Anon Posted May 16 Share Posted May 16 (edited) I just read through the leaks and it seems to me we lost access to chaff units. Cultist are gone which is very sad and I think Tzaangors got changed to the worse or at least their role changed. They lost battleline, -1 OC, lost their AP on Tzaangor blades, lost access to 5+FNP through their shaman. They got scout 6 and their ability changed to remove from battlefield in enemy turn into strategic reserve. They got a massive price hike even if they got worse. They cost now for 10/20 models 70/160 points from the 65/120 points they were until now. A big unit of 20 costs 40 points more in an already very pricy army and way to much for a chaff unit that dies very fast. I think their role now is holding/fulfilling objectives and redeploying but don't know how effective at that they are now. Just skimed the mutant detachment and I was very underwhelmed. Getting d3 wounds for a meagre bonus doesn't seem good. Same with the new ability of the shaman. What are your thoughts? Edited May 16 by Anon Link to comment https://bolterandchainsword.com/topic/385912-tzaangors-in-10th-edition-codex/ Share on other sites More sharing options...
Minsc Posted May 16 Share Posted May 16 (edited) 10 Tzaangors still feels chaff-y. Scout helps them get to objectives in the middle, +1 Ld from the Herdbanner helps them score it, and they can still have OC2 + Battleline with in the "Tzaangor-detachment". Blades losing their AP-1 sucks, but that just means I'll run mine with Chainswords now, so it's a sidegrade at worst. I do think GW screwed up a bit by making them 70/160 though, should've been 70/150 at most. As for the Tzaangor-detachment, I sort of like it. You can ressurect models (thay may or may not have been sacrificed) and even attach a Sorcerer/Infernal Master to them, for some change in how they play. With 6" Scout and re-roll charge, the advance&charge-strat will also see some play. I also like the idea of running a utility-shaman (since they're dirt cheap) and if he somehow gets killed on an objective, you can just turn him into a spawn. Is it a 10/10 detachment? Heck no, but it does seem fun. Edited May 16 by Minsc Link to comment https://bolterandchainsword.com/topic/385912-tzaangors-in-10th-edition-codex/#findComment-6110165 Share on other sites More sharing options...
Anon Posted May 16 Author Share Posted May 16 Kind of hard to read in the leaks but it seems the herdbanner got changed to +1 LD if in range of objective. Link to comment https://bolterandchainsword.com/topic/385912-tzaangors-in-10th-edition-codex/#findComment-6110173 Share on other sites More sharing options...
Minsc Posted May 16 Share Posted May 16 3 hours ago, Anon said: Kind of hard to read in the leaks but it seems the herdbanner got changed to +1 LD if in range of objective. Yeah, it's +1 Ld, not +1 OC, my mistake. Link to comment https://bolterandchainsword.com/topic/385912-tzaangors-in-10th-edition-codex/#findComment-6110197 Share on other sites More sharing options...
Montoya Posted May 18 Share Posted May 18 In my opinion Tzangors are significantly better than they were before from a rules perspective. Biggest negative for sure is losing battle line. The removal of the -1AP for their blades for me is like minsk, a sidegrade so that I'll switch them to chainswords and autopistols. Adding scout plus the returning to strategic reserves is a huge upgrade to their previous unit rule which was kind of garbage. That said, I for sure agree they are not worth the 70 points. At 70 points, they are the same cost as a space marine scout squad and have a worse armour save, don't infiltrate and have worse weapons, and the 10 bodies are harder to hide than a 5 man scout squad. Link to comment https://bolterandchainsword.com/topic/385912-tzaangors-in-10th-edition-codex/#findComment-6110573 Share on other sites More sharing options...
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