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Archons to have the option to go shooty, and haemonculi to be assaulty.
Archons have a godly BS 6 but the biggest thing you can give them is a SR?!?
also haemonculi are fun, they need more weapons.
Random thought over.
Totally agree. I did somewhat move in that direction with the fandex, improving the Haemonculi stinger and adding the paralyzer. I also allowed the Lord (and the Warriors in his retinue) to take poisoned ammo, making their weapons a threat to even a Great Unclean One (although it would probably save off most of the wounds). The Wych Queen can also take an Assault 3 weapon, but that would mean giving up the agoniser. I kept things conservative though, so that's it for now.
Going back to the codex, there is the xenospasm, which benefits nicely from the BS 6. It is overpriced but still a nasty surprise to T 3 armies (and MEQs if you roll lucky). The Terrorfex also benefits, though it is also a lot of points for what it does. I think it's part of the balancing of the unit that they are so under-gunned because they are so exceptional in close combat.
Last edited by Krovin-Rezh; August 27th, 2009 at 06:51.
I agree on the lord part, he should have access to desintegrator or a shredder like in dawn of war, space marine commanders can have plasma, why can' we have better guns?
As for the heamonculus, I don't know, he never was supposed to be an UBER cc fighter, but he's already pretty good with scissorhands.Need to be assaulty? He already is all about assaulting. stinger or destructor together with scissorhands it's obvious that he's a close range fighter, he'll perform more than fine against most troops.
A heamy in a wych squad is a truly good choice, heamy in a incubi squad is a good choice too, heamy in a warrior squad together with a sybarite makes it much better cc squad. A few extra weapons would be welcome, but they'e not urgently needed.Very true, a lord with his incubi are truly a monster cc unit.
I think it's part of the balancing of the unit that they are so under-gunned because they are so exceptional in close combat.
No matter how many guns you give an Archon or Dracon, he is going to be far more valuable as a close combat monster. It's true of almost every HQ in the game, including Space Marines. So while it would be cool to see more options (like an Eldar Autarch, for instance), bottom line is that you're still going to want to end up in close combat in the end.
there also ought to be an elite troop choice of incubi that don't have to be a retinue. Most of the new books have these squads and they have 5-6 different ammo/gun types to choose from.
Lots of things should be done, we'll see if they ever happen.
I'd really like to have more vehicle options more than anything, I think (we have different troop options, they just aren't all viable as is ~ maybe move mandrakes to core like scouts are in SM)
That's a good point LN. But are not the ranged options of those characters still useful for the added flexibility?
I think it might be nice if the Haemonculus had some way of dealing with opponents in heavy armor. Perhaps something that wounds on a 2+, ignores armor saves, but only ever gives the user one attack (+1 for charging).
More wargear that benefits squads as at the moment all we have is –
1. Plasma and haywire grenades,
2. And the Mask of the Damned.
And only one of those options is ever really used.
In a controversy the instant we feel anger we have already ceased striving for the truth, and have begun striving for ourselves.
I know Autarchs, Inquisitors, Battlesuit commanders, and tzeentch heralds can all be shooty; why can't an archon?
To be fair... Inquisitors, Battlesuit Commanders, and Tzeentch Heralds were all designed to be shooty in the first place. You'll notice that none of the above are all that great in close combat, whereas an Archon can be designed to be one of the deadliest CC models in the game.
The Autarch isn't even the greatest close combatant, though he's better than the other three listed.