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Title says it all. It doesn't outshoot the Fortis Kill Team, it doesn't outmelee the basic Vets, and the datasheet is frickin messy with the whole "build only the kit" crap. 

 

That's about all. Just wanted to do that small vent. 

I find them too similar to the vets. (same rules, kind of same weapons), but as you say, the "build only what's in the box" is too limiting.

And as there is a difference between the app and the index for damage output, well, it's difficult to see what to use. (infernus heavy bolter for ex).

on the paper (index), the new KT seems to do more range damage than the vets. but if you use the app profil, I guess it's kind of the same thing, so worst as they can't get into rhinos and they are slowed by the gravis marine.

Appart from that, the minis are nice!

Feels like the 'middle option' between Fortis 'ranged blaster' and the quadhammer/cannon 'heavy melee blaster', so I'm cool with it.  

 

Basically the choices all feel meaningful and interesting in a way that the previous Vets really weren't. Vets just taking 4 hammers and 4 heavies every time was is fun on one squad, but boring for me on more than that. I like the Fortis because plasma is cool as well, and it means my cool bolter guys aren't totally redundant (just mostly). However, The upgrade on the shieldbros, stalkers and carbines in Decimus gives bolter squads an actual point, and the vibe on that with a little protec/melee punch is pretty high for me.

 

In sum I do like that I'll end up with 3 oldmarine kill teams with more distinct loadouts from this addition, and that one will actually feature some cool dmg2 /ap-2 bolters! As basic flank 5-man scoring teams I'd actually suggest Decimus is better than Vets from sheer versatility and range. 

 

Anyway OG Vets sheet is still on borrowed time, presumably, and I'll be okay with the cap at 2 heavies/hammers per 10. 

 

Cheers,

 

The Good Doctor.

 

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