Greetings and welcome to Battle 7 of Old vs. New.
The Haemonculus has always been an enjoyable staple of our army. A brief reference to 'Coven armies' in the original codex led to people building them so often that by the time the new codex arrived the fleshsculptors were given a proper treatment with official troop selections and a deeper connection within fluff to the ways of Commoragh.
However, are these new Haems with all their pain token tech equal to the old school horrors that first spawned them?
Can the rotting old originals possibly hold a candle to the flashy and potent new Haems?
Let's find out!
Slot and CostAs usual, the 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 Haem entries are HQ selections.
Both allow you to buy 3x Haems within one HQ slot.
The Old Haems came in at a shockingly affordable 25 points each
New Haems tip the scales at 50 points each, and cost a whopping 80 for the 'Ancient' variety.
I hope they do something amazing to justify costing twice as much.
Advantage? - Old!StatsThis should be an easy one to compare. Did they take away or add to the stat line?
The Old Haem
WS | BS | S | T | W | I | A | Ld | Sv |
4 | 4 | 3 | 4 | 2 | 4 | 2 | 8 | 5+ |
The New Haem
WS | BS | S | T | W | I | A | Ld | Sv |
4 | 4 | 3 | 4 | 2 | 4 | 2 | 8 | 6+ |
So, they cost twice as much and their stats are identical...oh, wait, except that the New ones have a lesser armor save.
Yay?
Better hope the wargear is bacon and chocolate coated is all I'm saying.
Advantage? - Old!WargearWhat good are stats without awesome weapons to use them with?
NewOkay, it's time to talk about the big one - they start with a Pain Token (and consequently - FNP)
That's pretty gul'durn amazing right there. Now, as an individual boost for the Haem itself it's...moderate at best. What it really serves as is a massive force multiplier to whatever unit he is placed with. Everyone and their uncle uses this guy to make their army better, and he fills that purpose ably.
What else does he do? Well, he lets us access a lot of Haem only and Arcane Wargear that is...a bit of a mixed bag.
There is the Liquifier, one of the best flamers in the game, and it is awesome.
For assault he has the V.Blade, Scissorhands, or Agoniser, also both amazing tools of war.
For odd support there is the Webway portal, a commonly used item, or the deadly Shattershard - a better Liquifier.
And then it starts to go...downhill. A lot of the other gear is lackluster at best or actually just downright not good. Yeah, you can tell me about how cool a Hexrifle is all day long, and I'll agree...the fluff is awesome, but the rules are bleh in a hat. Still, there are a lot of options out there for New Haems to allow them to help whatever unit they are paired with.
OldOld Haems are easily competitive for amount of wargear options open to them, probably even more so than their New brethren. From being on Jetbikes to wielding anti-psyker wargear that actually worked, the new Haems had toys aplenty - let's touch on a few that people are likely to remember fondly.
Weapons they suffer a bit on;
Destructor (this is also known as the Liquifier...seriously, same exact thing, different name.)
Stinger Pistol, Scissorhand are there and available. But they couldn't take Aggies or power weapons. (that said, there Scissorhands cost 5 points each...)
I've been over the Terrorfex before, but imagine a blast weapon that caused leadership penalties instead of wounds and recall pure awesome.
Crucible of Malediction - you know our joke of anti-psyker tech, that derp thing that hits in like a 12" radius? How would you like one with infinite range that kept targeting until something died or every psyker on the table passed? Yeah...
Plus, the usual chatter about giving Hellion Skyboards or Reaver Jetbikes to them - seriously now, why did that ever go away?
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This is an interesting one to consider. The Old Haems have better wargear options, really, there is no argument that is sane to say otherwise.
But what the new ones have is that Pain Token as force multiplier, and that is HUGE.
So, it comes down to better overall wargear, or one really standout effect...this is a silly close call but I have to say;.
