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Just had a quick look through custodes out of curiosity and came across the Salvo Launcher.

This thing as near as i can tell can fire a melta missile/torpedo with S8 ap-4 d6D and rerolls failed wounds against vehicles...

 

Am i the only one that thinks that this is what the Exorcist should be doing?

I would happily pay 160+pts for an exorcist to fire d6 of this.

I read it...my google-fu is failing me right now, but i know ive definately read it somewhere. Just cant for the life of me remember where it was.

 

Even if it isnt, it should :( i want me exorcist to be the terror it used to be dammit, not the paint scratcher it is now. Or at least give it an aura buff to represent how revered this moving shrine is, sigh, even if its just 'reroll morale in 6"'. Seriously, i feel like im taking a 135pt handicap these days. Dont get me wrong, love the model and will always take at least 1 because im a stubborn bugger; but the last few games ive just plain forgotten it was on the table.

White Dwarf, issue 293, page 45, says the Exorcist fires d6 Krak missiles. I could find no other references to a melta missile.

 

It was referred to as a melta missile in the Imperial Armour formation.

 

The old exorcists did more resemble krak missiles as they were originally AP3 (and BS3, AV11...)

It is very good against primaris marines and terminators though which, I feel, is its role now. I trust in the melta to deal with vehicles and use the exorcist to finish off any last remaining wounds.

It needs damage 3. being D3 damage means that it just doesn't do enough. I used two in a recent tournament and honestly, they didn't do terribly, they killed right around their points value every game and camped objectives, sweet. They were still what I dropped when I rebuilt the list because the reason they got their points back was because they were totally ignored all game. SoB have such a tough time with their low average survivability that every single unit needs to be a threat so that you have enough target saturation to be able to withstand stiff losses and still counter punch. If exorcists were damage 3 they would be reliable enough that your opponent would have to deal with them, or risk losing their more elite units basically for free.

I like the idea that Exorcists are super unreliable. However, the current system makes them as reliable as anything else... How 'bout we look at giving them a variant of grinding advance? Instead of shooting twice, we suggest 2*d6 or even 1d3*d6 shots...

 

(Not as in number of dice, but the result of a d6 multiplied by 2 or D3)

Edited by Beams
I just wish we could shoot with it beyond line of sight. More often than not, I get a low number on shots, and it has rarely killed its points value in enemy units. I love the model and the long range shooting, but it is not an autoinclude in my army.

Yeah the past 4 games ive had with it, it hasnt even come close to making back even half its points or even dealing significant damage. The amount of times its missiles have dealt 1 damage is so very disheartening.

Every edition before it was tempermental because of d6 shots which was fine because even 1 shot could be devestating.

Now, even getting off 6 shots can be a non event.

But the codex is soooo faaaarrr awaayyyyyy. I dont wanna waaait for it to be the last one released because theres a huge plastic release and OP dex and everyone playing sisters and whining because theyre OP and need hard nerf.

I want shinies nowwwwwww.

  • 2 weeks later...

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