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Forgeworld delivers Peltast/Hoplite/Termite rules for 40k!


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So after the initial rush of excitement, here are my thoughts:

 

-Termite Assault Drill:  It's rather slow so other than the Deep Strike, it's actually not terribly useful as a Transport.  The price is a bit steep, too, though the guns are nice to have and can be customized somewhat.  The best part of the Termite is probably its melee potential, though even this is a bit wonky with the rapidly degrading attacks (going random at half wounds) and yucky WS 4+.  For the most part, you can get a lot of what this does (Deep Striking your dudes) through Dogmas, unless OFC you're using Secutarii.  Now, about those . . .

 

-Secutarii Hoplites:  Of the two units, this is the more useful overall.  4++ in melee is reasonable durability and makes up somewhat for the lack of Dogmas (though this is a massive detriment for most AdMech lists).  S6 AP -1 in both shooting and melee (and WS/BS 3+ w/ 1 shot and/or 2 Attacks) is decent for their cost, so if you're going all in for a Termite these guys could be a pretty decent assault unit.  I wouldn't bet too much on the bonus damage to Vehicles, since S6 is unlikely to threaten anything you can actually catch :P.  The big problem for these guys will be Overwatch and the inherent Termite Tax , making them prohibitively expensive and limiting their total squad size.  Alternatively, you could run them in large mobs on foot, but this exposes their comparative fragility to shooting even further, and they're definitely not what I'd call "cheap".

 

-Secutarii Peltasts:  IMHO, absolute trash.  For 9 ppm you get Lasguns under FRFSRF, short range crappy Mortars, or (at best) squishy Stalker Bolt Rifle Intercessors (with inferior range).  5+ Invul is OK but won't protect them from torrent of fire at T3 and a single wound, and they don't have the output to warrant an expensive Termite.  Blind Barrage is terrible and I have no clue how you would use it effectively (please correct me if you have a strategy for this).  Finally, the lack of Dogmas is really the final straw here, as Peltasts would actually be somewhat useful under, say, Mars or Stygies VIII.  All in all, a massive missed opportunity as far as the triple profile guns are concerned, especially compared to their 7th edition rules.

Theyve already changed the Lance to be S+3 in melee, praise the Omnissiah! 

 

What is this uncharacteristic efficiency? O.o

 

- Listened to, and acted upon multiple requests from their customer base.

- Fixed a datasheet in less than a day.

 

I'm going with either a) Someone woke the dragon on mars, or b) the entire FW staff have been replaced by pod people.

 

:P

Do you guys think that the steam tank would be a suitable substitute for the assault drill? It's $57 so a little over half price the drill. Anyone else have any good alternative ideas?

 

A tin can with a foam cone and flamers glued on? :P

 

Seriously, by the time you use enough random bits to make the Stank look 40k-fitting, you'll probably be at the $100 price point anyway.  Unless you know someone or are good yourself with a 3-d printer . . .

Uhh i need to buy some more Hoplites. They have awesome rules. They are just the screening unit i wanted. 

 

The peltats seem utter lackbuster. I dont se any reason to take them over skitarii. 

 

How do we best use the drill?.. infiltrate it with stygies full of fulgurites ....og deepstrike it turn 2 full of plasma vanguard or corpuscari. or maby a 3rd option?

The best option would probably be the Mantic Veermyn Tunneler. Might be a bit short though... so adding the enlarged transport bay would probably be a good idea. Would still leave you at roughly half the price, in plastic, with pretty much the same thing: A drill on tracks that transports dudes.
(plus, I kind of prefer the tunnelers look... looks like youd be able to squish more troops in, and like it could actually move reasonably well on the surface)
http://www.manticgames.com/ImageCache/Products/7754.1.368.368.FFFFFF.0.jpeg
(for some reason, all the ones in the pictures were assembled wrong - the drills were actually supposed to point inward, which makes it look even closer to the termite)

The best option would probably be the Mantic Veermyn Tunneler. Might be a bit short though... so adding the enlarged transport bay would probably be a good idea. Would still leave you at roughly half the price, in plastic, with pretty much the same thing: A drill on tracks that transports dudes.

