Wednesday, July 19, 2023

Warhammer 40,000 - Leagues of Votann Index

We're in the home stretch!  I'm going to take some time tomorrow and make a quick blog about Silent Hill.  After that I just have all the Imperial Armour datasheets I haven't covered.  I'll be doing those one at a time while I finish work on my current big project.  That will lead into a huge deep dive into the Tyranid Index and Imperial Armour, and you can bet there'll be a similar one after the Codex comes out.  Then I'll be trying to focus on painting again.

But for now, the Ancestors are watching.  And they are not pleased . . .

Yeah, you've probably heard the Kin aren't doing well.  Judgement tokens have gone from being one of the most powerful mechanics in the game to being a bit of a flop.  They're still useful, and it's easier to max them out.  But LoV don't have the mobility to take the most advantage of them.  This hurts them in mission play too.  Combine that with them being redefined as a 4+ army, and Votann players are not happy.

Still, lets see what their units look like and what might need the biggest bumps.


STRATAGEMS

Warrior Pride - 1CP

Improved AP is great, and this can potentially improve a units AP by 2 points.  You're probably going to use this anytime you can get into melee with a target with two tokens.

Ancestral Sentence - 1CP

This is probably the kind of strat I think most Votann players will prefer though.  This one gives you SUSTAINED HITS 1 against any target you're shooting at, but it bumps up to SUSTAINED HITS 2 if they have Judgement tokens.  This allows the strat to always be generically useful while giving it some extra oomph when interacting with Judgement tokens.

Ordered Retreat - 1CP

Votann have a mobility issue, so the last thing you want is for your units to get tied up in combat.  You're probably going to use this quite a bit.

Reactive Reprisal - 2CP

We saw this strat in the Faction Focus.  Shooting back is a potent ability, but the real power here is the threat of firing back.  You're not going to use this on some Hearthkyn after they've been mauled by enemy fire.  You're going to use it to make sure your opponent doesn't try to chip away at things like your Land Forts.

Newfound Nemesis - 1CP

The main purpose for this strat is to stop your opponent from playing around your mechanic.  If they try and spread the love with their units so that they don't gain Judgement tokens, you can use this to make sure those units that are harassing you still get judged.

Void Armour - 1CP

Just as with Space Marines, this is returning as a strat.  It's very good, so you'll want to use it when you can.

There are good strats here, but a few seem to only be shoring up LoV's weaknesses.  You'll want to get plenty of CP to make sure you have access to every one of these when you need them.


ENHANCEMENTS

Appraising Glare - 20 pts

You need Judgement tokens to get the most out of your units, and this is an interesting way to help with that.  Anytime you want to take an objective, you can use this to help clear a path.  You can also use this as a way of dissuading an opponent from a specific action or as a tool of misdirection.  This is auto-include.

Grim Demeanour - 20 pts

With the new ways modifiers are defined, this is extremely potent.  This ability not only allows you to re-roll a Battle-shock test, but you essentially ignore the OC penalty for being Battle-shocked.  And that's before all the other penalties you get to ignore that your opponent might try and inflict!

A Long List - 15 pts

Again, getting Judgement tokens on enemies is important.  This is nowhere near as good as Appraising Glare, though.  First, you have to actually finish off a unit with this Character's unit to get the benefit.  Second the number of units this will impact in a given turn is far less.  Still, the idea that you might blast a unit off the board, then move a Judgment token to a charge target makes this at least a little appealing.

Wayfarer's Grace - 25 pts

Bringing back a character is a powerful ability, and I like the fact that this specifies your army rule goes off before this ability takes effect.  This means that your opponent might potentially get two Judgement tokens for trying to kill this one character.

These are all good Enhancements, and I'd say that Appraising Glare and Grim Demeanour are auto-include.  My guess is you'll probably want to go with Wayfarer's Grace for your third Enhancement to keep an important Character alive.  If you're not having any difficulty there, and you've got an Attached unit that is regularly destroying enemy targets, then you might try swapping to A Long List.


DATASHEETS

Ûthar the Destined - 115 pts

Why does Ancestral Fortune include a Damage roll?  His weapons are fixed Damage, and it's not like you can change them.  That aside though, Ûthar is great to the point of being in auto-include territory.

Kâhl - 90 pts

Okay, so the basic Kâhl also gets Grim Efficiency.  Still, this could potentially be some good redundancy.  You can also set them up to give their unit Deep Strike.  Very nice all around.

Einhyr Champion - 75 pts

Another character that can give a unit Deep Strike.  These will be important to get around mobility issues.  This character is good on his own merits, but you'll only be taking them if Einhyr are good.

Grimnyr - 75 pts for 3 models

Another really good character.  Now I'm dreading when I get to Hearthkyn . . .  The two little Corvs are basically extra wounds, but Ancenstral Wrath is pretty good.

Brôkhyr Iron-Master - 75 pts for 5 models

I really wish the Multispectral Visor was re-roll Hits instead of +1 to Hit.  Still the healing is nice, and this isn't bad for a little support unit that can be attached to other units.

Hearthkyn Warriors - 135 pts for 10 models (13.5 pts per model)

And . . . they're fine.  Like aggressively fine.  They put out just enough fire power and are just tough enough I think they earn their keep.  Sticky objectives is also useful for any army with mobility issues.  My first vote to improve Votann is to drop the cost on these at least 10 pts.

Einhyr Hearthguard - 165 pts for 5 models (33 pts per model)

These legitimately punch hard and don't have bad durability.  But I still can't help but feel like they're a tad expensive.

Cthonian Beserks - 135 pts for 5 models (27 pts per model)

This is such a funky unit!  A melee unit with INDIRECT FIRE!  Still, the mole grenades will help them catch their targets and Fight on Death is always nice.  The problem is that you're not going to do either, cause your opponent is going to shoot them and they're going to die.  I feel like what this unit wants to do is hide behind a ruin and pepper their opponent with Indirect, then charge anything that tries to do something about it.

Hernkyn Pioneers - 105 pts for 3 models (35 pts per model)

And Hernkyn are still the best unit in Leagues of Votann!  Okay, to be fair I haven't gotten through the rest of the Index, but these are still fantastic.

Sagitaur - 120 pts

This feels pretty pricey to me.  I like the fact you can use these to combat squad larger units, and it does actually have some decent firepower and mobility.  But I feel like you're really paying a premium here.

Brôkhyr Thunderkyn - 95 pts for 3 models (~31.67 pts per model)

I actually really like these.  They put out some nice firepower and they're decently tough.  I'm not sure you use Overwatch on them, but I haven't seen any Torrent weapons yet.

Hekaton Land Fortress - 245 pts

These are still good and will probably be your primary transport and fire support.  I like them a lot!


