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Post by Jack Shrapnel on Mar 27, 2021 20:13:47 GMT -5
unfortunately the only units that benefit from that are the prophets of flesh - so coven units only. And as you saw when your wraiths hit the small unit of wracks, the little guys just evaporate if anything actually melee hits them even with the transhuman + fnp.
Will definitely try some different options and builds to see what I really like - but I was pleasantly surprised at how well they held up.
Guess it shows me not to just theory hammer something and discount it as just not good anymore.
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Post by Frosty the Pirate on Mar 28, 2021 7:40:19 GMT -5
Mathhammer and theory hammer seem to get less and less relevant the more 9th rolls on. The updated books have all been exceptionally well done so far, if this quality continues through the rest of the 9th books, it's going to make an absolute mess of the traditional idea of tournament metagame.
Transhuman and equivalents is such a potent damage reduction against the traditionally highly effective infantry killers like Assault Cannons, Heavy Bolters, Scatter Lasers, and other 'quantity over quality' weapons that rely on STR 5 or 6 to be efficient.
I would go as far to suggest that if this trend continues, we may see a return to Str 4 spam as the solution to this, as Bolter and Bolt Rifle equivalents start to be directly selected more as the anti-everything infantry clearance choice.
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Post by Jack Shrapnel on Mar 28, 2021 8:19:25 GMT -5
well given Homunculi provide +1 Toughness to coven units around them, my units are all generally T5-7 and the drukhari version of transhuman doesn't work on any weapons S8 and above... so I figured, well most weapons it will not matter at all vs. Talos nothing other than autocannons vs. Grotesques, and S6-7 only vs. wracks so how is this a good trade off for a 4++ invulnerable save?
however then I fought a bunch of S5-7 melee with units that were not in homunculus range, and Jonathan's units had that radiation dynasty for -1 Toughness and went "oh... right..." and given everything other than the wracks were multi-wound models/characters that healing 1 per turn was really handy as well, because sometimes that FNP would save something on just a couple wounds and it could heal up (along with some homunculus healing.
Basically the new version doesn't require a bunch of characters to just make the army function (survivability wise) which is good because the coven characters aren't that great (Urien is frankly terrible) so not having to max out on them is very handy.
Marines are not going to be hurt as much as the necron weaponry of course... However against blood angels, this trait is very good, as it cancels out their bonuses to wound!
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Post by trantos01 on Mar 28, 2021 8:36:50 GMT -5
Though with the ability not working on s8 and up, what groups have anti-infantry/melee weapons that are that strong? Because aside from the big D.cannons, the vast majority of my stuff maxes out at s7 except in very special circumstances. Only big exceptions in my army are the Nightbringer (s14 with his big swing) and Void Dragon (s9 in melee).
The only people that comes to mind having that sort of stuff in non-special units would be IG tanks, space marine power hammers (think they were x2 strength) and the weapons Knights haul around.
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