(plus, I kind of prefer the tunnelers look... looks like youd be able to squish more troops in, and like it could actually move reasonably well on the surface)

http://www.manticgames.com/ImageCache/Products/7754.1.368.368.FFFFFF.0.jpeg

(for some reason, all the ones in the pictures were assembled wrong - the drills were actually supposed to point inward, which makes it look even closer to the termite)

 

This is how the Tunneler looks like with the drill set up right:

 

http://i1295.photobucket.com/albums/b633/Gimgamgoo/Painting%20Table/Tunneller%2003_zps5gdgfrgb.jpg

The Hoplites could be used well with Acquisition at any Cost Stratagem. Giving them a 3+ armour. 4++ against shooting and 3++ in assault with an extra attack on all the profiles.

 

The 90 pts does put me off as I run small units but its worth a try

This is how the Tunneler looks like with the drill set up right:

 

http://i1295.photobucket.com/albums/b633/Gimgamgoo/Painting%20Table/Tunneller%2003_zps5gdgfrgb.jpg

You know, I was going to hold out until FW posts rules for the Macrocarid Explorator, but... that might have just won me over.

honestly I can't see why people are disliking the peltasts. they're only 90 pts (97 if your sane and bring an omnispex) and can provide long range shooting power with stronger strength 4 shots than the rangers any time you want them to do that. Heck, they can probably be the best clutch objective holders in our army when need be. Use the 2 Cp strat to boost their armor save to 3+ around an objective, hope you are in cover, and pop that -1 to hit to make them very hard to knock off the objective with shooting. Anyone gets close to the objective and you shoot the heck out of them with flachette.

 

Honestly, as a lucius player that transport does what my faction already does with a CP, but now I can have an extra thing charging and hitting the enemy so I guess that's awesome. wish we had a rhino or trios but hey we finally got a transport so that can be written on my wish list. I can imagine putting some electropriests in there to deep strike in, or heck, maybe even 2 squads of plasma vanguard and a dominus for maximum carnage. 

 

wanna see if we can pressure them to do more?

Thing is, they compete with Rangers, but the Peltasts are an elite choice. You'll always want to bring Rangers or Vanguard to fill out troop slots in batallions anyway - and Peltasts do not have objective secured. I still think they are ok, but in most cases they'll just be out competed by the Rangers.

Praise the omnissiah, I can finally use my secutarii. And the termite might be an option too.

 

The peltasts seem fine to me - for 2ppm above rangers, they are considerably more resilient, have an actual non-random AP (if camping objectives), and can deliver more shots than vanguard at really close range. Ignis might seem underwhelming, but just consider when advancing behind LoS-blocking terrain, they can still shoot something. Having options is nice, the points are appropriate for turning throwaway rangers into a far more flexible unit. The unit size might be an issue with morale, but stratagems will affect more models this way.

 

Hoplites are nice, need to build more of them. Deployed via termite, they are a nice pop-up screening unit, with their 4++ they might even stop the hardest elite hitters for a while, and retaliating with MWs is nice.

 

As for the termite, it might be nice for hoplites (as they don't get FW specific stratagems, no Lucius deep strike), and its CC capacity might be devastating against backfield vehicles. Unleash it in an IG parking lot, and there will be a lot of scrap metal. Even with Lucius, it might be worth it, as one termite can save quite a few CPs. Load up with 2x5 vanguard (probably plasma), add dominus/enginseer, and start hunting big stuff.

 

Ironic that the volkite chargers are Heavy. In heresy, chargers and calivers have identical stats (besides range), but the chargers are Assault, the calivers are Heavy. With just -1 to hit at BS3+, that's of course still acceptable.

 

 

The peltasts seem fine to me - for 2ppm above rangers, they are considerably more resilient

 

Not realy, are they?

Granted, they have got a 5++ instead of a Skitarii 6++ which does not make any difference as long as you can use your armour save anyway. But therefor no -1 to hit for Stygiies, no 6+++ for Graia or better chance of repeated Shroudpsalm thanks to Mars.

Praise the omnissiah, I can finally use my secutarii. And the termite might be an option too.

