- Aaroon42 wrote:
My one big question is "why the Flesh Gauntlet on the Grot?", it's just an inta-kill weapon that'll wound on a higher number that what the Grot would normally need. Is there some super-secret forum trick to it that I don't know of?
Well the cheap way to run the Aberration is the Venomblade since it gets you the off-hand bonus attack for the low price of 5 points, or a total of 15 points for 2 additional attacts (10 for Ab, 5 for VB). However I feel the Flesh Gauntlet is the winner.
I personally like the option of being able to insta-kill any model regardless of toughness (yes you T6, 7, 8 etc) if they fail a save (only excluding those specifically immune to insta-kill in their rules or eternal). It's also a poision attack which allows the Ab to easily wound T7 or greater (and then insta kill them on a failed save). Also on the charge they are S6 so they will be rerolling that 4+ to wound on any model T6 or less, greatly increasing the chances of auto-killing a character, monster or groups of multi-wound troopers (ouch goes the Nob and Ogryn). Also since it causes instant death it doesn't allow FNP rolls.
****WARNING MATH HAMMER A HEAD*****
I was going to create a new thread regarding the Chain-Flail vs TL Liquifier but might as well share here.
Chain Flails:
As you may be aware when rolling (2) 6-sided dice there are a total of 36 possible combinations. Now of those
6 of 36 (17%) will be doubles = The same amount of attacks
10 of 36 (28%) will be off by 1 = 1 more attack
8 of 36 (22%) will be off by 2 = 2 more attacks
6 of 36 (17%) will be off by 3 = 3 more attacks
4 of 36 (11%) will be off by 4 = 4 more attacks
2 of 36 (6%) will be off by 5 = 5 more attacks
Now taking into account the Talos WS we will give him the benefit of the doubt of hitting on 3s and wounding on anything but a 1. Lets look at what happens with those "bonus" attacks.
17% = No more wounds (sorry you rolled the same)
50% = 1 more wound (this is the 1 or 2 extra attack group and being very nice with the rounding)
28% = 2 more wound (this is the 3 or 4 extra attack group)
6% = 3 more wound (this is the 5 extra attack group)
* I know the total is slightly higher than 100% due to rounding
So its more than likely you will score 1 or fewer additional wounds with a chain flail against any non-vehicle unit.
Now that Twin-linked Liquifier
Lets assume a MEQ, and go conservative with the number of models covered, lets say 6.
6 Hits
5 Wounds (rerolled of course)
2 Dead Marines
***WAIT*** what if I rolled my AP and 50% of the time the result is a 3 or lower?
5 Dead Marines
***WAIT***what if the marines are in cover, meaning my Talos would attack last when I charge?
5 Dead Marines
(It typically only gets better with troops like Orcs, Bugs, Guard, Eldar, Dark Eldar, Tau, etc)
Ok well sure but what about some vehicles, like fast skimmers, those extra attacks will be much better here right?
Um.....Not exactly, its actually better to be hitting those light types with your Liquifier....How so....
First, using your liquifier doesn't prevent you from charging later.
Second, more than likely your HtH hits need a 6.
Third, your template auto hits and yes you'll need a 6 to damage but you get 2 chances to roll that 6 since it's twin-linked.
Hmm thats like getting two additional attacks in HtH...how often will the chain flails do that...only 22% of the time, 44% of the time they actually do worse than a liquifier vs a fast skimmer. Yeah but 34% of the time they will do better; unfortunately those still need 6s to hit meaning they will more than likely do nothing.
Now against other vehicles the Chain flails will perform better but you still need to roll and then hit and almost half the time the result of having a flail or not is the difference of 1 additional attack which then typically misses 50% of the time. Some times it will be awesome.
I just think the overall utility of the Liquifier blows the Chain flail out of the water and its cheaper. Now if the Talos could fleet, meaning I would give up my shooting to move then sure, a second short range gun looses some luster. If the Talos had to give up its ability to do an additional D6 armor pen and ignore armor (similar in how a Dread gets gimped in HtH by taking a second big gun, i.e. S10 vs S6 and no longer ignoring armor save), then yeah sure it makes sense to not take a Liquifier, but you don't.