- Deamon wrote:
- I tried it and mechanized lists are a bigger issue than flyers imo. Beside HWB on Talos, you're pretty much forced to destroy tanks in assault (I don't count DL on raiders since we all know they never do anything :p). Talos usually too slow for that so you have to rely on Grotesques. Wrecking a transport in assault sucks because it leaves the content mostly intact and free to shoot you off the table...
I'm still debating in my head whether to go for HWB or TLHL on the Talos. Especially in combination with the Corpsethief Claw unit, mathhammer dictates the following:
TLHL (outside of Melta range) removes 0.625 Hull Points
TLHL (within Melta range) removes 2.708 Hull Points
TLHB removes 3.125 Hull Points
You'd assume TLHB to be the clear winner, but I do consider the potential damage the TLHL can cause on MEQ and TEQ, whereas the TLHB not so much. The counter-argument would be that, it might prove difficult for a unit, with normal movement, to get within 9" for the Melta range which is where the 24" of the TLHB is vastly superior.
I also don't give Raider DL's, because I like the 3 DC shots actually a bit better against MEQ and TEQ and you can actually use the DC's against transport to crack it open from afar to make sure the costly and precious Grotesque's don't waste their wounds as with the example you gave.
But yeah, so mechanized units are a pain in their immortal asses. Did you leave it at that or what would be the best way to deal with this problem if you're hellbent on staying through to the Heaemonculus Coven-only themed army?
(I'm almost tempted to say that, considering Scourges are a product of the Haemonculi, they perhaps should have a place among the Covens as well, or at the very least create Wracks with wings and Ossefactors with Armourbane, and just as the Swooping Hawks have Intercept).
Intercept: At the end of the Movement phase, a model with this special rule can make one Attack against an enemy Flyer or Flying Monstrous Creature that it moved over that turn. The Attack hits on a roll of 4+, and is resolved at Strength 4 AP4 with the Haywire special rule. Flyers are hit on their side armour.