Greetings and welcome to the first Old Vs. New poll!
First off - let me make clear - this is NOT about the model, we can leave that to that section of the Dark City. What we're talking about is raw battlefield power - which Archon was the superior warmachine?
As this is my first one of these, bear with me a bit as I figure out my speed for these.
Slot and CostThe first basic question is - did they change the cost of the model, and is the model still in the same slot of the codex?
Both Archons are HQ selections.
Both Archons cost 60 points.
So, they can't have changed them much at all, right?
Advantage? - Tie!StatsThis should be an easy one to compare. He costs the same, did they take away or add to his stat line?
The Old Archon
WS | BS | S | T | W | I | A | Ld | Sv |
6 | 6 | 3 | 3 | 3 | 7 | 3 | 9 | 5+ |
The New Archon
WS | BS | S | T | W | I | A | Ld | Sv |
7 | 7 | 3 | 3 | 3 | 7 | 4 | 10 | 5+ |
Wow! The Archon remaind the same price, but gained +1 WS, +1 BS, +1 A, and +1 Ld. Three of those stats are directly related to the power of the Archon, which is assault. So, paying the same cost, you're already getting a better Archon.
Now, the Army Wide Special rules certainly shifted, though they are a little harder to track. The Old Archon was always the attacked (quite beneficial in most missions back in the day) and could snag extra VPs via taking prisoners. The New Archon gets Night Fighting and the Power From pain effect - both have Fleet. Overall the new army wide rules are better methinks, but I can't give that everytime, so let's just focus on the stats;
Advantage? - New!WargearWhat good are stats without awesome weapons to use them with? What Archon had access to the better tools of destruction?
NewAs I write this I realize that, specifically for the wargear, it will be beneficial to discuss 'New' first, because most people here will know the new stuff better - though it feels odd to me, it's the Old Wargear that I'll need to spend more time explaining, isn't it? So let's start with the New Archon and check out his available gear.
He has a wide assortment of assault weaponry. From the affordable Venom Blade to the deadly fury of the Huskblade. Now, a lot of them are kinda 'meh' (Electrocorrosive Whip - looking at you). That said he has a variety of poison and power weapons as well as a lot of special effect weapons to choose from.
He can also equip Arcane gear and other wargear specialties. Combat Drugs to amp him up, Haywire grenades to bust tanks, or the deadly Soul Trap to allow him to boost strength. He also has solid defensive options - Ghostplate is a moderate defensive boost, and Clone Fields and Shadowfields are basically standard gear upgrades for him. He can get a Grenade launcher, he can carry a WWP - basically the Archon is an all around beast.
He suffers slightly for shooting gear, only having access to a splinter pistol, a blast pistol, or a Blaster. But since mostly he's an assault tool that's okay, and the Blaster is one of the best weapons in the codex, so no one is sad to see that as an option (I remember playing the Dawn of War computer game and being bewildered by the Archon getting a Blaster, thinking - that's silly - but now it's a not uncommon option. Live and learn).
And that's it - lots of close combat goodness, some defensive tools, a few meta items, and a few shooting options.
OldOkay, I'll probably end up waxing philisophic about this for *every entry* in this series. But the old codices (3rd Edition) were ALL ABOUT OPTIONS! If you're a new player when you hear the words 'Armoury' you probably think "Oh, you mean like the Wargear section?" Well...yeah, it's sorta like that, except what the Armoury had was a list with prices of wargear...and basically any character in your army could get anything listed there as long as you had the points.
Want a Shadowfield on your Sybarite? You could have done that back in the day - that's what the Armoury was.
It ruled.
Okay, but let's look at what the Old Archon had access to.
First thing you'll notice is this - the Old Archon had to pay for Plasma Grenades...and for a Splinter Pistol...and for a CCW. That's right, the old Archon could be fielded with literally no weapons! (did that once for a 'worst army list ever' tournament - it worked nicely) Now, you'd only pay 1 point or so each, but you did need to buy them if you wanted them. But what else is there?
Poisoned Blades (same cost as a Venom Blade and virtually identical though you can't get +1 attack from it with a CCW). Power Weapon - same cost as for new. Agonsier (same cost, same weapon - though it could auto glance vehicles on a roll of 6, which was pretty slick). But there are some differences - the Archon could take a Hellglaive (yeah, as in - Hellion Hellglaive) or a Punisher (20 points for a two handed power weapon that gave +1 Str) So, less actual h2h options really.
