay Bolter. On the same not you can pull a Space Marine Captain and their unit out of a Rhino or LR and then hit them with a Demolisher or other likewise powerful round.

:huh: what you can redeploy units not change what hq joined what unit or pull them out of transports . if eldrad worked like that you could take stuff out of drop pods , before drop pod assault .

 

I don't think that's legal as well. Don't know for sure though, can anyone support this?

 

Mel

clicking on the link above there's a picture of some minis along with a Malcadon from Necromunda...

just a little OT to ask you if it can be "legal" to assume some of those models as assassins. what do you think?

i own all the spyrer hunters and think that use them in a warhammer 40k environment doesn't seem so out of place

She actually has 5 attacks on the charge.

 

Jump back allows you to charge again in your turn.

 

AWIYE (as number6 noted) is worth its points and then some. I'll give you a couple of good examples. Going first against Eldrad Eldar, AWIYE allows you to pull Eldrad into the open, by himself, out of a waveserpent and then open fire on him before he can fortune himself. You only need 9 wounds to kill him and he's tough 4. It's better if you have a psycannon or at the least psybolts on a Godhammer's Heay Bolter. On the same not you can pull a Space Marine Captain and their unit out of a Rhino or LR and then hit them with a Demolisher or other likewise powerful round. Defensively a unit (like firedragons) can be removed from it's transport to prevent it from rushing and alpha striking something on turn 1. Heavy Weapons units can be moved behind obstacles or down from a building to force a lost turn of firing, you get the idea. If you are willing to pay the price of going first in 5th Edition, have long range firepower, and know how to set up correctly AWIYE is one of the best way to mess with a Mech list. Any unit or IC can be pulled out of their transport into the open and shot to pieces before the game begins.

 

Note on infiultrators: Infiltrator's deployment area is the entire board except within 12"-18" of an enemy unit depending on visibility. An infiltrator can therefore be moved within 6" of their initial deployment as long as they don't break the 12'-18' rule.

 

Edit: Another great use for AWIYE if you are going second is to take a unit of jump infantry and put them in difficult terrain where they will all have to take a dangerous terrain test at the start of their turn. This work brilliantly against Death Company

 

She gets 4 attacks on charge not 5. The gun is not classified as a pistol therefor no extra cc weapon attack.

It doesn't have to be classed as a pistol. This has been discussed before. So long as it's a one-handed weapon, it gives an additional attack in cc.

Going first against Eldrad Eldar, AWIYE allows you to pull Eldrad into the open, by himself, out of a waveserpent and then open fire on him before he can fortune himself. You only need 9 wounds to kill him and he's tough 4. It's better if you have a psycannon or at the least psybolts on a Godhammer's Heay Bolter. On the same not you can pull a Space Marine Captain and their unit out of a Rhino or LR and then hit them with a Demolisher or other likewise powerful round.

<_< what you can redeploy units not change what hq joined what unit or pull them out of transports . if eldrad worked like that you could take stuff out of drop pods , before drop pod assault .

 

I don't think that's legal as well. Don't know for sure though, can anyone support this?

 

Mel

IMO, detatching an HQ or disembarking from a transport counts as moving a unit, and so would be legal by RAW. A squad in a transport or with an attached IC is still two seperate units, they just count as one unit for many purposes.

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