FINAL THOUGHTS

I feel like Votann need two things.  The first is that they just need some of their units to be cheaper.  I would start by dropping Hearthkyn down to an even 120 and Hearthguard to something like 150.  The Sagitaur might also want to get closer to around the 100 pts range.  I think a few changes like that will greatly turn some of the Kin's fortunes around.

But honestly, the real issue here is they need more stuff.  Their Index is still small, so they don't have a lot of options or answers to specific issues they might run into.  Hopefully they'll see a bunch of new models when their Codex drops.

Tuesday, July 18, 2023

Warhammer 40,000 - Orks Index

I'm still feeling under the weather.

But who carez, 'cuz itz time to WAAAGH!!!

Orks are another case of no news is good news.  The Ork army rules are okay, essentially being a slightly nerfed version of Goffs from last edition.  The +1 to Strength doesn't mean a lot in this new world of buffed Toughness, but it still helps.  In the mean time, Advance and Charge and an army wide 5+ Invuln are fantastic.  And SUSTAINED HITS 1 is a fantastic buff as well.  Unfortunately 10th doesn't seem to be as friendly to melee as 9th was.  It may not seem like it, but the pace of the game has slowed down, and any army that needs to slog across the board to do damage is going to get shot.

But enuff yammerin' on.  Letz see whad da best army haz ta show!


STRATAGEMS

Careen! - 1CP

You're not gonna get to use this a lot.  But when you get to, you'll love it.

Orks Is Never Beaten - 2CP

It's a 2CP Fight on Death!  Awesome!

Unbridled Carnage - 1CP

Crits on 5s!  Your whole army has SUSTAINED HITS 1, so this will always be useful.

'Ard As Nails - 1CP

-1 to Wound may not be the most exciting rule, but you might need it to get your Boyz where you want them.  And considering Orks are already T5, this will make them pretty hard to kill.

Mob Rule - 1CP

Hmm, I'm not sure I like this.  While it's thematic, using a Strat to use a Strat doesn't seem very good to me.

'Ere We Go - 1CP

+2 to Advance and Charge is fantastic.  If you've got a unit you absolutely need to get stuck in, you can use this when you Call the Waaagh! to practically guarantee it.

Definitely some good strats here!  Mob Rule is pretty much a miss, but you've otherwise got two strats to get your Boyz to the fight, then two to make 'em punch harder.  And Careen is just some fun you might get to have now and then.


ENHANCEMENTS

Follow Me Ladz - 25 pts

We've seen GW is prizing movement in this edition.  This doesn't seem too bad to me though, as long as you have it on a big enough brick.

Kunnin' But Brutal - 15 pts

As a melee army, you want to make sure you get the engagements that benefit you.  Fall Back and Charge helps with that.  The fact you also get Fall Back and Shoot helps your Boyz get a little more dakka in too.

Headwoppa's Killchoppa - 20 pts

DEVASTATING WOUNDS is great!  If there happens to be any Character with Anti melee weapons, this is auto-include.

Supa-Cybork Body - 15 pts

You'll probably only want to use this on the biggest and baddest Characters you have, but it will make them really hard to kill.

These are all good, but none of them are really standout, save maybe the Killchoppa.  You'll more likely base the Enhancements you take based off the units you want, rather than looking to find a unit to take an Enhancement.


DATASHEETS

Battlewagon - 185 pts

Huh!  They changed Ramshackle to Armour of Contempt!  This is a tricky one, as there's a lot of different ways you can kit this out, and none of them jump out as the best one.  There's a lot of customization here.  It's also got a lot of Wounds for T10, so that's throwing off my math a bit.  It feels over-costed, but that might depend on what other options you have for getting a big unit of Boyz up the board.

Beast Snagga Boyz - 105 pts for 10 models (10.5 pts per model)

I don't think I like these.  As I mentioned in the Faction Focus, they really need a Wound re-roll if they're going to try and go after Monsters and Vehicles.  Because of that, I think they're pricey for what they do.

Beastboss - 80 pts

Oh!  Here's a potential recipient for that Killchoppa, though he already gets DEV WOUNDS on the Charge, so maybe Kunnin' But Brutal might be better.  I don't like his buff for Beast Snaggas though.

Beastboss on Squigosaur - 165 pts

This actually has better synergy, but I still think he's overpriced.  He's going to be out in the open, and though that FNP will help, he's going to get blasted off the board.  He needs to be cheaper.

Big Mek in Mega Armour - 100 pts

This is fantastic, though!  Give him the shoota and Kustom Force Field and he's gonna make your units of Meganobz incredibly tough!  If Meganobz are good you're taking him.

Big Mek with Kustom Force Field - 65 pts

Here's another one that will greatly increase the durability of your Boyz.  He's got a lot of options for joining units too, so there's bound to be something you'll want some extra durability on.

Big Mek with Shock Attack Gun - 75 pts

That gun is just so swingy!  This model should honestly be the same cost as the one with the Kustom Force Field, and possibly cheaper.

Big'ed Bossbunka - 135 pts

Nah.  At least they set this one up with Firing Deck instead of doing the silly thing they did with the Aegis Defense Line.

Blitza-Bommer - 115 pts

While this is the most affordable aircraft we've seen, there's a reason for it.  There's a decent chance this thing won't do anything in any given game.

Boomdakka Snazzwagon - 90 pts

This isn't bad, and Ork vehicles are always fun.  I like the debuff Aura it has.

Boss Snikrot - 105 pts

He's not bad, but your unit is likely going to have Cover most of the time anyway.  His ability to teleport his unit is really good though.

Boss Zagstruk - 100 pts

It's too bad Zagstruk can't take Follow Me Ladz, as that would result in some very reliable charges out of Deep Strike.  Still he'll definitely help his unit get stuck in.

Boyz - 85 pts for 10 models (8.5 pts per model)

I like that they can have two Leaders in a squad of 20, but they still feel pricey to me.  If you take them, you'll want to get them stuck in as soon as possible.

Burna Boyz - 65 pts for 5 models (13 pts per model)

I don't think that's bad for a good Overwatch target.  They might also help you take objectives, though its a little annoying the Spanner doesn't get to benefit from its rule.

Burna-Bommer - 125 pts

For only 10 pts more than the Blitza, I think this is a much better Aircraft.  Stripping Cover is a useful ability, and there's enough shots here it might actually do some damage.  I'm still not sold on Aircraft though.

Dakkajet - 135 pts

Why is this more expensive?  The Bommer is probably going to do more damage!

Deff Dread - 150 pts

Wow!  I think these came off worse than my Carnifexes.  Not very good at all.

Deffkilla Wartrike - 90 pts

I like this one!  If bikes are good, this is going to be good!  That cutta is going to miss so much though . . .

