Lost deep strike, lost infiltrate.
Gained nothing.
Are these guys worth it in 5E?
While I'm sure I'll get spanked by demo charge wielding nuts at some point, I really don't think a whole lot of this unit.
Flamers and Grenade launchers are a bargain for 45 points. Stick them in a infantry platoons ride and they are annoying as hell.
Everything else, not so much. You have better ways to bring this stuff.
Sniper Rifles, Plasma, Melta...all stuff that doesn't reliably hit?
If you are bringing a command squad and a commissar to the front to make those meltas twin-linked...why didn't you just buy Vets or Sisters? lol
The demo charges can be terrifying, I just don't see the point of it. Do you really want 3 quasi-russ shots for almost 100 points?
Against most foes in cover, it's overkill and it's quite possible you won't do diddly. Triple Flamers gives you more reliable damage for half the cost.
Anyway, definitely not something I'd bring because no deep strike and no infiltrate means I have to buy a special character or a Valkyrie to give them the usefulness they used to have--which was still marginal in 4E and is dubious in 5E as they always have to have something else (a chimera, a valk, or a special rule granted by a character) to make them stop sucking.
Saturday, June 6, 2009
Special Weapons Squad
Labels: Grunts
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