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True... I mean, 5 is an important breaking point and they had that, but anything T5 will hate them now.

 

Then again, what's T5 that you'd want to charge with your Chap anyway?

 

-death guard begin sweating profusely- "no-one...no-one at all...isn't that right our fellow marine dudes" -the various flavour of gravis and biker marines all shake heads vigourously-

 

The odd thing about stat improvements is that starting at 3 and moving all the way up to about 7, you actually gain some serious margins of improvement against various targets. 3 to 4 means Guardsmen are now wounded on 3 and marines on 4 along with T6 targets (light armour, a good chunk of monsters) also become 5 to wound.

Moving from 4 to 5 is what I would consider the "Giant Killer" gain as now, you wound marines on 3s, death guard and any marines gaining a toughness boost from their armour or mount on 4s (also centurions) and with strength 5 basically all large targets become 5s to wound which if anyone shows how painful that can be, Tau do that (Knights can't dismiss infantry entirely, those pulse rifles can and WILL do damage). Going from 5 to 6 now starts entering that spot where drop offs really do begin but you still gain benefits against a large chunk of targets. Guardsmen are wounded on 2s which is a nice boost, those biker mice and gravy boys now get wounded on 3s and a I believe a fair few monsters are now wounded on 4s.

6 to 7 really is mainly focusing on enemy armour and monsters with 8 being the last stop for any meaningful gains with 9 just being victory lap territory really.

 

Being strength 6 also means there are very few targets that will make him struggle and if anything, most other characters can't even face him now without concern of taking damage fairly certainly. Along with that, various other melee units who like to flaunt high toughness as their main defence also suffer.

 

Was it a needed buff? no. Is it game breaking? nope. Is it nice to have a bit more punching power to smite the heretics with holy zeal, furour and righteousness? Yes.

 

True... I mean, 5 is an important breaking point and they had that, but anything T5 will hate them now.

 

Then again, what's T5 that you'd want to charge with your Chap anyway?

 

-death guard begin sweating profusely- "no-one...no-one at all...isn't that right our fellow marine dudes" -the various flavour of gravis and biker marines all shake heads vigourously-

 

 

Everyone gangsta until the Chaplin roll up. :HQ:

True... I mean, 5 is an important breaking point and they had that, but anything T5 will hate them now.

 

Then again, what's T5 that you'd want to charge with your Chap anyway?

 

Plenty these days. Death Guard, Primaris in Gravis armour, T'au Crisis Suits, CSM buffed by Bile, Every single Custodes, and potentially a bunch more. ^^

 

However it also helps against T3 since he now wounds all those Guardsmen, Daemons, T'au Firewarriors, Cultists, SoB, Skitarii, etc on 2+ instead of 3+.

Edited by Panzer

It'll be pretty balla if the chaplain on bike has the same crozius. With two extra attacks for devastating charge.

 

If he gets the same special rule that is. Just because he's on a Bike it doesn't mean he'll automatically get the same special rule as the Outrider unit. The Gravis Captain can't shoot twice when stationary either, or advance&shoot without penalty (ignoring that he has no Assault weapon for a second). Not to mention that the new Gravis guys have a completely different special rule that allows them to shoot twice when shooting at the same target instead of shooting twice when being stationary.

Edited by Panzer

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