Deffkoptas - 115 pts for 3 models (~38.33 pts per model)

These are swingy, but I like them.  I feel like this is more of an appropriate model for Orks though.  Yes it's swingy, but it's also really well costed for its statline.

Flash Gitz - 95 pts for 5 models (~19 pts per model)

Man, I was really ready to like these.  We haven't really seen HEAVY yet on an Ork weapon, and the fact they can put out a lot of shots hitting on 4s is good.  But that cost though . . .

Ghazgukull Thraka - 235 pts

This feels really expensive for Thraka considering his new statline.  You're really paying a premium for his Leader ability, though his bonuses are very good.  Still, Makari makes him very tough to kill once you've chewed through his unit.

Gorkanaut - 295 pts

Wow!  I think that's actually a really good cost for the Gorkanaut.  These actually might get to see play again.

Gretchin - 45 pts for 11 models (~4.09 pts per model)

Grotz are actually really good!  Not only are they extremely cheap and expendable screens, but they're potentially getting you some CP too!  Just don't let it get to their heads, or we might have an uprising on our hands!

Hunta Rig - 180 pts

I really like this one!  I just wish Beast Snaggas themselves were better.

Kaptin Badrukk - 95 pts

While Flash Gitz are overpriced, I like Badrukk.  He actually makes Flash Gitz hit pretty hard, especially in combat when calling the Waaagh!  Just like with Death Guard's -1 Toughness, +1 Strength doesn't mean a lot with the new Toughness profiles.  But +1 Strength and -1 Toughness?  That'll do it!

Kill Rig - 220 pts

That's actually a really good range on the Wurrtower.  Still, even with another buff to get your Orks hitting harder, I'm not sure it's worth the extra 40 pts.

Killa Kans - 150 pts for 3 models (50 pts per model)

This might be my favorite unit so far!  I think 50 pts for 5 T6 Wounds and a bunch of attacks on 4s is pretty good.  Also, I think Shooty Power Trip is both powerful and hilarious!

Kommandos - 135 pts for 10 models (13.5 pts per model)

This unit looks like its a lot of fun!  It's got quite a few nice toys to play with, and starting with both Infiltration and Stealth is nice.  I still feel it's a bit expensive.  You should not be paying the same price for good melee as you do for good shooting.

Kustom Boosta-Blasta - 85 pts

I'm really liking a lot of the Ork vehicles.  I kinda wish we still had access to the Speed Waaagh!  It wouldn't surprise me if we see a similar rule when the new Codex comes out.

Lootas - 55 pts for 5 models (11 pts per model)

Yeah, Ork Infantry is still feeling overpriced to me.  I hope we see a relative reduction in cost for it.

Mad Dok Grotsnik - 75 pts

I'd say this is okay for some decent melee, a 5+ FNP, and Fall Back and Charge.  I just wish there better units for Grotsnik to be in.  Well, I guess we still have Nobz to look at.

Meganobz - 2 models for 65 pts (32.5 pts per model)

Okay, these are priced really weird.  I don't know if this has happened before, and I just didn't see it because I didn't have point, or I did have points and missed it.  The price I've written is the best one for the unit.  Again, I feel like these are overpriced.  But they're probably going to hit really hard when you Call the Waaagh!

Megatrakk Scrapjet - 90 pts

Again, I like Ork vehicles.  Also, although this unit is pretty melee focused, I actually like the rokkit kannon.

Mek - 45 pts

I like Ork vehicles, so I like the idea of having a Mek or two to keep the operating a little bit longer.  How he's going to keep up, I have no idea.  But a good number of vehicles are transports, so that'll help.

Mek Gunz - 45 pts per model

Huh, the Grotz are now just tokens to represent the wounds on these.  This is another heavy weapon team that will have trouble repositioning if you need to.  It's got descent range, but unfortunately doesn't have any access to INDIRECT.

Morkanaut - 350 pts

Apparently they decided the Morkanaut had enough fire power it required a points bump do to indirect, but the Gorkanaut didn't.  I still like it.

Mozrog Skragbad - 195 pts

Mozrog might just be tough enough to get to where you want him so he get some work done.  He'll also probably get to do a surprising amount of damage to his chosen targets.  He's still very targetable, though.

Nob on Smasha Squig - 75 pts

Here's another one that's going to depend on how good its unit is.  Mounted is not a good keyword to have.  But this is still a tough and hard hitting leader for its cost.

Nob with Waaagh! Banner - 70 pts

This Leader has some nice abilities.  Unfortunately, we already know Boyz aren't very good.  So if Nobz aren't good, it's not gonna be worth taking.

Nobz - 115 pts for 5 models (23 pts per model)

Nope!  Orks just aren't doing well for Infantry, unfortunately.

Painboss - 70 pts

I'm still not sure about Beast Snaggas, but this might help keep your big Warbosses alive.

Painboy - 80 pts

This Painboy however, feels over-costed, especially when you consider what units it can join.

Rukkatrukk Squigbuggy - 110 pts

Indirect can be very good.  While this unit's Indirect isn't very strong, it does get a ton of shots.  It also has some very nice mobility to get into position and keep it ahead of any trouble.  I'd say it's fine.

Shokkjump Dragsta - 85 pts

Again, I really like Ork vehicles.  While this model has less shooting than the other vehicles do, it has some relatively reliable shots it can put out, potentially sniping away characters.  It's also insanely mobile.

Squighog Boyz - 110 pts for 3 models (~36.67 pts per model)

This isn't bad, though it still sucks that it's Mounted.  I also wish it hit harder.

Stompa - 800 pts

This can definitely put out a ton of Dakka, but it just feel over-costed to me.  Even with the benefits of towering, I think there's a reason GW didn't increase the points on it along with the other towering units.

Stormboyz - 65 pts for 5 models (13 pts per model)

They're good!  Finally we get some Boyz I think are actually priced appropriately.  I definitely think that those combat profiles with that level of mobility is worth 13 pts per model, and probably not a point more.

Tankbustas - 135 pts for 5 models (27 pts per model)

Is . . . is that a joke?  Seriously, in what world are these things worth more than 20 pts?  And that would still be overprice!

Trukk  - 50 pts

By contrast, I'd spend this all day long!  Even if I'm just getting my Grotz into position and then sending this off to be disruptive, I'd totally buy 3 of these.

Warbikers - 3 models for 75 pts (25 pts per model)

While the fact they're mounted is a bit of a liability, I still really like these.  Speed Waaagh! can't come soon enough!

Warboss - 70 pts

I'd say this was really good, if only he had something good to lead.

Warboss in Mega Armour - 95 pts

If you want a boss, I'd call on this one and some Meganobz, though I still think that's a bit of a pricey package.

Wazbom Blastajet - 175 pts

Even if Aircraft were better, I still think this would be overpriced.  The fact it can still get the 4+ Invuln is nice, though.