Advantage? - New!Face to Face in Battle!For starters, the usual play of Haems always was to support a unit via a flamer blast or pain token or whatnot - but a support unit battle will be boring. So, I decided to have fun with this one and make it a 3 v. 3 match, because, hey, they're Haems and I can buy three in a slot. Let's see what we do for the spread as we create 3 man wound allocation beatstick Haem units and have them smash into each other a bit;
3x New Haems - 1 = Scissorhands and Liquifier, 1 = Agoniser and Shattershard, 1= Stinger Pistol and Power Weapon -- 225 points
3x Old Haems - Two have Destructors and one a Stinger Pistol, all have Combat Drugs, and Scissorhands, also they have a Crucible of Malediction just because that's a common upgrade for them. -- 220 points
New Haems have the ChargeWith Furious Charge they get +1 Str and +1 Init giving them first swings.
Power weapon - 4 attacks - 2 hit - 1.33 wound - no saves
Scissorhand - 5 attacks - 2.5 hit - 2.21 wound - 1.4 after saves
Aggie - 4 attacks - 2 hit - 1 wounds - no saves
3.63 wounds - not shabby.
Old Haems respond;
3 w. Scissorhands - 12 attacks - 6 hit - 5.5 wound - 2.08 after saves and FNP
2nd round - Old Haems get Drugs.
They take re-roll misses and Strike First
Old Haems swing first - 12 attacks - 9 hits - 8.75 wound - 3.64 after saves and FNP, at least one New Haem is likely dead at this stage just because it's harder to control the wound allocation of spam attacks as opposed to power weapon attacks.
New Haems respond
Power weapon - 3 attacks - 1.5 hit - .75 wound - no saves
Scissorhand - 4 attacks - 2 hit - 1.77 wound - 1.18 after saves
Aggie - 3 attacks - 1.5 hit - .75 wounds - no saves
Depending who is left alive this has some varied effects, especially with the power weapons now down to .75 on the wounds inflicted chart. By the look of it this fight could go either way depending on a few variables I'm too lazy to check.
Old Haems have the ChargeThey take re-roll misses and Strike First with their drugs.
15 attacks - 11.25 hit - 10.93 wound - 4.55 dead.
And that's pretty huge right out of the gate, as there is assuredly a dead Haem already.
New Haems respond
Power weapon - 3 attacks - 1.5 hit - .75 wound - no saves
Scissorhand - 4 attacks - 2 hit - 1.77 wound - 1.18 after saves
Aggie - 3 attacks - 1.5 hit - .75 wounds - no saves
Depending on who survives they manage some damage, but there are still 3 Haems standing across from them any way you cut it, and those three will do 2 more wounds next turn, basically assuring the death of another New Haema nd also assuring the win.
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Old Haems basically are assured win if they charge, New Haems are probably around 60% win if they have the charge. Not much of a question there for advantage. We could work around with it a bit (give New Haems Ancients, give Old Haems Jetbikes, try to work in shooting results) but clearly on the assault the Old Haems have a huge advantage and receiving the assault they can do better than New can manage...gawds I love Old Scissorhands
Also, as far as shooting goes the advantage is a little debatable. New can maybe do better with really expensive one shot items - but Old have more reliable tools, a lot of pinning tech, and can also afford to take Jetbikes (+1 Str, +1 Toughness, a splinter rifle, and increased movement) all while still costing basically the same as the New Haem.
Easy call here for me.
Advantage? - Old!=================================
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So that's my breakdown.
It's odd, because going into this thing I honestly was expecting the New Haems to do better than they managed. At this stage when you consider stats, cost, ability on the battlefield to kill and survive being killed...man, the Old ones stand head and shoulders above the competition.
This really is "better unit" vs. "Pain Token" And the crazy thing is, I'm still leaning towards voting New right now because...oh my gawd - FNP Wyches are amazing. It's odd though, because I'm sorta more voting for the overal Sharing the Pain Army rule than I'm voting for what the New Haem actually can do on the battlefield. It's kind of a strategy/synergy vote more than a clear cut 'this is better' vote. and I've often debated if I should be voting for Army Wide rules or not...
I think the basic answer for me is this - back in the day I *often* fielded Haems.
Nowadays I *almost always* field Haems. I seriously have only 2 or so common lists that lack them.
That probably says it all, even though the numbers and information mocks that decision.
That's my call - what's yours?