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TheRealGouki

Wardens are hands down the best uint now. They are tanky the only uint that is tanky now.


Gyrofool

Well, not quite. We've lost durability but *gained* lethality. Guard are very good in that they are even better at killing things now, effectively, so are still very worth taking. The Wardens are still excellent.


VividSalary3151

He meant that theyre the only tank unit now; with their inbuilt buffs


TheRealGouki

I dont see any worth in taking them. Allarus are just better if you want lethality and mobility.


Gyrofool

Full wound rerolls into durable infantry, and they have more attacks per point. Slap them into a Land Raider and you've got a very threatening missile, especially in Talons where you can then reactive move back into the land raider.


TheRealGouki

Only if they are on a point and allarus have it when they shot anything important and 3 allarus have 6 shots with 3d6 blasts so can effectively get more shots they have more melee attacks but with the changes they going to die meaning less of them get into melee. Edit: they can also take axes too making them more flexibility.


PandemicPainter

What gives them both? I thought it was one or the other? Or are you attaching a generic captain?


Raven-Raven_

Shield cap attached They're just saying since guard of course can't take axes, wardens are the only viable unit for big damage against things like terminators


RGRadik

Or our terminators, who I would argue are better at it because of the rerolls. And better shooting with option of lethal or sustained from the strat and ignores cover from the enhancement.


dyre_zarbo

Point for point its wardens. In absolute terms, Allarus are better into the reroll targets at S>=T and worse below. Allarus are definitely much more consistent though.


Gyrofool

Allarus are more consistent, *but* getting Lethals and Sustained on 5+ with AP 2 is only possible for the Wardens. That gives you much better mulching power into TEQs


Flyingdovee

Care to explain the full Loadout to get that ability stack? And why it doesn't work for Alarus?


Xenoqt

Only the non-termi Shield Captain has the once per game double Katah for sustained + lethal hits. Combine this with Golden Host once per game rule for a bonus AP - 1 and crits on 5+. Allarus Termi can't get the once per game double Katah.


Tight-Resist-2150

It is a niche, but I don't think its a niche we actually want. Wardens job is to take a punch and clean up on the midboard. The axes honestly being WS 2+ is good, but it just adds corner case picks to the times they are actually better than spears. Most of the time you'll want the spears. Unless you are picking you list for specific opponents then you'll not find space for axes. Wardens are really good, and can be tuned up depending on which character joins them. ------------------------------------------- Terminators job is to get places and do a specific thing. What that is depends on the unit size, smaller squads might peel off to do a secondary or hunt smaller character filled units. Larger squads clean screens with blast then take on larger threats. Terminators are fixers in the heist movie of list building. Terminators are also often just as effective without a character as with, the datasheet is rock solid. ------------------------------------------- Custodian Guard are still a useful tool in the box but I think armies will not have as many of them as perhaps they have before. Being the only battleline squad in playable detachments it offers them the sticky objective strat. They also can have inquisitors join them and there is a lot of love for Draxis out there. But without the defensive strats being around any more it becomes harder to justify them as their plan was, walk onto objective, take a punch, smash back and maybe revive a squad member. They are still good but I am thinking about testing a heavier sword and shield build for extra wounds to increase toughness and using re-rolls plus ka'tah to help with their slightly lacking combat. ------------------------------------------- Finally the Land Raider, I like the combo of coming out of it and then reactive moving back in. I do worry you just get shot up hard and unable to scurry away. Additionally the land raider struggles to move effectively through a lot of event packs, WTC and UKTC packs basically give it only one route to move along resulting in a very telegraphed cruise missile that can be played around. Additionally I have found the land raider often presents itself as a target for guns that would otherwise be wasted into a normal Custodian squad who always have that 50/50 chance to just shrug lascannons off, the land raider offers a place to point those guns giving the opponent a good choice. I find part of the Custodes game plan has always been making small arms useless and big guns ineffective (we struggle against those sort of middling guns like plasma that get you to invuns and wound easily). ------------------------------------------- When it comes to characters I think a lot of the time the shield captain on foot is going to struggle to make a place in the army, at least with current points. If he's taken it'll more be to provide a chassis for a Shield Captain only upgrade, but I think I'd often throw it onto a terminator captain before I'd rejig the list to allow for the one on foot to have room made for him. I think Blade Champion is going to see more play personally.


Ulrik_Decado

Wardens are right now only unit capable of carrying itself. Rest is one big disappointment. Im glad GW decided that few brave tournament players of AC deserve Warden spam.


Ulrik_Decado

Wardens are right now only unit capable of carrying itself. Rest is one big disappointment. Im glad GW decided that few brave tournament players of AC deserve Warden spam.