Weirdboy - 55 pts

Orks have only had a few precision attacks, so this strangely makes the Weirdboy the best tool for removing pesky Characters.  Unfortunately, you'll need to put him in a big unit of Boyz to get the most out of his ability.  At least the unit will get a potential teleport, and you can put a second leader in there to help get more value out of it.

Wurrboy - 60 pts

I don't like this as much.  Eyez of Mork might spike to do some decent damage, but Roar of Mork is going to be much more situational.

Zadgrod Wortsnagga - 80 pts

Grots are really good, and Zodgrod will let you get a little more out of them.  I feel like he might be a little overpriced, but that's still a heavy overhaul to a unit of Gretchin.

Mekboy Workshop - 80 pts

While I like Ork vehicles, I still think this is too much to pay for a unit that does nothing but heal them a little whenever they're nearby.

Grot Tanks - 155 pts for 4 models (38.75 pts per model)

Grots are good!  Vehicles are good!  Are Grot Vehicles good?  You betcha!

Grot Mega-Tank - 110 pts

Second verse, same as the first!

Squiggoth - 150 pts

I think this is pretty good too.  Not sure what I'd put on it.  Maybe a small unit of Flash Gitz with Badruk?

Gargantuan Squiggoth - 440 pts

Same here, though I'm even less sure what I'd put in this one.

Kill Tank - 305 pts

That's a lot of T12 Wounds with a lot of dakka!  Additionally, I think that Orks have a bit of a problem with Vehicles from the looks of things.  That big gun might help, thought it's still not the most reliable.

Mega Dread - 225 pts

And I think we have our first Forge World miss.  I just don't think you're going to get your points back from this.

Meka-Dread - 230 pts

Interesting!  While it's got a little less dakka, it heals the vehicles around it.  As a big model, it'll have a somewhat decent radius to choose from.  I just don't think it'll live long enough to do much.

Big Trakk - 75 pts

And we're back in action!  It's too bad it doesn't have a better melee attack.  Still, this is pretty good.

Warboss on Warbike - 85 pts

If you have one of these or have converted it, this is probably the best Warboss Orks have right now.  Although it doesn't currently say it can actually lead bikes . . . or anything else . . .

Nobz on Warbikes - 125 pts for 3 models (~41.67 pts per model)

Like the basic Warbikes, these are great save for being a Mounted unit.  It's also interesting to see enhanced Consolidate again!


FINAL THOUGHTS

I can see why Orks are landing closer to the middle of the pack.  Though they have good rules and Characters the units you most want to use them on are all overpriced.  And considering how hostile this game can be to low save Infantry, that is definitely not good.  But they still have some great pieces, with their vehicles in particularly being pretty strong.  They've also got some of the best Forge World datasheets I've seen so far.  If like playing a Speed Freeks style army, I think you can have a lot of fun and success here.  If you like your big bricks of Boyz, I think you'll be more disappointed.

Monday, July 17, 2023

Warhammer 40,000 - Genestealer Cults Index

I think I officially have con crud.  So it's nice that today I get to cover my secondary faction.  But it also means I'm not gonna cover the Silent Hill news today.  I already Live Blogged my reaction to it, so it will still be genuine when I post it.  But that news is nowhere near as excitement building unfortunately.

Genestealer Cults have proven to be an absolute menace.  They were considered the third most powerful faction before the balance pass, and they might genuinely be the strongest faction now.  Like Aeldari, they have a bit of a rules problem.  Their Army Rule is just crazy!  It's actually the kind of rule Tyranids should have, but its implementation is just off the charts.  If a Genestealer Cults player is doing their job right, they effectively never lose board control.  Their opponent faces an unending war of attrition they seem destined to lose.  While this is incredibly thematic, it's not a lot of fun to play against.  I wouldn't be surprised if GW ends up forced to make another balance patch before their intended goal.


STRATAGEMS

Unquestioning Loyalty - 1CP

The key bodyguard rule of GSC fame is now a Stratagem.  This is actually going to be important, as eventually Characters are going to end up without their Bodyguards.  It also uses old fashioned Bodyguard rules, meaning that a unit can protect a Character while hiding out of line of sight.  Very potent.

Coordinated Trap - 2CP

A nod to the 9th Ed Crossfire mechanic, this will help get more damage out of your units.  I expect you'll use this a lot.

Tunnel Crawlers - 1CP

We saw this one in the Faction Focus, and it's absolutely fantastic.  Your opponent is going to be trying to screen as best they can, and this will help you get around it.

A Perfect Ambush - 1CP

Improved BS and AP!  And it works on any arrival from reserves, which you'll be doing a lot.  Another critical strat.

One With The Darkness - 1CP

1CP for Stealth and Lone Operative.  Yes please!

Return to the Shadows - 1CP

Pop a unit back into Strategic Reserves.  Nice!

Wow, this faction just has some incredible rules!  These are all great strats, and figuring out how to spend your CP will be a challenge.  There's definitely a lot of room to play this army at a higher level here.


ENHANCEMENTS

Prowling Agitant - 15 pts

Skulking Horrors for 15 pts sounds pretty good.  Your goal is to maintain board control, and anything that gives you some extra movement is fantastic.

Meticulous Planner - 40 pts

40 pts for a Vect?  This is a very good ability but it ain't that good!

Inscrutable Cunning - 30 pts

CP regen and Infiltrators is much more like it.  This is probably auto-include.

Focus of Adoration - 10 pts

Huh.  10 pts for free Heroic Interventions is interesting.  You'll probably use this if you've got a few points to spare.

Finally we get some misses.  Two of these are almost auto-include, and two of them can easily stay home.  Genestealer Cults has a lot of Characters and no Epic Heroes (save maybe the Patriarch), so Enhancements are important.  The fact they have only two good ones is at least one chink in their armour.


DATASHEETS

Alright, let's start with a little honest disclosure.  I'm going to have a difficult time determining how good these are.  Genestealer Cult datasheets are supposed to look unimpressive.  Most of the time I'm going by gut feel with some napkin math when trying to judge these.  But things are really going to get tricky here.  In any other army, I always feel you're paying way too much for the Battleline keyword.  Here, it's going to be worth way more than any other faction.  Still, lets see how I do.

Aberrants - 5 models for 165 pts (33 pts per model)

And already I'm struggling!  While they're not going to do well as an assault unit, they may work for tying up your opponents heavy hitters.  Cost wise they're tough, but they're not that tough.  But when you add in Cult Ambush they start to look meaner.  I think they're probably fine.

Abominant - 75 pts

This feels like a steal though!  I think Aberrants and an Abominant might be a good brick to hold up your opponent's advance.

Achilles Ridgerunners - 75 pts per model

Wait, what?  How is this only 75 pts?  This is so good!  Buy!

