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I'm legit impressed with how bad the Tempestors are. Limited by the box AND options you'd absolutely never take (sure, I'll switch my main gun with a pistol LMAO). They're not even OC2 so it isn't like you're gonna steal an objective with their 3" Deep Strike since they can't actually kill anything. 

 

Vespid are bad based in the fact you don't get even one of the new special weapons unless you run a 10 man squad. They REALLY want you to buy that new kit and not kitbash two of your old five man squads to use the new toys. 

I cant see how you could legitimately call the vespid bad when they are fast, and have multi shot strength 5, AP-2 damage 2 guns base.

A unit of them (130 points) will on average delete a unit of marines

For being the Elite of Tempestus, the Aquilions are enh. 
 

I was expecting @120 pts for 10 guys and better than scions. My scions are 10 man, real specials (ok meltas, plasmas and volley guns). So besides deepstriking closer, not having vox, not having 4 specials, not having Storm Trooper Special Rule, and having less melee weapons how are they better than scions? 
 

Am I adding a unit of them to my Tempestus force, yes. More than one…probably not. I can take 10 scions and deep strike them with 2 each of plasma and melta for, plus power fist/ plasma pistol tempestor  for 10 more points and have battle line 

 

I cant see how you could legitimately call the vespid bad when they are fast, and have multi shot strength 5, AP-2 damage 2 guns base.

A unit of them (130 points) will on average delete a unit of marines


 

Mod Edit: new special can only be taken in 10 man squad 

Edited by WAR
Response was unnecessarily rude
 

Mod Edit: new special can only be taken in 10 man squad 

 

Not sure why that matters? Their base gun is 2 shots BS: 4+ Strength: 5 AP: -2 Damage: 2 which is an easy MEQ killer (which is fine! It's good for armies to have a unit capable of that... but I just think they should cost more, at this point they're highly mobile and only a little less resilient than marines)

 

they also have native pick em up and put em back in reserve, their guns are long enough range that they should be able to comfortably disappear and reappear anywhere allowing them to delete a MEQ unit with relative ease, even without special guns.. though the grenade launcher will still wound MEQ on 3s and on average has 1-2 more shots than their base gun with the same damage value of 2.

 

 

 

Not sure why that matters? Their base gun is 2 shots BS: 4+ Strength: 5 AP: -2 Damage: 2 which is an easy MEQ killer (which is fine! It's good for armies to have a unit capable of that... but I just think they should cost more, at this point they're highly mobile and only a little less resilient than marines)

 

they also have native pick em up and put em back in reserve, their guns are long enough range that they should be able to comfortably disappear and reappear anywhere allowing them to delete a MEQ unit with relative ease, even without special guns.. though the grenade launcher will still wound MEQ on 3s and on average has 1-2 more shots than their base gun with the same damage value of 2.

 

Once again you didn't actually read my post. 

 

Once again you didn't actually read my post. 

Oh right, they’re somehow bad because you need to use them in units of 10 now? 
 

fair enough. They aren’t a bad unit though, they’re a good one.

 

 

Vespids are insanely competitively costed for what they do (65 points for a 5 man that can uppy downy?  That's huge in 10th Ed), come with extremely competent guns that are good at killing mid High tier infantry, and the 10 man is going to obliterate any MEQ they run into. Insanely good objective and action monkeys.

 

The scions are also pretty legit; you of course never take the pistols, those are there for whoever wants to just take their kill team as WYSIWYG in a game. The turret is legitimately nuts, fires twice in the turn it comes down, alongside the Tempestors regular gun shooting in the normal shooting phase too. The HSVG are actually pretty legit, and being able to deep strike a melts 3" away is nothing to scoff at.  They are technically weaker than a regular 10 man scion on statistics, but their ability to congest objectives is going to be huge and they don't do bad damage, just slightly less than you probably want. So not a bad unit, at most slightly underwhelming, but with all things those points instantly juice them back up. 90 points for a 10 man squad is always something to take a second look at, and these guys pass the bar. I'm getting at least a single ten man, maybe a second.

