kbolster12345
March 27th, 2008, 17:53
Some of you have been helping me with a list for a GT I will be in this weekend. While tweeking the list I realized that I can get 2 units of Leadblechers for the price of 1 unit of Yhettis plus 15 pts. While that's not news for many of you perhaps thinking about the benefit of Belchers over Yhettis is.
Benefits against shooting:
Yhettis: 9 wounds
Belchers: 6 in 2 units for a total of 12.
Signifigance: Apply that too panic checks. Both have the same toughness and require the same number of wounds caused per unit to force a check. Since both are both LD7 a unit of 3 yhettis and a unit of 2 LB's have the same chance of panicing. Benefit is even if one unit of LB's flees you still have another on the board. If the yhettis flee you have 195 points running away.
You could argue that yhettis are better at using terrain for cover but I find that I will usually use terrain to protect my Tyrant and butchers. After all there can only be so much terrain on the board. Also see below for more thoughts on the matter.
Bennefits of Magic:
Yhettis: Magic Ice weapons.
Belchers: Targetable unit for butchers.
To me this is odvious. Leadbelchers are targetable by Butchers. Make those guys stuborn and you have a unit that can hold a flank. Yhettis aren't targetable by butchers and that makes them less resillant to magic and shooting. Too bad -1 to hit wasn't against shooting too.
Yhettis DO get magic attacks but that's a very situational bennefit and it can also be taken away. Maybe it will become more usefull when the Daemon book comes out but right now it's not that great.
Movement:
Yhettis: M7
Belchers: M6
This can be a big arguement FOR yehttis but I am not convinced it justifies the massive point cost over taking 2 units of Belchers. Biggest benefit is rolling three dice to pursue rather than 2. But its my experiece you won't be rolling those dice as often as you would with 2 units of belchers. People experienced with MSU know what I am talking about.
Yhettis might get a charge off against foot slogers but theres plenty of M7+ units,especially in flankerville, where most people will use them.
Belchers on the other hand get a Stand and Shoot reaction. Certainly gives knights, fast cav, and other units with High M and low #'s something to think about before charging. If your lucky you may force a panic check. Nothing better than forcing 2 psych checks and it's not even your turn.
Innate Abilities/Equipment:
Yhettis: -1 to hit in close combat, move through difficult terrain
Butchers: Ogre Club, Cannon, Light Armor
Yhettis cuase ALL models that are in contact to suffer a -1 to hit. Meaning don't combo charge your Tyrant with Thundermace into combat with these guys as he will suffer the -1 too. Aside from that against S3 or less it has the same affect as the Light Armor Blechers come with. It's better against S4 plus but much of the str4+ things out there need to get the charge. If they get the charge against Belchers the Belchers get a Stand 'n Shoot reaction which depending on the situation could be better (See Movement).
Also in flankerville, where these two units often are, there is Armor that needs to be punched in the form of knights. Belchers get that extra -1 for armor piercing where Yhettis don't.
Summary
So that's why I put 2 units of Belcher's instead of a unit of Yhettis in my list . I had to take Brace of Handguns off my Tyrant to make the room. Not that big of a deal as the only reason I had BoH is my Tyrant is the LE model.
If you think I am making a mistake try to convince me otherwise but do to the reasons above it's what I plan to take.
Benefits against shooting:
Yhettis: 9 wounds
Belchers: 6 in 2 units for a total of 12.
Signifigance: Apply that too panic checks. Both have the same toughness and require the same number of wounds caused per unit to force a check. Since both are both LD7 a unit of 3 yhettis and a unit of 2 LB's have the same chance of panicing. Benefit is even if one unit of LB's flees you still have another on the board. If the yhettis flee you have 195 points running away.
You could argue that yhettis are better at using terrain for cover but I find that I will usually use terrain to protect my Tyrant and butchers. After all there can only be so much terrain on the board. Also see below for more thoughts on the matter.
Bennefits of Magic:
Yhettis: Magic Ice weapons.
Belchers: Targetable unit for butchers.
To me this is odvious. Leadbelchers are targetable by Butchers. Make those guys stuborn and you have a unit that can hold a flank. Yhettis aren't targetable by butchers and that makes them less resillant to magic and shooting. Too bad -1 to hit wasn't against shooting too.
Yhettis DO get magic attacks but that's a very situational bennefit and it can also be taken away. Maybe it will become more usefull when the Daemon book comes out but right now it's not that great.
Movement:
Yhettis: M7
Belchers: M6
This can be a big arguement FOR yehttis but I am not convinced it justifies the massive point cost over taking 2 units of Belchers. Biggest benefit is rolling three dice to pursue rather than 2. But its my experiece you won't be rolling those dice as often as you would with 2 units of belchers. People experienced with MSU know what I am talking about.
Yhettis might get a charge off against foot slogers but theres plenty of M7+ units,especially in flankerville, where most people will use them.
Belchers on the other hand get a Stand and Shoot reaction. Certainly gives knights, fast cav, and other units with High M and low #'s something to think about before charging. If your lucky you may force a panic check. Nothing better than forcing 2 psych checks and it's not even your turn.
Innate Abilities/Equipment:
Yhettis: -1 to hit in close combat, move through difficult terrain
Butchers: Ogre Club, Cannon, Light Armor
Yhettis cuase ALL models that are in contact to suffer a -1 to hit. Meaning don't combo charge your Tyrant with Thundermace into combat with these guys as he will suffer the -1 too. Aside from that against S3 or less it has the same affect as the Light Armor Blechers come with. It's better against S4 plus but much of the str4+ things out there need to get the charge. If they get the charge against Belchers the Belchers get a Stand 'n Shoot reaction which depending on the situation could be better (See Movement).
Also in flankerville, where these two units often are, there is Armor that needs to be punched in the form of knights. Belchers get that extra -1 for armor piercing where Yhettis don't.
Summary
So that's why I put 2 units of Belcher's instead of a unit of Yhettis in my list . I had to take Brace of Handguns off my Tyrant to make the room. Not that big of a deal as the only reason I had BoH is my Tyrant is the LE model.
If you think I am making a mistake try to convince me otherwise but do to the reasons above it's what I plan to take.