Acolyte Hybrids - 75 pts for 5 models (15 pts per model)

I think these might be pretty good!  There's a couple of different loadouts that might work too.  You could grab a bunch of mining tools and try to use them to take objectives, or you could do the old hand flamer thing and make them annoying to shift off an objective.  They'd definitely be trash in any other faction, though.

Acolyte Iconward - 50 pts

Here's a tough one.  The 5+ FNP is definitely nice, but I don't think that makes them worth 50 pts.  But the ability to potentially save one of your Ambush markers could be useful.  I think they might be fine.

Atalan Jackals - 80 pts for 5 models (16 pts per model)

Okay, I really like these.  I've always liked Jackals though, so I might have a bit of a bias here.  The only thing that sucks is they don't synergize very well with Cult Ambush, needing to be setup within 6" of a board edge to come back on.  But I still think they'll be fun to play with.

Biophagus - 50 pts

This will definitely help your units punch above their weight.  If you're trying to setup a unit to push into the mid board, you might want to bring one of these along.

Clamavus - 40 pts

One of the potential weaknesses of GSC is the ability to Deep Strike past their screens to prevent them from placing Ambush markers.  But the Clamavus stops this, helping you maintain your board control.  This might be auto-include.

Goliath Rockgrinder - 155 pts

I think they actually turned this into a pretty good assault vehicle.  Again, I like it.

Goliath Truck - 110 pts

This feels over-costed though.  While I like the Firing Deck 12 and the Fire Support ability, I don't think this replaces the innate ability of most of your units to Deep Strike.

Hybrid Metamorphs - 80 pts for 5 models (16 pts per model)

Hmm, I'm going to put a pass on these.  While the idea of having a 3+ Fight on Death combined with Cult Ambush seems pretty vicious, I don't think it's worth more than Acolytes are.

Jackal Alphus - 60 pts

Oh I really like the Alphus now!  That sniper rifle might actually be able to pick off some of the weaker characters out there, but the big draw is the ability to mark targets while getting a Move Shoot Move.  Really good tech!

Kelermorph - 55 pts

The GSC lone gunslinger has lost quite a lot of striking power.  And while their abilities are cool, they're not why you're going to take them.  You're going to take them because they're a 55 point Lone Operative with Deep Strike that will be great at objective scoring.  If you really want to use their abilities, make sure you keep a CP for Unquestioning Loyalty.

Locus - 40 pts

If you're trying to make a close combat unit, this is your go to Leader.  Fights First is great and they have a decent combat profile to go with it.  The bodyguard ability is gravy.

Magus - 50 pts

Not sure about this one.  The ability to potentially disrupt enemy shooting is nice, and with the Psychic Familiar you can get some pretty decent range on it.  But I think you have better uses for the points.

Neophyte Hybrids - 80 pts for 10 models (8 pts per model)

That's honestly not bad.  I think when you include Cult Ambush and Deep Strike this actually quite the bargain.  You'll want these camping objectives for you so you can get the CP you need to fuel your units, too.  Honestly fantastic!

Nexos - 50 pts

This is auto-include.  Not only do they grant you the Captain ability, but the fact you can move your blips is so good.

Patriarch - 85 pts

How does the better version of the Broodlord cost 15 pts less?  Seriously, someone explain this to me!  You're obviously only taking one of these, but you're still taking it.

Primus - 70 pts

While redeploy isn't as good as we wanted, I still think this is good.  Being able to put more GSC units into reserves is something you want.  Just make sure you've got enough units on the board to set up your screens.  The re-roll Hits is very nice too, considering how bad GSC shooting is.

Purestrain Genestealers - 90 pts for 5 models

Darnit!  GSC still gets better Genestealers than we do!  At least the statlines are the same again.  These are great, especially when lead by a Patriarch.

Reductus Saboteur - 55 pts

The new GSC model has finally come into its own.  Lone Operative combined with Indirect Fire is evil.  And if your opponent tries to close with them, or an area they're screening, they're getting punished.  I can easily see running three of these.

Sanctus - 50 pts

The premiere GSC assassin is stupid good.  If your opponent brings a Psyker, it's as good as dead.  Any other Character targets are going to be in trouble too.  And, of course, as a Lone Operative they can easily play mission games too.


FINAL THOUGHTS

Yeah, GSC are a menace!  The only weakness they really have is a general lack of synergy between their units.  You definitely have to use their Stratagems to get the most out of them.  But Cult Ambush and They Came From Below are just so good.  Cult Ambush will need to take a nerf at some point, I'm sure of it.  But providing they don't nuke it from orbit, there will still be plenty of play in this army when they do.

Sunday, July 16, 2023

Warhammer 40,000 - Necron Index

Initial impressions of Necrons had some fans a bit worried.  Reanimation protocols had been changed again, and this new version looked to be the weakest ever.  However, the reports from players and events are starting to come in, and it looks like Necrons are more implacable than ever before.  They may be the most durable army in 10th Edition, the unstoppable legion of immortal warriors Necron players have always wanted.  Let's finally take a look into what they have available.


STRATAGEMS

We've already seen both of the Necron Army rules from the Faction Focus.  Now we get to assemble those with the rest of their abilities.

Protocol of the Eternal Guardian - 1CP

Well that's definitely going to help them be durable!  Each Necron Character can just be resurrected once per game for 1CP.  No re-roll or conditions, just put the character back outside of Engagement range with half of its wounds left.  This can be done any phase, so you can setup the Character in your Command Phase and then heal them with Reanimation Protocols.  Crazy good!

Protocol of the Hungry Void - 1CP

+1 Strength for any Necron unit in melee isn't anything to right home about, but an additional pip of AP if that unit is being lead by a Character is very nice.  AP is at a premium, so if you can get this on some good units you can get a lot of damage done.

Protocol of the Conquering Tyrant - 1CP

Again, you'll almost always want to use this on a unit with a Character, though this one at least still might have use on other units.  Re-rolling wounds is a powerful ability, especially if any units have good access to DEV WOUNDS.

Protocol of the Undying Legions - 1CP

One of the powerful things about older versions of Reanimation Protocols was that it often occurred soon after a unit took damage.  This strat lets you bring back some of that old power, with another bonus if the unit has a Character.

Protocol of the Vengeful Stars - 1CP

Oh wow!  A shoot back ability with a kicker!  I really like the theming on this one, and can easily imagine a Necron commander casually ordering their unit to fire back on the enemy as they expose themselves.  IGNORES COVER is really good now, so this Strat will almost certainly see use.

Protocol of the Sudden Storm - 1CP

Necrons are one of the slower armies.  So giving some of them the ability to Advance and Shoot and re-rolling the Advance roll is a nice bonus.

