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So, the new book has me working to make my army come to standard and comply with the new rules. The old Jetbike Archon is no longer an option, but the Archon is still the nasty mess he used to be... he is scary for enemy IC's and MC's
Loadout for the "new" archon:
Huskblade - PW, that causes Instadeath.
Shadow Field - Same as before
Combat drugs - more generic as the whole army rolls on one chart.
Djin Blade - 2 extra attacks, if double is rolled hit the archon (funny as hell)
Plasma Grenades (stock)
Splinter Pistol (stock) Althouhg always wounding on a 4+ is cool.
SoulTrap - if you slay a MC or an IC then take a ld test, if you pass it the archon doubles his str for the rest of the game (so str 6 then 10) Can be very good but it means the archon has to get stuck in against a MC or an IC early in the game to make use of the increased stats later in the game.
And some pictures:
What do you think?
Right now I'm planning on running
Splinter Pistol- Pew Pew, might as well.
ElectroCorrosive Whip (err scythe)- HuskBlade is to expensive for a crummy Blissgiver, and useless against just as many enemies.
Ghostplate Armor- If you make me roll each S.Field save individually I'm taking extra protection.
Cheap, fast, killy, and reasonably survivable. Honestly, I have poison and DL's for MC's and it's rare for me to see too many multiwound models or IC's in a single game, so Huskblade doesn't do much for those extra 15 points.
Veni Vidi Variant
I came, I saw, I got a different type of Leman Russ.
The spikey ones go faster.
98% of the teen population has smoked weed, the other 2% went straight to crack.
Saga of the Ages. Click it.
Rules for grenades are on page 72 of the rulebook.
To be honest, with the loss of both the jetbike and punisher and the changes to combat drugs I see archons losing even more ground to haemonculi. They're just not the same kind of killing machines they once were. For the price of those archon loadouts you can have 2 or 3 haemis that give a unit FnP at the start of the battle plus all their cool new gadgets.
And maybe it's just me but I really don't see the point in taking a soultrap without taking a huskblade. With a few exceptions (BA sang priests, non-SS libies, etc.) almost all IC/MC's have 3 or more wounds backed up by either a high Toughness or a 4+ or better invul (or both in some cases), meaning you'll likely cause one wound per round and would have to be really lucky to do more than 2
Here's the mathhammer:
Against T4 with a 4+ invul:6 attacks=4 hits=1.33 wounds=0.67 unsaved
Against T6 with no invul:6 attacks=4 hits=0.67 wounds
These can be improved slightly with drugs but 4 out of the 6 won't really do much on their own (and none of them help with T6 much, for that you'd need to pray for +1S or re-roll drugs and then make sure your lord has 2 pain points BEFORE he hits combat so he has FC).
As I see it, what the huskblade does is lets the Soultrap go off almost guaranteed on the first round of combat and then your Archon really becomes a troop/anything killing machine, and that is what makes it worth the extra 15 points over the Electro whip.
@Templarius: The upper body of your archon looks great, I like the posing and the double sword look, but the lower body is way too upright and static. Cutting and reposing the knees and ankles would do wonders for the model in my opinion.
Last edited by Bugs_n_Orks; October 18th, 2010 at 15:25.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
Plus his increase in base stats for no increase in cost is pretty massive - my archon has gone up by about 8 points despite paying more for shadowfield and buying the 25 odd point phantasm grenade launcher (he runs with incubi). Archons are still the defacto HQ slot as passing up such raw power is hard to do.
You will se haemonculi a lot, but not because archons got worse.1 wound a turn is enough given the huskblade is a simple case of "lol u ded" after a failed save (assuming no EW), but I agree the huskblade is huge boosted by the soultrap but that is a lot of points on weapons.And maybe it's just me but I really don't see the point in taking a soultrap without taking a huskblade. With a few exceptions (BA sang priests, non-SS libies, etc.) almost all IC/MC's have 3 or more wounds backed up by either a high Toughness or a 4+ or better invul (or both in some cases), meaning you'll likely cause one wound per round and would have to be really lucky to do more than 2
Still, S6 is hard to ignore but it does involve sending the archon into the toughest elements of 99% of armies - though he should come out on top.
Last edited by The_Outsider; October 19th, 2010 at 03:13.
Its either the husk blade combo.
Or the Agon for cheapness and all round goodness.
Or the electrocorrosive whip to mitigate damage back from characters and MC.
I like the archon, his stats boost is quite nice. Just thought id make up an archon pose to suit especially with the djin blade. I am going to love running him with the incubi, phantasm FTW.
wat is so special about the phantom grenade launcher cant the klavix have that anyways?
oh ok i thought the incubi already come with plasma grenades but i may be wrong, maybe it was the true born leader who can have the launcher but i know some squad leaders have it.
Archon gets the phantasm, and it effects the entire squad he is with.
I'll probably run mine with the Agoniser + Clone field if hes running with a squad the entire match. Agoniser as its cheap and good, and for instance will ensure if the incubi hit a MC they have some relaible back up, and the clone field means that for the most part hopefully he can ignore any Power fists thrown his way. Besides for SC's and Khorne berserkers, he will only very rarely get 2 succesful against him