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Fix to the Phalanx Warders?! - is this it?!


AfroCampbell

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Hey guys, 

most IF players agree that the Phalanx Warders are fairly rubbish for how expensive they are since their +1I rule doesnt count when they charge, and therefore seems to defeat the purpose of having them with power axes.

However I had this strange thought that if you attach them to Siggy (which some may consider a waste instead of termies...) He gives +1I on the charge (bringing those power axes to initiative 3, above terminators). He also makes the squad fearless. 

 

If you combine this with the ROW, and take a second normal breacher squad, this may finally make a viable build for using these normally not-so-flash units.

 

I envision tarpitting a large squad of enemy special termies ... eg Deathshroud or Gorgons and hitting them all first with the AP2 axes, hoping to score a few wounds, whilst Siggy thrashes the attached special character, and then finished the rest of the termies. probs lose heaps of Phalanx Warders when the enemy has their CC attacks, however we have numbers to take the hits, and ultimately any 10-man special termie squads with character are gonna cost a heck of a lot more than this unit.

Unfortunately, that's not how unwieldy weapons work. You can't give a unit a boost to initiative in order to counteract unwieldy, as the rule says the model "fight and piles in at initiative step one", not that the model's initiative value is reduced to one. At least I'm pretty sure that's how it works, I could be wrong. 

Actually they do not.  Warder's shine in ZM missions.  Zone Mortalis has a rule regarding Reaction Fire.  If the Models pass an initiave test, they fire overwatch at full ballistic skill. Given that Warders have a +1 Init when charged, they are testing at inititive 5 for the Reaction fire.  This almost ensures that the warders will get a full turn of shooting into an enemy charging at them, followed by the Warders striking first in that melee (for those that do not have axes).

Play Blood in the Void. I forget who identified it, but that bonus initiative is used to get full BS overwatch in those missions.

 

Otherwise, yeh. Nothing that special, other than being breachers with power weapons, and maybe plasma i want to say.

To get the most out of them you have to think a little bit like a Night Lord. Might be hilarious overkill, but you use those little blighters to shift those pesky tactical squads/units weaker than they are off objectives/off the board. You may take a casualty or 2 off a tooled sergeant but vengeance will deal back way more damage. Just about finding a niche. Everything has a purpose. And they look good

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