Greetings and welcome to Battle 8 of Old vs. New.
This battle is slightly odd because it's not *really* a legit matchup. Truth be told, this battle was more apropos to never happen and old Incubi left to the retinue battle that is yet to come. That said...it's ruddy Incubi vs. Incubi, and I'm pretty sure everyone will want to see that (I certainly do) especially considering my initial commentary about the old dex being superior when it comes to h2h battle
With the New Codex currently in the lead, albeit the competition being fairly neck and neck, let's see what happens when the old skull faced master melee artists face off with the gothic armor and helluva big blades of the new breed MEQ mulchers!
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?
Old Incubi used to be bought through the use of HQ retinues, but many wanted them to be a stand alone Elite option.
New Incubi are that stand alone Elite option.
The Old Incubi cost 25 points each - and you could get an Incubi Master for an additional 18.
The New Incubi are 22 points each, with a Klaivex for 15.
Now, in a meta sense I could point out that the Incubi are now in a Force Org slot that is highly competitive and hard to free up room for - but that said, being an Elite is better than being an add on to an HQ as far as getting them onto the field most of the time. Also, you cannot argue that, price wise, the new Incubi are nicely more affordable.
Advantage? - New!StatsThis should be an easy one to compare. Did they take away or add to the stat line?
The Old Incubi
WS | BS | S | T | W | I | A | Ld | Sv |
5 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 3+ |
The New Incubi
WS | BS | S | T | W | I | A | Ld | Sv |
5 | 4 | 3 | 3 | 1 | 5 | 2 | 8 | 3+ |
And the upgrade characters;
The Old Incubi Master
WS | BS | S | T | W | I | A | Ld | Sv |
5 | 4 | 3 | 3 | 1 | 6 | 2 | 9 | 3+ |
The New Incubi Klaivex
WS | BS | S | T | W | I | A | Ld | Sv |
6 | 5 | 3 | 3 | 1 | 6 | 3 | 9 | 3+ |
Now, the attack characteristic actually is a wash despite appearances because the old Incubi had guns on their hats (I'll discuss that later in wargear), at that point the only real shifts are that the Old Incubi Mster had a lower WS and I than the Klaivex, which is a pretty big deal (especially with the Klaivex costing less). The New also has a better BS...but that's a bit of a wash since...well, only the old Incubi could shoot. So...bwuh?
In any case, stats are
very slightly better on the New.
Advantage? - New!WargearWhat good are stats without awesome weapons to use them with?
NewRegular new Incubi use the Klaive, a two-handed power weapon that grants +1 Str. That is it for their options, but it is a fine weapon.
The Klaivex brings out the options more than that though.
He can equip Demi-klaives for +2 A or +2 Str on any given round of combat.
He has the Bloodstone, a somewhat expensive but pretty solid anti-MEQ flamer.
He can also buy the Klaivex powers of Onslaught and Murderous Assault. MA is kinda 'meh' because usually IC hunting is not what Incubi should be doing, Onslaught is better but tends to require a lot of Incubi to have it be worthwhile.
They can also get a transport. And that's it.
OldOld Incubi had a couple of options open to them - they all came with the Punisher (+1 Str, 2-hands to use...nowadays called a Klaivex for no discernible reason) but added onto it with the potency of the Tormenter Helm - a hat with a splinter pistol on it. Now only allowing them to shoot if they wished, but also giving them +1 A from an extra weapon. Yeah!
Also, unlike their new counterparts - you could
give these guys grenades...yeah, just buy the unit grenades, y'know, instead of being obligated to get an Archon with a PGL attached to them you could give your elite assault unit one of the most basic tools of assault. Ruddy brilliant idea that went away for some reason...derp on you GW.
They could also opt to drop Punishers in order to take Shredders or Blasters though there were not many players who did this it did allow for more potent tank hunting options if desired.
The Incubi Master gets the usual paean of total win about the Armoury. So, drugs, Masks, grenade launchers that made enemy units flee in terror, all of that stuff.
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Old cost more, but clearly had better options available to them. You had shooting tools to actually use with the unit. An important consideration though is Old Incubi lacked fleet - meaning (on the plus side) it was quite functional of them to use their shooting tools but (on the negative) they lacked fleet - which is a pretty awesome power for an assault unit. On the other hand, the grenade issue is HUGE. WTF was GW thinking in not giving us the ability to have New Incubi intrinsically have grenades - functionally that's limiting the number of Haems you can have in your army because you need to buy an Archon to support the Incubi if you want to be able ot assault through cover and be any good at all, and if you want another special character...egads, it just gets messy and is one of the reasons I don't field Incubi very often anymore. They clog Force Orgs despite being an Elite choice now. Also, the Old Incubi unquestionably have superior selection when it comes to interesting and potent wargear.
Advantage? - Old!Face to Face in Battle!Ah, now for the exciting part - let's let these two monsters of war slam into each other and see who comes out on top. Now, to a certain degree I'm tempted to troll the New and declare that all assaults go through cover - but if I did that then Old would win every fight basically so...let's not do that.
Also, again, I'm not giving the Old Incubi the Archon/Dracon they would have followed because, again, it would unbalance the battle - let's just have Incubi on Incubi action. I'll avoid the shooting items and also avoid giving the new ones MA since it wouldn't help them at all.
9 Old Incbi - Incubi Master w. Combat Drugs, otherwise straight Punishers and T. Helms
10 New Incubi - Klaivex w. Onslaught and Demi-Klaives, otherwise straight Klaives
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Old Incubi AssaultMaster takes 'strike First' and +1 WS
Incubi Master is 4 attacks on the Charge - 2.66 hits - 1.77 wound and kill.
Klaivex swings next and uses the +2 Attacks option on his Demi-Klaives (statistically the best option available to him, natch)
5 attacks - 3.33 hits - 2.22 wound and kill.
The Incubi swarms that remain (6 Old and 8 new most likely) both swing simultaneously.
Old Incubi - 18 attacks - 9 hit - 6 wound and kill.
New Incubi - 16 attacks - 8 hit - 5.33 wound and kill.
At this point odds are the New Incubi will use his Demi-Klaives for the win next round and the remains of his unit (1-3 Incubi) will be the "winners".
Not much point in doing the other side of the assault, basic logic suggests New will still win and likely get to have maybe around 4-5 survivors which will be nice for them.
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A bit of a shock for me that the New Incubi did that well. Still, I'm hesitent on this call because it was a staged event. New Incubi have the advantage of Fleet, which ought to give them the assault more. Old Incubi have easy grenades which...are just ruddy huge and were not represented in the above fight (where, if it involved cover, the Old Incubi would basically always be the winners as they could sit and shoot, force the charge, and get an easy win).
I'm going to wuss out on this one.
Advantage? - Tie!=================================
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So that's my breakdown.
This is another tough decision for me (though I predict an aggressive win for New in the votes, personally). There are a lot of odd variables here ranging from how you used to field them, if you want to consider that as how it would be or not, if you want to consider the grenade and fleet aspects, if you want to consider the PGL upgrade, yadda, yadda, yadda.
For me this actually comes back to the way I decided with Haems, but conversely.
Nowadays I very rarely feild Incubi and never do so competitively.
Back in the day I fielded Incubi a lot and often did so competitively (indeed, considering them an important competitive tool)
That's my call - what's yours?