The best flyer in 40k?
I was having a discussion on Facebook
Want to know the best units in the Chaos Daemons codex? Then take a butchers below. * These units are not ranked in any particular order 1. Bloodthirster The Bloodthirster is the ultimate bad ass and taker of names. The big red dude rocks with a typical monstrous creature profile and brings a mighty WS10, BS10, W5, I9 and A6 – this dude is seriously laying down the hurt. The Bloodthirster comes with a 3+ armour save, lash of khorne (S6 AP2 pistol) and axe of khorne (wound of 6+ is instagib). As the ‘Thirster is a daemon of khorne it gets furious charge, S7 smashy. Bloodthirster has options of daemonic rewards; best taking a couple of greater rewards as they give survivable buffs. If you take the normal greater reward, which is the blade of blood, then the Bloodthirster gets the rampage special rule (+D3 attacks if out numbered in close combat) and would get
I am not a massive fan of Tau as you know. The only thing I can say I moderately like is the Battlesuits and that’s about it. The curved vehicles and shitty blocky shoulder pads on the Fire Warriors do my nut; I just cannot stand them. I think I also do not like Tau as I am not a fan of manga and Tau have a lot of similar designs to manga. Anyway, if I did Tau I would probably do something like this: I would take Farsight and add in four Crisis Battlesuit bodyguards; I’ve only added four due to points cost. I would give the Crisis Suits fusion blasters and plasma rifles along with target lock so they can drop in and unleash some serious pain. As a bonus I will throw in the iridium armour, puretide chip, command and control node and multi spectrum suite. Does make the unit very expensive. To help the unit survive I’d like to add in Shadowsun – stealth and shrouding is nice along with the 3D6″ thrust movement
In a similar fashion to EYIG over at Apostates Anonymous , I’m going to look at the Tau HQ section in two chunks. Firstly the Special Characters and then the standard options on Monday. The most notable thing here is that none of the HQs modify the FOC choices in any significant way. This came as something of a disappointment to the community but personally I’m not bothered. Commander Farsight He’s always been a bit of a strange one. The new version of the codex has done away with the FOC limitations that he used to impose but otherwise he’s pretty similar. His Warlord Trait is key for his role as it gives him a scatter-free deep strike. This is a pretty big deal when you consider the options that his bodyguard could take e.g. fusion for taking down tanks.
Continuing on with the Tau codex review with the fast attack units. You can find the previous part of the review here:
I’ve managed to get my grubby mits on the Tau codex and thought I would break into the review starting with the HQ units. Before going into the review I’ll give you a word of warning that I am not a Tau fan in the slightest and have zero interest in them. I’ll try and call it down the middle though and be as fair as I can. Ethereal The Ethereal is a cheap multi wound HQ who doesn’t have an armour save. Don’t let that be a mega issue as the Ethereal can hide it out in decent size units of Fire Warriors. The Ethereal’s real gig is to buff your army; all units within 12″ can use the Ethereal’s leadership (LD10) for pinning, morale and regroup tests. Another cool rule is the Ethereal can invoke the elements or something and at the start of the Ethereal’s movement phase can dish out stubborn, fire an extra shot with pulse rifles when firing within half maximum range, feel no pain (6+) and allow units to fire snap shots after running. All models except vehicles within 12″ will benefit from these buffs. The Ethereal gets options of two equalizers and an honour blade, as both are for combat and Tau want to avoid combat plus the Ethereal has no armour save, then I wouldn’t bother with these
In the Chaos Daemons codex there are two units which really give me a boner; Flesh Hounds and Seekers. Ok I lie about the Seekers, I do not think they are that interesting. I think they are ok so don’t get me wrong, just I see the internet saying how awesome they are and not a lot of people seem to give the Flesh Hounds a second thought. I think it is time for a deep look, return of the X vs Y! Flesh Hounds The humble Flesh Hound costs the same points as a normal Tactical Marine, you get a profile almost the same except WS5, W2, A2, LD7 and a might 6+ save. The Flesh Hound is also unit type beasts and beasts are pretty damn awesome in 6th ed. Naturally the Flesh Hounds have the daemon special rule so they get a 5+ invulnerable save and also have the fear special rule – also has the daemonic instability rule which means auto pass pinning, morale and fear tests, and if the Daemons lose combat the unit suffers one wound (no saves allowed) for every point failed leadership by. Do not forget roll a double 1 and all models return but roll a double 6 and the shit will really hit the fan. Flesh Hound is a Daemon of Khorne and has the furious charge rule and has hatred (Daemons of Slaanesh). Flesh Hounds also have the scout special rule
Only wargear Flesh Hounds get is the Collar of Khorne which gives
Another three members of the unit of half dead shamble off the painting table to join their finished brethren. I’m enjoying trying out various rust techniques, the armoured fellow turned out quite well, methinks. That leaves me with eight more to finish the unit, so… next! Here’s the unit so far, with eight conspicuously empty spaces still crying out for a fillin’.
From the Fang , a great little blog, has info from the Spanish version of the Tau Codex. If you want to have a look yourself they should still be visible here Crisis Suits Appear to cost 22pts each now but can still only be taken in units of 3. No longer have the option of making them a team leader but rather you now just pay 10 pts to make them a Shas’vre. Makes sense to me as hardly anyone bothered to pay the extra 5 for shas’vre status. Shas’vre now boosts them to Ld 9 but loses 1pt of WS (I think we’ll cope). Otherwise the stats are the same, no toughness boost like some rumours suggested. Get army wide special rule Supporting Fire which is the ranged overwatch assistance thing. Also they’re “Very Bulky” although it sounds better in Spanish (muy corpulento!).