 

The peltasts seem fine to me - for 2ppm above rangers, they are considerably more resilient, have an actual non-random AP (if camping objectives), and can deliver more shots than vanguard at really close range. Ignis might seem underwhelming, but just consider when advancing behind LoS-blocking terrain, they can still shoot something. Having options is nice, the points are appropriate for turning throwaway rangers into a far more flexible unit. The unit size might be an issue with morale, but stratagems will affect more models this way.

 

Hoplites are nice, need to build more of them. Deployed via termite, they are a nice pop-up screening unit, with their 4++ they might even stop the hardest elite hitters for a while, and retaliating with MWs is nice.

 

As for the termite, it might be nice for hoplites (as they don't get FW specific stratagems, no Lucius deep strike), and its CC capacity might be devastating against backfield vehicles. Unleash it in an IG parking lot, and there will be a lot of scrap metal. Even with Lucius, it might be worth it, as one termite can save quite a few CPs. Load up with 2x5 vanguard (probably plasma), add dominus/enginseer, and start hunting big stuff.

 

Ironic that the volkite chargers are Heavy. In heresy, chargers and calivers have identical stats (besides range), but the chargers are Assault, the calivers are Heavy. With just -1 to hit at BS3+, that's of course still acceptable.

Yea I'm kinda bummed my Lucius army doesn't have much to gain from the inclusion of a termite, but saving on cp's will certainly go a long way for all the shinannegans we can do now. Delivering hopilites or staff electropriests seems like the no brainer so far with some dominus support, and heck we can even put rust stalkers up close now without spending some cp's so that's awesome. Kinda not sure why most people here are going crazy over hopilites, but hey we have three more units to play with now

180 points for 20 hoplites. With the "acquisition at all costs" stratagem they get 3 S6 attacks each, 3+ armor (2+ with shroudpsalm), 4++ vs shooting and 3++ vs melee. Which is pretty interesting. Still, I think the major reason so many of us are hyped for them is because they look fantastic and we've been looking for an excuse to splurge on a phalanx of the handsome fellows.

I'm new here but what I was thinking with the transport is, why not use it with sicarian infiltrators or rust stalkers? 2 squads of 6 so it'd be dumping 24 wounds of melee on top of the enemy unless I'm missing something where they can't be transported they should be <forge world> infantry

 

 

 

The peltasts seem fine to me - for 2ppm above rangers, they are considerably more resilient

 

Not realy, are they?

Granted, they have got a 5++ instead of a Skitarii 6++ which does not make any difference as long as you can use your armour save anyway. But therefor no -1 to hit for Stygiies, no 6+++ for Graia or better chance of repeated Shroudpsalm thanks to Mars.

Depends on the application. If they should sit on a backfield objective, -1 to hit would be better. But if they are advancing up the midfield/flanks to actually use all of their options, they aren't as easy to dislodge as regular skitarii and their 6++. Throw in a stratagem near an objective, and the 4++ will soak up even the heavier stuff when that unit must definitely get wiped off the objective, or when elite stuff like primarchs just bounce off some flimsy looking T3 infantry for a round. Sort of an inverted Lucius dogma - there won't be more than AP-1 (not including cover), so they die faster to AP-1 weaponry, but slower to AP gazillion weaponry.

 

Sure, the invul makes them just a bit more resilient, the ignis gives just a situational option, the hammershot just has a better AP than rangers, the -1 to hit prevents shooting (but isn't limited to >12"), and the flechette need to be 6" closer to surpass vanguard. But it's all part of the +2ppm cost (or +1ppm compared to vanguard), the incremental bonuses in all those fields make peltasts a more flexible midfield skirmisher than our regular skitarii. It's not about creating a deathstar, it's creating a unit that is never at the wrong spot, and surpasses both comparable units in most ways. There are downsides (no FW keyword, no ObSec troops), but everything else looks solid. An option, but not an auto-include.

I think Peltasts have the same problem as wardens for custodes.. Sure they are slighty better and look more awesome than normal guards.. but they are not a troop choice. 

 

I am going to try all tre new units tomorrow against black legion.:)

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