 

 

If Guard gets a strat that lets you do up and down when their codex comes out, I think the Scions will be a staple unit. 

The Aquilons are amazing. We just got a unit that can 3" deepstrike and has sufficidnt firepower to delete whatever low-T trash unit was left behind to hold an objective. These guys don't handle the hard targets, regular Scions drop on those. These guys stab you in the back while you're looking elsewhere, steal your lunch money and then get Reinforcements used on them to do it again.

 

I'm glad they're not just harder hitting Scions. The normal ones hit plenty hard, that would have been redundant. Whereazl these guys are genuinely an amazing new tool. And the shenanigans you can get up to when you Rapid Ingress them...

Edited by sairence
 

The Aquilons are amazing. We just got a unit that can 3" deepstrike and has sufficidnt firepower to delete whatever low-T trash unit was left behind to hold an objective. These guys don't handle the hard targets, regular Scions drop on those. These guys stab you in the back while you're looking elsewhere, steal your lunch money and then get Reinforcements used on them to do it again.

 

I'm glad they're not just harder hitting Scions. The normal ones hit plenty hard, that would have been redundant. Whereazl these guys are genuinely an amazing new tool. And the shenanigans you can get up to when you Rapid Ingress them...

 

Yep, nothing better than letting the enemy make all their movements, leave a convenient low model unit on their back objective, when this unit shows up and deletes them while also conveniently out of sight of anything too dangerous.  The sentry always fires, so if you happened to have the right loadout... absolutely brutal.

Edited by DemonGSides
 

For being the Elite of Tempestus, the Aquilions are enh. 
 

I was expecting @120 pts for 10 guys and better than scions. My scions are 10 man, real specials (ok meltas, plasmas and volley guns). So besides deepstriking closer, not having vox, not having 4 specials, not having Storm Trooper Special Rule, and having less melee weapons how are they better than scions? 
 

Am I adding a unit of them to my Tempestus force, yes. More than one…probably not. I can take 10 scions and deep strike them with 2 each of plasma and melta for, plus power fist/ plasma pistol tempestor  for 10 more points and have battle line 

Yep. Regular Scions or even Kasrkin are likely better for the first 2-3 'elite' units, but after that I think a unit of these will be fun for the 3" objective push. At OC 2 they'd be windmill slammed into every list because they'd be insanely difficult to guard against in the first half for most conventional lists.

 

I like that they're cheaper but bigger and more precise/aggressive squads... Even though my first step will be to just bash extra specials into the kit and send it as 2x5 normal Scions.

 

GW probably knows and expects this, but won't undercut the value of the other kit!

 

Cheers,

 

The Good Doctor.

 

For being the Elite of Tempestus, the Aquilions are enh. 
 

I was expecting @120 pts for 10 guys and better than scions. My scions are 10 man, real specials (ok meltas, plasmas and volley guns). So besides deepstriking closer, not having vox, not having 4 specials, not having Storm Trooper Special Rule, and having less melee weapons how are they better than scions? 
 

Am I adding a unit of them to my Tempestus force, yes. More than one…probably not. I can take 10 scions and deep strike them with 2 each of plasma and melta for, plus power fist/ plasma pistol tempestor  for 10 more points and have battle line 

 

From what I can gather, They're a "decapitation" unit for picking off chaff point holders or untapping Sticky Objectives the opponent has abandoned but you can't reach easily on foot, kinda like the Inceptors are for LSM.


One unit of them is probably all you need for their role, maybe two depending on the matchup.

 

Vespid are bad based in the fact you don't get even one of the new special weapons unless you run a 10 man squad. They REALLY want you to buy that new kit and not kitbash two of your old five man squads to use the new toys. 

 

Vespids have been done the way they are because the classic 5-Bug Vespid Squad and the new 10-Bug killteam have the same name.

Rather than saying "No, you can now ONLY run Vespids in units of 10", they left in the option to take the classic 5-Bug Shotgunner type unit while just layering the Inflexible Killteam unit on as an option.