These are all very good strats.  Of them, I think the one you'll probably use the least is the previously revealed Hungry Void.  But I definitely hope Necrons have good CP regen, because you'll want to use these all frequently.


ENHANCEMENTS

Veil of Darkness - 20 pts

Teleporting a unit at the end of your opponent's turn is a very powerful ability.  You're going to want to take this!

The Sovereign Coronal (Aura) - 30 pts

This feels a bit pricey, but so many of this Detachment's rules key off of being lead by a Character.  And this is definitely cheaper than purchasing a Character for every single unit.

Hypermaterial Ablator - 25 pts

Stealth is nice, but it's so easy to get Cover in 10th Edition.  This is probably going to stay back at the Tomb World.

Sempiternal Weave - 10 pts

Okay, I know Characters in 10th Edition don't have a lot of wounds to make the best use of FNP.  But this still feel like a bargain, and you want to keep your Characters alive.  Take it!

I think we've got two really good Enhancements here, with a third you might want to use to get the most out of the Detachment.  Not too bad!


DATASHEETS

Imotekh the Stormlord - 105 pts

Oh wow!  He's T5!  That's really not a bad profile for a 105 pts character and the Staff of the Destroyer looks plenty mean.  He also looks like your primary source of extra CP and has a once per game mortal wounds bomb.  He feel pretty auto-include.

Orikan the Diviner - 80 pts

The main reason you're taking this unique Cryptek is for that 4+ Invuln on his unit.  But his Finest Hour ability is also really good!  It also looks like Crypteks can be a second character in a unit, so that makes him a very good pick.

Anrakyr the Traveler - 95 pts

How is he cheaper than Imotekh?  Anrakyr honestly looks like a beast, even if you know you're going to constantly roll 1s for his tachyon arrow.  His ability to cripple enemy Vehicles is very nice.  His only drawback is he can only lead Immortals.  So if they're not all that good, you won't be able to make good use out of him.

Vargard Obyron - 85 pts

Interesting!  You're almost always going to want to take Obyron with Zahndrekh.  He's a pretty good melee Character assassin, and Fights First is fantastic.

Illuminor Szeras - 220 pts

Szeras is expensive, and his defensive profile isn't very good for his cost.  Fortunately, you should be able to stop it from ever coming up.  He gets Lone Op when near other Necrons, and you'll be keeping him near at least one unit.  With eldritch lance having a 36" range and some decent ability to punish anything in melee that wanders close enough to shoot, he can do everything he needs to without ever putting himself at risk.  And his Aura is simply incredible, even if it only affects Battleline.

Necron Epic Heroes are no joke!

Nemesor Zahndrekh - 85 pts

All of the abilities on Zahndrekh's Transient Madness are good to have, though you'll always want to get DEV WOUNDS.  He also gets a Vect, which is very nice.  He's definitely worth taking.

Trazyn the Infinite - 75 pts

Our first potential miss is everyone's favorite history buff.  His defensive profile honestly isn't bad for his cost, and the fact he can use other characters as extra lives or a teleport is great.  However his combat profile is lacking, and while sticky objectives is good, Necrons shouldn't have any issues with board control.

Royal Warden - 40 pts

40 pts!  How is this only 40 pts?  Buy!

Skorpekh Lord - 115 pts

This is pretty good!  If Skorpekhs are good, and you decide you want to take them, you should probably take this too.

Lokhust Lord - 85 pts

Oo!  The Lokhust Lord grants their unit Crits on 5s!  If they've got good USRs to take advantage of this, then that's pretty potent.  I've said my piece about finishing blow abilities.

Lord - 65 pts

The generic Necron Lord looks okay.  Additional movement is always nice, especially on such a slow army.  But why make it so that you can use strats on Battle-shocked units when the Royal Warden can just end Battle-shock?

Catacomb Command Barge - 150 pts

Okay, I like the Command Barge way more than the generic Necron Lord.  It's definitely shootable, and that's always going to be a problem.  But it's got some nice durability, and it definitely makes your basic troops a pain to deal with.

Overlord - 85 pts

For 20 pts more than the generic Necron Lord, you get a huge durability buff, the ability to take a voidscythe, and the Captain ability.  I think Necron Lords are going to be collecting dust for a bit.

Technomancer - 60 pts

This is an interesting piece of tech.  You can either join them to a unit, granting the old school Reanimation Protocols for a 5+ FNP, and have them buff your Canoptek units, or you can make them a Lone Operative and have them play objective games while still getting to heal your models.  Either way, they're worth the 60 pts.

Psychomancer - 50 pts

Wow!  That is such a good weapon for such a crappy combat profile!  Necrons haven't played much with Battle-shock yet, so this is a tool that might be welcome.  Battle-shock is turning out to not be the most impactful thing, but it's still an annoying debuff you can inflict.  And 50 pts seems about right.

Chronomancer - 50 pts

There's that much need mobility boost!  This is fantastic!  Buy!

Plasmancer - 55 pts

That's a slightly better profile for a weapon like that, but hitting on 4s still stings.  Still, scoring crits on 5s is fantastic.  But the real draw here is Living Lightning.  Abilities like this are normally once per game, but the Plasmancer gets it in their Shooting phase.  Even with mortals on 6s, that's still fantastic!  Buy!

Necron Warriors - 120 pts for 10 models (12 pts per model)

And the shoe finally drops.  Necron Warriors are 12 pts per model.  Necron characters are great, but they can only attach to at most three units.  Right now we're 0 and 1.

Immortals - 70 pts for 5 models (14 pts per model)

Alright!  That's more like it!  For 2 pts more per model, Immortals are much tougher and have way better shooting.  They're probably still only fine, but this is a much smaller tax to pay to bring your characters.

Canoptek Reanimator - 95 pts

This is a lot to pay for 6 T6 wounds with some mediocre shooting.  But that aura is great!  The 4+ FNP definitely helps.  It'll be tough with how tall they are, but if you can find a good hiding spot they'll greatly increase your army's durability.

Hexmark Destroyer - 70 pts

It'll be tricky making use of this models Lone Operative ability, but it'll definitely be worth it.  While its Pistols are only Dmg 1, you can put out so many shots it's kind of crazy.  And worse comes to worse, you use it to score objectives.

Lychguard - 95 pts for 5 models (19 pts per model)

I'm calling these fine too.  So while none of the Necron units you can put your characters in are really standout, you do have options.  These can even make a credible melee threat with the right Characters.

Deathmarks - 65 pts for 5 models (13 pts per model)

Wow, we're just gonna shame Warriors now.  These are actually really good!  Especially with all the rumors of GSC running amok, their ability is absolutely fantastic!

Flayed Ones - 70 pts for 5 models (14 pts per model)

I don't like their ability very much, but that is a lot of attacks they can put out.  They're really slow though, so I'm pretty sure these aren't going to find a home in many lists.