For additional gear he had a wide array of stuff. Firstly - the best thing ever, for 5 points you got THE TORMENTOR HELM yeah baby, I can't tell you how much old DE players used the T.Helma nd Punisher - y'see, the T.Helm was a hat with a gun on it, so when using a two handed weapon you still counted as having a pistol, so +1 A. Yeah, sexy-sexy was that. We also had Hell Masks (every single model swinging against you in combat had to pass a Ld. test - failure meant they had to direct their swings at someone else they were basing - even if that meant swinging on a friendly model). Gruesome Talsimans (good under the old rules for combat resolution - useless under current rules) Haywire Grenades (identical but could only be used on Dreads that were already immobilized) Webway Portal (identical - though more expensive back then - you still never put it on an Archon)
With the 'update' dex we also got access to the Animus Vitae - which was +1 WS and +1 S after we captured a model (so, basically most of the time when the Archon killed one - or assured after sweeping a squad). People loved that thing.
Also, let's point out something, our Comat Drug Dispenser? That thing used to cost 25 points - nowadays it's 10. Why the change? Simple - it used to work totally differently.
You used to pick which drugs you wanted *that round* from the list, as many as you wanted. Then you rolled a die for each one. If the dice had any doubles you took an auto wound. If you rolled three or more identical numbers you died from the overdose.
Yeah...we would overdose ourselves to death via being awesome.
Random other different thing - you could have infantry equipped with trophy racks - but to get the +1 Ld effect you had to kill amodel first...then you decapitated it, stuck its head on your pointy stick, and inspired your men to greatness.
I'm feeling kinda nostalgic now, so let''s dive into shooting and finish this off.
For shooting the old Archon could buy a splinter rifle if he wanted, or the Terrorfex (a grenade launcher that forced pinning tests at Ld penalties instead of wounding people - it was awesome) and soul-seeker ammo (ignored cover saves and let you re-roll misses - awesome if we could have taken it on squads). That's it for shooting.
For defense there was the Shadowfield (same thing except you could roll all the dice at the same time, which did make it better) and sort of that's it.
However, the Old Archon also could buy a Hellion Skyboard or a Reaver Jetbike...yeah, your Archon could go whipping around at high speed without needing to buy Baron Sathypants - so your Hellions could be lead by someone with a power weapon and lots of attacks. Jetbikes also gave a Str boost.
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New unquestionably has more toys to play with when it comes to defense and shooting. Close combat tools are kind of a wash. The Old Archon had a vastly superior selection of odd gribbles to buy, and the ability to get a Skyboard or Jetbike is pretty dramatic as it opened up whole new vistas for what the unit could do.
I've got to weigh that heavily.
Advantage? - Old!Face to Face in Battle!Now for the important question - who wins in a straight up fight between the two? Now, with Agonisers run as cheap build characters the New Archon is the clear winner - he'll be slightly cheaper (the new would need to spend 3 points more to have the same wargear) and will have better WS and number of Attacks.
But what if we don't go with a minimal puss? What if we want to see what they do as a knock down and drag out brawl. Let's consider each of them in their classic 'power builds'
New Archon - Huskblade, Combat Drugs, Shadowfield, Ghostplate, Soul Trap - 155
Old Archon - Reaver Jetbike, Combat Drugs, Punisher, Tormentor Helm, Shadowfield - 145
(Now, I could also go with no Jetbike and add an Animus for a more classic themeatic matchup - but I love the Jetbike Archon, deal with it
)
Now, on foot or on Jetbike, it is highly unlikely to my mind that the New Arcon could ever get the assault, because the Old Lord could have 12" assault or move as well as fleet - that said, let's do the combat with each of them having the assault.
The New Archon gets a drug result - +1 WS is useless to him, FNP and the running one are useless. Re-roll, more attacks, and Str boost are good.
New Archon Assaults Old ArchonNew Archon is faster 7 Init vs. 6 init.
6 attacks on charge WS 7 vs. WS 6 needs 3+ to hit - 4 hits.