 

Pretty much all the Killteam Kits work like that, but GW in this case have accounted for the fact that Vespids have had a 10th ed Datasheet for a while and rather then completely upend any list or strategy using that Unit have instead added the new KT Vespids in a way that doesn't change how the existing unit works at all.

Yeah anyone immediately dismissing these units isn't really thinking things through. Aquilons may have slightly less raw offensive power than Scions, but they will be a stellar scoring unit and I'm willing to bet they'll receive a points hike swiftly as the competitive players use them to deadly effect within five minutes. And Vespid have similar utility, while making the majority of backfield marine units sweat nervously.

 

Now if you'll excuse me I'm away to re-write my currently planned Guard list to swap the Scions out for Aquilons. 

 

 

I agree. Vespids have enough firepower to be a serious threat to MEQs and the mobility/deployment options to bring that firepower to bear. They also have the ability to jump back into Reserve which is great for Objective grabbing the late game. They are also very competitive at only 65 points for 5. The lack of a heavy weapon for 5-man squads is not really a big problem when their basic gun is so good.

 

They compare pretty well to Swooping Hawks who have similar abilities and are a popular unit for Eldar players. Are Vespids a must-have unit? No I don't think so but at 65 points, I can see a unit or two being popular for cheap, mobile action monkeys who also pack some pretty nasty shooting.

No-one mentioning the fact vespid got buffed with this?

I don't mean wargear, I am talking their ability got made to being good now instead of trash of trash tier. Their airborne agility prior to this was an "end of your movement phase" abilty, it's been changed to a standard "end of your opponents turn" which makes it super good. That alone makes this a major win for Vespids, as now they have the ability to be action monkeys that they always should of been.

 

The aquilons look servicable. Not overwhelming but 90pts for a unit that can 3" deep strike is incredibly annoying to zone out unless you bring specific counter measures. Squad size being locked to 10 is annoying but they do have some cute gimmicks, such as the sentry turret working on arriving via rapid ingress or if deployed on your turn does mean the turret can double tap with it's gun. The flamer would be 2D6+6 hits, average of 13 or have just straight up 16 shots with the volley gun. Are they all star damage dealing monsters? No, but they are guardsman, what do you expect? 90 points for these boys is a fairly low investment for a unit that is BUILT-IN 3" deep strike. Don't undersell how powerful that can be, as this unit now makes your opponent worried for their home objective.

 

Both of these units now form a nasty additions to their factions, overing great ability to position units where they are needed for the things that win games: Victory Points.

 

I know there are the options in a 10-bug squad, but I'd be more than tempted to keep the entire unit of Vespids without any upgrades; The base weapon is extremely versatile.

 

Agreed. I'm not sure why anyone would be pining for the special weapons. the grenade launcher is the only one that's a little interesting to me.
A one shot gun that will only hit half the time or a flamer that's weaker in every way to your main gun and you can already get Ignores Cover on your 'go' turn? 
I'd pass. I'd probably pass on the grenade launcher too just for speed rolling during gameplay.

I'm just happy that they got 40k rules at all. After back pedalling on HH stuff in 40k, I was afraid they were going to pull a "The board has decided that making more money by cross-platforming models is a bad idea" with the new version of KT. This assuaged those fears a bit.

The Vespids will see play 100%. 

Don't love the, it has to be 10 to get the weapons. But meh...

The Grenade launcher is good, the rail rifle is pretty good. won't take the flamer - I don't see the point in that one. 

tempted to just take two 5 mans with normal weapons, but I'll play around with a 10 and 2 weapons to start with and see where we go from there.

 

 

 

The Vespids will see play 100%. 

Don't love the, it has to be 10 to get the weapons. But meh...

The Grenade launcher is good, the rail rifle is pretty good. won't take the flamer - I don't see the point in that one. 

tempted to just take two 5 mans with normal weapons, but I'll play around with a 10 and 2 weapons to start with and see where we go from there.

 

The 5 man is just the old kit with updated ability, so it's to give a chance for the people who aren't upgrading to still field the unit.

Though I agree; 2x5 man is probably the best play.  The weapons are good enough, and their mobility is insane.

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