Cryptothralls - 40 pts for 2 models (20 pts per model)

These seem overpriced, but if I understand the rule correctly I think they grant the whole unit a 3+ Fight on Death.  That's a mean ability to give your Bodyguards.

Skorpekh Destroyers - 110 pts for 3 models (~36.67 pts per model)

These have a great combat profile, and a once per game DEV WOUND ability.  I think these are probably on the edge of fine at that cost.  You're definitely only taking these if you're taking a Skorpekh Lord.

Triarch Stalker - 125 pts

I think this is great!  It's got a good profile for its cost and three interesting weapon options.  I think I really like the particle shredder, though the heat ray is also good.  But the main reason you're taking these is to mark targets and get rid of Cover.

C'tan Shard of the Deceiver - 265 pts

This feels a bit pricy to me, especially since the timing on redeploys seems to be undesirable.  But he's probably going to snipe a character every time he gets in range.  I feel you're going to struggle to get your points back with him though.

C'tan Shard of the Nightbringer - 255 pts

This is better in my opinion.  I feel like The Nighbringer is still going to be an excellent, tough, melee threat.

C'tan Shard of the Void Dragon - 270 pts

Nice, they fixed the WS on the spear!  Vehicles are a thing in this edition, and the Void Dragon is still great at dealing with them.  I think this is good.

Transcendent C'tan - 280 pts

What, why?  Why is this the most expensive C'tan?  Yeah it can teleport and blast things with its gun, but that's the only trick it has.  It's not bad, I just don't know why this is the expensive one.

Canoptek Spyders - 75 pts per model

I don't think Psychic attacks are really going to be that big of a deal in this edition, though Gloom Prism is nice when you run into your odd KSons or Grey Knights player.  So you're mostly taking this to make your vehicles tougher and your Scarabs more annoying.

Canoptek Scarab Swarms - 40 pts for 3 models (~13.33 pts per model)

Hah!  The Scarab Swarms have LETHAL HITS!  That's fantastic!  These honestly still look like they'll be a great screening and harassment unit.

Ophydian Destroyers - 110 pts for 3 models (~36.67 pts per model)

Hey!  Tunneling Horrors is our thing!  

Jokes aside, you lose quite a bit of durability and striking power for the movement shenanigans.  Skorpekhs were right on the edge and really only work because you can take a Skorpekh lord.  Still, Necrons can use the mobility.

Tomb Blades - 80 pts for 3 models (~26.67 pts per model)

Yeah, Necrons are definitely being charged a premium for mobility.  You get to be the slow, inevitable end, but if you step out of that lane you get hit hard for it.  I'd still say these aren't bad.

Triarch Praetorians - 135 pts for 5 models (27 pts per model)

Oh wow!  And here I was lamenting the cost of the Tomb Blades!  These are garbage!

Canoptek Wraiths - 110 pts for 3 models (~36.67 pts per model)

I think I like these more than Ophydians.  If you're looking for a fast melee unit, I think this is where you go.  (Edit: Until I notice the 4s to hit below.)

Annihilation Barge - 115 pts

This one gets that weird splash damage rule.  Honestly I think this is pretty good.  I'd definitely take the gauss cannon to give it some ability to shoot at harder targets.

Doomsday Ark - 185 pts

Huh!  This is a tricky one.  On the one hand, it can put out some absolutely devastating shots with its doomsday cannon, especially if you can find a good firing lane for it.  On the other, it's pretty fragile.  At least it has a 4+ Invuln to help keep it alive.

Lokhust Destroyers - 30 pts per model

Wow, we are just all over the place with this Index!

These seem pretty solid.  No muss no fuss, just plenty of mobile firepower.

Lokhust Heavy Destroyers - 45 pts per model

Another hmm.  The re-roll wounds against its chosen target is nice, but what I really want is re-roll Hits on those gauss destructors.  Still these seem pretty good.

Canoptek Doomstalker - 125 pts

Oh these are good!  These are so good!  Buy buy buy!

Ghost Ark - 125 pts

Again, we're seeing Necron mobility charged a bit of a premium, but at least this is a good platform.  I wish it could carry two characters though.

Doom Scythe - 225 pts

Okay, this thing is really expensive, but I think it's worth it.  That's just a ton of damage this can put out.  I imagine you'll be splitting fire a lot to get the benefit against Infantry, but that's honestly just gravy.

Night Scythe - 145 pts

What!  You spent this entire index charging a premium for Necrons to be able to move more than 5", and now you give us this?  Why are you ever taking a Ghost Ark?

Obelisk - 325 pts

Nope!  You're still leaving Obelisks at home!

Tesseract Vault - 425 pts

That's a lot of DEV WOUND this can potentially do.  I'm still not sure it's worth taking, though.  For 425 pts, you're basically shooting with one good gun each turn.  This might make a good distraction carnifex, but I think if one of these is on the table you kind of just ignore it.

Monolith - 385 pts

This, on the other hand, looks really good.  Not only is it a tough body with decent shooting, but it's got that wonderful mobility trick.  Looks like we still get to keep playing with our Monoliths.

The Silent King - 470 pts

Okay!  Szarekh is still awesome!  Not only does he put out a ton of firepower, destroy things in melee, (Why does he have a generic close combat weapon?  I think someone forgot to remove a copy paste.) and end battle-shocked, but he's got an amazing commander ability!  Obviously, re-roll Hits and Wounds of 1 is good and pairs great with a lot of Necron high damage weaponry.  But the real winner here is Bringer of Unity.  So many debuffs, including the OC penalty on Battle-shock, are characteristic modifiers.  He's basically a 6" aura of "I don't care," for many rules in this game.  That includes his INDIRECT FIRE too!  Hail to the king!

Convergence of Dominion - 225 pts

Hah!  No.  GW is still having trouble figuring out Fortifications I see!

Canoptek Tomb Stalker - 130 pts

At first I thought this wasn't bad, then I noticed it hits on 4s.  I think I missed that on the Wraiths, so that honestly pulls them out of running for a melee threat.  Pass.

Canoptek Tomb Sentinel - 115 pts

This isn't bad though.  As a ranged piece, it's much easier to keep this in effective range of a Technomancer with a Control Node.  And getting Armour of Contempt when it's on an objective will greatly increase its durability.

Canoptek Acanthrites - 85 pts for 3 models (~28.33 per model)

Okay, these may be pricy, but they can potentially mark some units for death.  Not only do their shots do appreciable damage, but they grant your army improved AP against one target they hit.  The problem is getting that hit.  Three shots hitting on 4s is not very reliable.

Tesseract Ark - 130 pts

This isn't bad, I just wish it had a more impactful rule.

