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i have 200 points to finish my daemonhunyters army should i get=
or 4 death cults
Personally, I'd go for a callidus or an eversore.
First of all, do you have an =][= in your force? Need one before you can have an assassin.
I hear and I forget, I see and I remember, I do and I understand
Success is the ability to go from failure to failure without losing your enthusiasm.
With this and your other obvious questions, I have to ask:
Do you actually posses the DH codex? Do you have the SM codex?
To answer your question, however, the Callidus and Eversor are universally considered the strongest, most capable assassins.
The way assaults work, I find that DCAs are nearly worthless, there are far superior options for your points.
I am not a fan of the Vindicare: he's too situational and too dependent on lucky dice. (An average of 2 wounds per game does not sound like a good use of 105 pts.) Scout Sgt Telion is everything I wish the Vindicare was, and he's an upgrade that costs less than half the Vindicare's cost!
I also dislike the Culexus. You must babysit him and build your entire army around him, and that is just too much of a straightjacket to be generally useful.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Calidus...just because its fun to mess with your opponents set up and make them freak out about a anywhere on the table assualter.
also you get to decide exactly where to attack..that isolated heavy weps team that is becoming a pain that vehicle that simply must be stunned for the tide of battle to change a close combat going on that is for some reason not going your way...
but remember much like stormtroopers be prepared to use and loose this unit.
dont invest emotianally...hey the temple can always send you another one for the next battle
Depends what you want to do. As others have said, you can only have one, but they are very much worth it, and you can spend the remaining points elsewhere.
Vindicares are basically Telion of the SMs on steroids. It is a dedicated sgt / HQ popper, and does that job very effectively. It also does a nice job of slowing down units because of its sniper rifle. If you want to pick off enemy sgts while he sits in a corner and enjoys himself, take the Vindicare.
If you find that you often play against people with psykers, take the Culexus. They are more of anti-psyker and weak against other stuff, but they do that job really friggin good. Get within 12" of a psyker and you get 3 attacks that could easily wound it. Conversely using Psyk-Out Grenades is solid, but I would only use that if you have back up (better to get 3 attacks with a pistol than 1 with a grenade, though a bad roll on their part can kill them good). They have more stuff, but it is all anti-psyker. Basically, if you face opponents with psykers, these things will take the wind out of their sails.
I've never played Callidus, so I'm not sure where and when to use it effectively, but I don't like it as much as the other 3.
Eversor is your "look at that special enemy artillery unit in the back...imma gonna kill it first turn" unit. Infiltrating, and can assault far + extra attacks (combat drugs ftw) + power weapon and sweet equivalent makes them deadly to any single unit in the game. And if push comes to shove, when they die they explode. Good for a final screw you to the enemy. They will die after their initial assault if you aren't careful and don't give them back-up (and be wary of power weapons popping up randomly) but against stuff like lootas and devastator squads, they can't be beat, and they will almost assuredly make up their points.
I personally like Vindicare and Eversor most, Culexus is 3rd only because it is so specific in its use. If I could only pick one, I'd take Eversor. As long as you play him right, he's 95 points of power weapony murder. Its great for making your opponent, who relies on ork lootas to do heavy shooting, curse your name for eternity while your other armor moves around unopposed, heh heh heh.
You get one fairly reliable shot (2+ to wound) against a powerfist or the like, and good odds on stunning a light transport, and then you are <50% a shot for the rest of the game.
They can make a big difference. They can't be relied on though, and lack much in the way of self defense.
Does have some interesting synergies with other units for things like combat resolutions (or the WH inq lord's Divine Pronouncement which becomes an Ld4 break test, abeit short ranged.)
He's prone to getting blown away though.
You can also move a unit during deployment - after infiltration and scout moves - which can annoy an opponent no end and spare you a first-turn charge.
The callidus's jump back won't tie up units in their own assault phase (as the "may make a consolidate move at the end of the Assault phase" wording suggests) but does let you switch targets or re-charge for an extra attack - not the most useful FAQed interpretation of the ability unfortunately.
They are suicide troops, hit hard and do as much damage as possible. Aim to break or annihilate the first target (something like a marine combat or bike squad, dark reapers, etc) and use that to distract your opponent as the effort they spend turning on the eversor is firepower not directed at you (good if you press that flank at the same time)
If the early charge isn't on don't push it and waste him, stick him back out of LoS and keep him in your pocket for later.
Not sure why DogofWar1 mentioned power weapons as they are meaningless to the eversor.
Last edited by A.T.; July 24th, 2009 at 17:09.
i go vindicare assassin myself. there hit rate is very good and the special ammo make use for a lot. their rifle also has a very good AP. their biggest weakness is the 1 shot per round and you can only have 1 in a whole force.
I am an Indestructible master of War.
The Culexus requires some imagination and perhaps a bit of luck. Remember that you can specifically target HQs with all shooting attacks, and the grenades only does stuff to psykers. And in the event you go CC you can use life drain, which will usually hit because of the enemy's reduced leadership (same deal with the grenades too). Other than against Psykers it is basically useless, but then again, if it kills a Psyker HQ it will probably have made up its points and put you in a much MUCH better place tactically.
As for the Eversor, I meant powerfists (and equivalent) when I said power weapons. While the save is invulnerable, if you accidentally get hit (which when rolling for saves is half the time) it is an instant kill. Not a big difference since they are only 2 wound units, but still. However, with its initiative, it can probably wreck most of a unit if it goes first. (taking out Wraithlords on turn 1 is fun)
Last edited by DogofWar1; July 24th, 2009 at 19:17.