Shambling and Surge are whole topics of their own, but safe to say that if you want to take the package it will do just fine. Or if you have models you like.įire Elementals: surgeable hammer that is probably soundly outclassed by Tyrants. I guess you’d take them if you want something that can lurk most of the game, maybe sacrifice itself to chaff something, and maybe make a mad dash for a token. Pathfinder and Stealthy mean they can be fairly safe hiding in rough terrain, and though terrible, their ranged attack will often be good enough to force a nerve check. Ghekkotah Hunters: pretty bad, but maybe cheap enough to be fine. I haven’t built with them yet and don’t intend to, but probably you could be reasonably well-served by a unit or two in the right list. They didn’t become regular like Flamebearers and Heartpiercers, and they also cost more to account for their superior melee power. 18" 4+ steady aim with piercing seems to be in a pretty good place right now, and Salamanders have enough shooting available that it can be a meaningful contribution, but I’m just not sure I see a place for these. Very expensive, but doesn’t require much support, and is very dangerous.Ĭorsairs: shooting hybrid unit. In a game where concentration of force is so useful, it’s hard to argue with such a strong chassis - add Brew of Strength or Sharpness and your rock-solid anvil is also dealing hammer levels of damage. Phalanx greatly reduces the total number of units that seriously threaten you, and 5 extra attacks is pretty great when you’re already CS(1). Salamander Ceremonial Guard: Primes++, these take the upgrades very well. A very strong unit with a notable downside, only the weirdest fast builds wouldn’t benefit from a unit or two. If you compare them to Dwarf Ironguard, human foot knights, and other semi-elite infantry, their cost is mostly justified on their combat stats alone - then they just happen to have Inspiring! Troops are great for keeping behind your main line to inspire and plug holes, and I’ve been really happy with regiments as part of my front line… though Spd4 hurts. Better off with other options if you want a horde.Īncients: absolute all-stars, one of the defining elements of the list. The horde at 200pts really needs to do some work though, and at Def4 20/22 it’s fairly fragile, and Thunderous means it doesn’t grind very well. Not a star performer, but it unlocks, it scores, it fights. In a regiment, it’s a basic shieldwall infantry unit that actually projects a decent threat for a cool 120pts. Salamander Unblooded: I quite like the regiment, but I’m not sold on the horde. I think Ceremonial Guard generally grind better and Tyrants hammer better than the 2h version, so I don’t really see much room left for the “vanilla” option. Salamander Primes: boring grinding infantry, they just do what it says on the tin. Maybe someone will convince me that cheap nerve is valuable on the horde. A 95pt unlock MIGHT have extremely niche use, but I’d be massively inclined to take Unblooded instead. Ghekkotah Warriors: the troop is a 60pt drop, but other than that I really can’t see much use for them. To start, I’m just going to give my impressions and experience with everything in the list, then go on to talk about putting them together into battlegroups and full lists. I’d love to spitball different builds and uses for units.
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