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Vindicare nerfed?


Azatoth

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When I was reading through it the other day, it seemed like Vindicares were the only choice really worth taking, except maybe the Culexus, and that only because it should be able to pump out a tonne of shots. The Callidus especially seemed like they just couldn't be bothered, or maybe they think we can't understand how to ignore an invulnerable save (possibly I the thing I miss most with this new book).

This is my ranking of the new assassins:

 

Vindicare: total boss!

Culexus: ridiculously shooty

Eversor: a bundle of anger that is difficult to deploy, but once there can make a mess

Callidus: not even worth the time

 

Compared to the old one:

 

Callidus: she-devil!

Eversor: Mr. Explodey!

Vindicare: vaguely useful

Culexus: who uses psykers?

 

Ward just did a flip flop so the world might see new units being taken, though this practice is nothing new in GW. "What models' sales are slumping? Give them the better rules."

Also, for the eversor, you can give him "scout" with "Grand Strategy". He should be able to either attack on first turn (if you deploy him) or "outflank" (if you keep him in reserves).

 

Phil

That does commit the other units, assuming you get more than a 1 on the D3, to taking the Scouts USR as well so I'd make sure it's worth putting it on him or at least have other units you might want to Scout before considering that strategy. Unfortunately you can't choose more than one role with Grand Strategy.

Also, for the eversor, you can give him "scout" with "Grand Strategy". He should be able to either attack on first turn (if you deploy him) or "outflank" (if you keep him in reserves).

 

Phil

 

He can't infiltrate, so how would you normally get him to just outside the 12" to allow the first turn charge with Fleet? Scout would allow you to do that in conjunction with inflitrate, but now he's lost his 12" charge, I don't see it as something you can rely on.

He can't infiltrate, so how would you normally get him to just outside the 12" to allow the first turn charge with Fleet? Scout would allow you to do that in conjunction with inflitrate, but now he's lost his 12" charge, I don't see it as something you can rely on.

 

Darn, I forgot about he loss of Infiltrate. :(

 

Oh well...

 

Phil

Ward just did a flip flop so the world might see new units being taken, though this practice is nothing new in GW. "What models' sales are slumping? Give them the better rules."
I'd feared as much. Looks like the Callidus team will be joining my knight squad on the bench for a spell. Least for four years when mid-sixth arrives and we might see yet another new dex that turns the ranking on it ear.

ok as this thread discusses the Vindicare, In a game I played today testing out the Codex an interesting point game up, i thought I share here to see what is decided...

in the Game, the Vindicare fire his Shield Breaker at Marneus Calgar, as calgar has technically 2 Invul saves , his iron halo AND his terminator Armour, does the ammo remove both or one? we just rolled a dice for it to speed up the game, what does B&C think?????

ok as this thread discusses the Vindicare, In a game I played today testing out the Codex an interesting point game up, i thought I share here to see what is decided...

in the Game, the Vindicare fire his Shield Breaker at Marneus Calgar, as calgar has technically 2 Invul saves , his iron halo AND his terminator Armour, does the ammo remove both or one? we just rolled a dice for it to speed up the game, what does B&C think?????

They lose 'any invulnerable saves granted by items of wargear'. So he loses anything that isn't natural such as the 4++ on a T'Son. 4++ comes from Iron Halo, 5++ from Terminator Armour, both wargear and both are destroyed. That's how I read it anyway.

They lose 'any invulnerable saves granted by items of wargear'. So he loses anything that isn't natural such as the 4++ on a T'Son. 4++ comes from Iron Halo, 5++ from Terminator Armour, both wargear and both are destroyed. That's how I read it anyway.

 

looking at the chaos codex, it's a little tricky concerning the T'sons

they have a natural 5++ which is increased to 4++ because of the mark of tzeentch which is technically wargear

i believe it would reduce the 4 to 5

why a vindicare would waste his turn just doing this to a T'son i'll never know :D

You could put 3 of them in 3 storm pidgeons and hope for the first turn...

 

Teehee, or what about scoring Vindicare assassins? That'd be great.

 

All the assassins are "Unique", meaning you can never have more than one of any type in an army (Vindicare, Culexus, Callidus and Eversor). Cult Assassins are still unlimited in Henchmen Warbands.

 

 

DV8

looking at the chaos codex, it's a little tricky concerning the T'sons

they have a natural 5++ which is increased to 4++ because of the mark of tzeentch which is technically wargear

i believe it would reduce the 4 to 5

why a vindicare would waste his turn just doing this to a T'son i'll never know :D

Well the 4++ is under Special Rules and there is no mention of the Mark under their wargear. It's a bad example, a Daemon Prince or anything with an invun in Codex Daemons is probably a better one.

You could put 3 of them in 3 storm pidgeons and hope for the first turn...

 

Teehee, or what about scoring Vindicare assassins? That'd be great.

 

All the assassins are "Unique", meaning you can never have more than one of any type in an army (Vindicare, Culexus, Callidus and Eversor). Cult Assassins are still unlimited in Henchmen Warbands.

 

 

DV8

 

Are you sure that wasn't the old playtest 'dex dv8? Or did you definetly see it in the final printed dex yourself? thanks.

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