Str 3 vs. T 4 needs 5+ to wound - 1.33 wounds (2 wounds with Str boost - 2.22 with re-roll)
2++ Shadowfield save - .222 unsaved wounds that would cause instant death. Unlikely that Old Archon dies. (.333 and .37 with drug effects - possible chance)
Old Archon - 4 attacks WS 6 vs & needs 4+ - 2 hits
Str 5 vs. T 3 needs 2+ to wound = 1.66 wounds
2++ Shadowfield saves - .27 wounds (still relatively unlikely to pop the Shadowfield, even if it does he survives and has Ghostplate)
Turn 2
Old Archon gets drugs - takes strike first drug, +1 Str Drug, re-roll misses (1/216 chance he ODs)
Old Archon strikes first - 4 attacks at WS 6 vs. WS 7 - 3 hits
Str 6 vs T 3 2+ to wound and cause instant death - 2.5 wound
Shadowfield save or suffer instant death - .42 wounds. In addition to previous .27 he's now had 69% chance to have taken a wound and a 42% chance to be dead)
New Archon swings back. 5 attacks. 3.33 hit.
1.11 wounds. (1.85 w. re-rolls, 1.65 w. Str)
.18 get through Shadowfield. .30 w. re-rolls .27 w. Str,
Old Archon has now had somewhere between 40% and 63% chance to have suffered instant death.
At this point it grinds down a bit slower - but if the New Archon gets the charge and has a beneficial drug roll he has a decent chance to stomp the Old Archon's face in. But it is still pretty close. The Old Archon is putting him at instant death threat every other turn and is still potentially generating a higher ID threat.
This presumes Old Archon plays it safe as well and doesn't go for the glory of 4 drugs (I never did personally though - too risky)
Old Archon Assaults New ArchonOld Archon gets drugs - takes strike first drug, +1 Str Drug, re-roll misses (1/216 chance he ODs)
Old Archon strikes first - 5 attacks at WS 6 vs. WS 7 - 3.75 hits
Str 6 vs T 3 2+ to wound and cause instant death - 3.125 wound
Shadowfield save or suffer instant death - .52 wounds. So a better than 50% chance the fight ends right that instant via instant death before the New Archon can even take a swing.
New Archon swings back. 5 attacks. 3.33 hit.
1.11 wounds. (1.85 w. re-rolls, 1.65 w. Str)
.18 get through Shadowfield. .30 w. re-rolls .27 w. Str,
This one is pretty much done at the outset - if the fight continues the Old Archon's chances of winning are 79% in Round 2 and approach 100% in Round 3. New Archon will still be piddling around with somewhere in the mid 40% to low 60% to have caused ID.
With the charge the Old Archon stomps a mudhole in the New Archon and walks it dry.
Advantage? - Old!=================================
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So that's my breakdown. The New Archon has some nice advantages at lower point costs as he is (very slightly) cheaper for a decently superior stat line.
He is unquestionably superior as a shooting HQ.
However, when it comes to assault, the ability of the Old Archon to control the odds via choosing multiple combat drugs is a *massively* potent benefit. He basically shuts down a handful of the New Archon's advantages, and does it while costing less to field (and also being a Jetbike unit, so...hey.
Check out a couple of other things;
New Archon coming out of Raider threat bubble - 12" Raider, 2" disembark 2d6 pick best run, 6" assault = 26" at best
Old Archon coming out of Raider threat bubble - 12" Raider, 2" disembark, d6 run, 12" assault = 32" at best
We were stupid fast in assaults back then. The Old Archon also had the ability to join basically any unit in your army and match pace with them via drugs or wargear which was quite potent.
So - overall the new is probably more balanced, but the new also showcases how, despite getting better stats, we actually took a donk to the assault powers of the Archon - it is just not what it once was. Since I consider the point of the Archon is to add assault potency (which, let's be honest, is the job of most primary HQs - they are built to be an assault tool for an elite deathstar/assault unit) I feel that the unit suffers for this, because with an inability to get better Str the New Archon is always working uphill and thus the +1 to Attacks is not that great. Also, the inability to know for certain which drugs you can benefit from also hurts him because you can't custom build the wargear to work with your drugs (for example, that Bike Archon was built to exploit Str buffs - you could also build a really sick Aggie Archon who buffed out Attacks and re-rolls to just drown an opponent in attacks) The Old Archon also had just such a superior array of tols to draw from, that besides shooting, he could fill any other role in the army better.
Winner in my mind - Old Archon.
That's my call - what's yours?