Seraptek Heavy Construct - 540 pts

It's tough, once we get to titan scale miniatures I always start to have more trouble pricing them.  I just have so much less experience with the really big stuff.  I think I like it though.


FINAL THOUGHTS

Necrons are good!  This is definitely a solid army with a lot of real power behind it.  I'm a little sad to see Warriors over-costed, but there's just a lot of power in this Index.  Obviously, mobility is an issue for them and they don't have the best access to good melee.  But it just feels like there are so many ways to rain death on your opponent that Necron players will be spoiled for choice.  They also have some of the best morale in the game, with multiple ways to deal with Battle-shock.  I think Necron players will be really happy with this Index.

Saturday, July 15, 2023

The Battle for Oghram Ends!


Warhammer Preview


I'm having an absolutely lousy day.  I woke up to watch the result, but was feeling like garbage.  So I tuned in, took some meds, and went back to bed.  My next series of treatments can't come fast enough.  Fortunately, they're just a little over a week away.

But do you know who's not having a bad day?



Tyranid players!

Yes!  We have won the Battle for Ograhm campaign!  As such, we get the prize of getting to see our reveals for 10th Edition first.  And did we get reveals!



GENESTEALERS

Much of this is a range refresh, though we are getting a few new pieces.  The new stealers are extremely faithful to their origins, the overall look and feel having not changed much since they were first depicted in Rogue Trader.  The main things that have changed are different weapon options and the back armoured carapace.  Here we see that back changed again, with the carapace not quite merging with the spine.  Overall, I think these look awesome.  They have a great sense of life and motion to them with a lot of predatory ferocity.  Their faces are also very expressive.

We don't get a lot of details on what options come in the kit, so we don't know if we'll have new versions of all of the old head swaps or scything talons.  But we do know we can field the whole unit with the Ymgarl heads.  Hopefully they'll give us plenty of variety.



TERMAGANTS AND HORMAGAUNTS

I think we all knew these were coming.  You seriously can't do one without the other.  And those poor 3rd Edition Hormagaunts were just desperate for a new sculpt.  These look fantastic, though there a few that have me worried about how much they might spill over the base and potentially fall over again.  Again, these are very faithful to the 3rd Edition sculpt.  But unlike Termagants, which just got slightly larger and more feral looking, Hormagaunts changed quite a bit from their origins.  There's not really a lot left of the original Hormagaunt design, and honestly that's probably a good thing.  Though that design does look cool, it's a little too reminiscent of the Xenomorph.

A reveal that I think has brought a lot of relief and excitement to Tyranid fans is that of the full Termagant kit.  Now this apparently isn't all the options in the kit, since the preview and article mention weapon options that aren't shown.  But it's nice to know that Termagants aren't getting simplified down to just one gun choice.  The big surprise here is the return of some classic weapons such as the spike rife and the strangle web launcher.  We're also getting a mini version of the bio-cannon from the Barbgaunt.  All fantastic!



LICTORS

With GW getting out of finecast, it's no surprise we're getting replacements for models in that range.  Additionally, Lictors are one of the more boring and static of some of the older models.  These new models are much more dynamic looking, though I think one of them maybe loses a bit trying to call back to the older kits.  Still, I really like the more hunched over, creeping look the alternate sculpt has.

One big surprise is the reveal of a new Neurolictor, which is described as being able to greatly disrupt enemy formations and even force line units to attack their allies.  I really like anything that makes Tyranids look more alien and eldritch horror, and there's some interest things going one with the posing for this one too.

Of course, we've already seen the new Death Leaper, with it's slightly more Mind Flayer like appearance.  But that's honestly my only complaint with it.  I honestly still think it looks fantastic.



BIOVORES AND PYROVORES

Honestly, of all the miniatures in the Tyranid range that most needed a refresh, Biovores and Pyrovores have to be the top of it.  The old models were not only finecast, but really showed their age.  So I think everyone is really happy that they're finally getting redone.

However, I'm quite torn on the new models.  On the one had, I think they look absolutely fantastic.  If I'd never seen one of these before, I'd probably be extremely excited about these.  I really think they look super cool.  However, they're a huge departure from the original appearance.  On the one hand, as a gun beast, it's nice that they somewhat show more of the evolutionary line into things like Tyrannofexes and even Hierophants.  On the other, I wish they'd done more to show the transition.  Having something like the rear legs still ending in hooves and still having a more hunched posture instead of scuttling one I think would have been a cool way to show how these are part of that transition.



NORN EMISSARY AND NORN ASSIMILATOR

Finally, we get to the big reveal and our new towering monstrosities to put on the battlefield.  If you'd read the new Leviathan book, you knew that this one had to be coming.  The new Norn Emissary is a vicious looking monstrosity designed to seek out specific threats to the Hive Mind's plans and eliminate them.  Unlike Lictors or Death Leaper though, this creature does it while sowing as much destruction and chaos as possible.

As a sculpt, I think it looks absolutely amazing.  I think that maybe it's ornamentation is a little bit too grand for what its purpose is, but it still looks extremely cool.  But the big surprise is this is a dual kit.



The Norn Assimilator is meant to be the ultimate weapon of shock and awe.  Supposedly this piece is kitted out to eliminate the toughest of enemy resistance such as enemy vehicles and fortifications.  It's main weapons seems to be a pair of venom injectors that spew bioacid both as a ranged attack and in melee.  I can imagine just how horrifying it would be to see a fortification or vehicle flooded internally with large amounts of bioacid to gruesomely eliminate all inside.

Here the ornamentation seems slightly less ostentatious, mostly from the reduced head sculpt.  But if this is an anti-vehicle and fortification piece, I feel like the scything talons should be larger.  I kinda want to swap the talons between the Emissary and the Assimilator.  I also feel like the flesh hooks are a little small for its intended targets, and think those also might have been better on the Emissary.  But overall, I feel both of these kits look incredible.


FINAL THOUGHTS

I'm extremely excited and happy about our new bugs.  There's obviously pieces that I wish we were getting that weren't announced.  New Red Terror, Doom, better version of The Swarmlord and Old One eye, honestly so many kit's I'd like to see redone or new types of tech I wish we had.  But I also know that they can't redo or fill absolutely every wish that Tyranid players like myself desire.

There was one striking absence that I think has many of my fellow Tyranid players a little confused and frustrated.

Shrikes!

Why did they give us a flying Prime and didn't give us Shrikes for it to join!  This thing is begging for some new Shrikes!  Why, GW!  Why!!!

Oh well.  Maybe these aren't all the reveals for the new Codex, though I think they're supposed to be.  There's also always the possibility we might see a new unit in a future Combat Patrol or Kill Team set.  And then there's always campaign releases.  There's plenty of room for new kits to be set up in the future.

Now we need to see what the new Space Marine miniatures will be.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...