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Yesterday, Lost Legions Podcast shared this new video, with a new ranking for the Legion Inductii in 3.0, and the new set of rules given to each of then,from the worst to the best.

 

In my personal opinion I agree mostly with it. Let's see what are your thoughts and opinions.

 

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https://bolterandchainsword.com/topic/386843-new-inductii-ranking/
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I had missed how Iron Hands Inductii can have Phosphex, then they reminded me I can apply Spite of the Gorgon (to toss 2 in Overwatch).  Plink plink FWOOOOOSH.

 

I don't know and I don't feel THAT strongly about it, but they may have underestimated the Ultramarines Inductii, who could bring 2 meltaguns and a combi-melta.

 

Our meta is in a place where we're questioning whether to go for these over a regular Tactical Squad.

Edited by N1SB

That's generally the issue- the Tactical Squad is probably too good (personally, I think Line (2) is mistake...) but the point is, that's the yardstick everything is measured against. 18 new inductii but you're only ever gonna see a few of them because tacs have line 2.

Once again I think you crystalised the issue, Brother Brofist.

 

This IS a good tier list, as I said before...but it's ONLY tiers of Inductii compared to each other, not to other things like Tactical Squads.  To compare, I reckon if TacSquads were to be put on this list, they'd be the equivalent of S-tier, to Brother Brofist's point.  I thought about that on a quick re-watch of just the S-tier Inductii.

 

There IS a common through-line with the S-tier Inductii mentioned here: they're NOT alternatives to TacSquads, they're alternatives to other Auxiliary units, but in the Troops slot AND cheap.  The Space Wolves are like an alternate Assault Squad.  The Night Lords a melee version of Precision Seekers.  The Iron Hands may be alternate Destroyers.  Even the Ultramarines Inductii that I liked are an alternate Special Weapons squad.

 

Thankfully, with how Allied Detachments work in HH 3.0, that may make Inductii easy to include and a fun way to play them.  Like I got some points over, don't want to waste an Auxiliary Detachment on something, I can totally see my tacking on an Inductii Squad as an alternative.

 

But as my meta likes to say, TacSquads aren't always the right option, but they're always "not wrong*".

 

* in (I think) all dialects of Chinese, "not wrong" means everything from "not wrong" to "not bad" to "really good".

Iron Warriors aren't alone in that (with White Scars and Word Bearers also having variants of their Prime Advantage), but in addition they gain a weapon option (Shotgun) and Implacable Advance.

 

As Shrapnel Bolters don't work with Fury of the Legion but do work with Implacable Advance, they are better than regular tacticals armed with them.  Mix in some Shotguns you can then force a Pinning and a Stun test with a single unit.

 

So my view would be Tacticals sit on home objectives with normal Bolters and Inductii with a mix of weapons go up the field (running or in Rhino) to contest the middle.

 

Important!

You only need two Shotguns to have over 95% chance of forcing a Stun test

You only need four Shrapnel Bolters to have over a 95% chance of forcing a Pinning test vs T4 and six vs T5 

Because of Implacable Advance everything else can just be normal Bolters to save points (depending on your risk tolerance as additional weapons reduce the chance of no test further, but with diminishing returns for increased cost etc...)

Edited by SlickSamos

I've misremembered the Shrapnel rules, the whole squad has to take them if one model does (currently incorrectly implemented in New Recruit).  But I think you can choose to take other gear (e.g. Shotguns) then decide if the remaining Bolters become Shrapnel Bolters at 3ppm.  

 

Re Bayonets, the model is no longer armed with a Bolter so no, they can't (but also it would make sense if they could, so I suspect most people would be happy to play with the rules that way)

6 hours ago, SlickSamos said:

I've misremembered the Shrapnel rules, the whole squad has to take them if one model does (currently incorrectly implemented in New Recruit).  But I think you can choose to take other gear (e.g. Shotguns) then decide if the remaining Bolters become Shrapnel Bolters at 3ppm.  

 

Re Bayonets, the model is no longer armed with a Bolter so no, they can't (but also it would make sense if they could, so I suspect most people would be happy to play with the rules that way)

I asked because is a weapon named bolter, with bolt trait, same bolter role, and I was curious about it.

Edited by Agramar_The_Luna_Wolf
Clarification

Unfortunately you can't stick them on Bolt Pistols, Combi-Bolters (despite it being an option in the Chaos Terminators kit, which I've done an homage to on a Tartaros miniature :P) or Heavy Bolters either. 

 

It really sucks for Shrapnel Bolters as a Chain Bayonet has the exact same stats as a Chainsword so if you have some old Mk. III Tacticals with the Chainsword, they are kind of in a tricky place for tournament or pick-up games.  For narrative, casual or other chill events I honestly can't see anyone having a problem with them having Bayonets though...

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