One thing to notice is that these guys are a now a point more
expensive than they used to be, which may not seem like much, but so much is
cheaper throughout the new dex that it’s worth noticing. As they’re more expensive are they better
though? I would say yes here. A brief rundown of the changes and improvements
will duly follow.
The mandiblasters have now changed a little. I can’t say whether that’s for better or for worse
though. Instead of just giving them a
bonus attack, they now give an I10 S3 bonus attack. So you lose a point of strength for the
additional attack but get that hit in first.
Against enemies like Genestealers and dark Eldar, this is definitely a good
thing, certainly given that a lot of DE assault units would have been striking
first normally, and they’re still brittle enough that the pre-punch could have
a significant impact. Against marines
and such, it’s a bit of a let-down, but no-one wants to field scorpions against
marines anyway do they?
A new big deal is that they now have fleet, although fleet
has been reduced from what it once was, it’s still nice to have as an option
certainly whilst twinned with Battle Focus, although you’re still just firing
shuriken pistols. Another plus is that
they have Infiltrate and Stealth as standard, rather than paying the exorbitant
amounts for the Exarch upgrades. This
ties in perfectly with what the aspect was meant to be and more than justifies
the minimal price increase on its own.
Packing in Move Through Cover is also really handy, helping you get the
most out of the Scorpion’s movement.
Equipment wise, they are the same as they were (bar the
mandiblaster alterations, of course).
Their armour is basically power armour and the close combat weapon still
adds an extra strength and also a little AP bump to get through 6+ saves. Nothing to write home about. Plasma grenades are also present, and the
same they ever were. The upgrades to the
Shuriken pistols should go without saying for now.
The Exarch, as ever, is where things get interesting. Your three powers are Monster Hunter (rerolls
to wound vs MCs, useful every now and again), Crushing Blow (+1 strength) and
Stalker. Stalker is an odd one. It only works during a challenge, but allows
an Initiative roll-off with the challenger/challenge. The Scorpion stands well placed to win this
and if he does, he gets to reroll all failed wounds versus his opponent which
again is very nice. Not sure if I’d
invest a whole 10 points in though.
The three specialist Exarch weapons are back again. The biting blade is the cheapest and has
taken a major streamlining from its somewhat complicated earlier incarnation
(+1 strength per hit you score) to a straight +2 S bonus and an AP of 4, but
takes up both hands to wield. Good thing
it’s cheap. It should be decent for
cutting through lighter vehicles as (combined with Crushing Blow) allows the exarch
to strike at S6 with 3 attacks flat-footed.
It wouldn’t be my go-to weapon by any means, but I can see uses for it,
especially if you’re on a budget or want to fight some Spawn or Grotesques.
The next option are the chainsabres, which are cool. They basically give the exarch a full shuriken catapult and a pair of
Rending +1S close combat weapons. Combined with some wound rerolls, the rending
can be very nasty and with Crushing Blow they will also be handy for vehicle
disposal. Also, they are only 5 points
more expensive than the Biting Blade.
Frankly, if you’re on that kind of budget, I would really go for the
sabres instead of the blade. They are so
much better and less restrictive. The
last weapon is the Scorpions Claw and, yeesh, this has taken an upgrade. It used to be a power fist with a built-in
catapult. Now, it’s a power fist with a
built-in catapult, but with all the penalties of a power removed. It’s not unwieldy, it’s not even a Specialist
weapon so you can squeeze the most out your Exarchs attacks. Kitted out with one of these and a power or
two, this guy’s challenge machine. Very
scary, but you certainly pay for that, as the weapon costs more than the Exarch
wielding it. The Claw is a whopping 30
points, so you’ll definitely want to plan to get the most out of the
purchase. Given the choice between the claw
and the sabre, I’m genuinely unsure of what I’d pick. The claw is objectively better, but the cost
may well be a touch prohibitive in a lot of lists.
Well, that was a lot to get through! I think I’ll do an extra bit of chat about
the role of these guys in the battle field later. Just listing all the changes took a thousand
words! I probably should have just drawn
a picture…
3 comments:
I think you're spot on with everything here. I'm just as unsure about the difference between the claw and sabres. I do like the rending and extra shots on the sabres though.
I do think getting all the new USRs is a really nice deal, having them lurk in cover with Stealth, infiltrate and Move through Cover can make them a nice little speed bump.
One thing that I have noticed about the Mandiblasters is that it has to hit a model in BtB. Or, in other words, it's a potential sniping tool. It's not massively dangerous, but it could be used quite aggresively to take out specific guys.
Don't forget, outflanking with a wave serpent is also really nice. I'm pretty sure you can still do that. I see their role as either a speedbump or backfeild assassin. They're just about dangerous enough that they can't be ignored and just about resilient enough that you have to dedicated a decent amount of firepower to remove.
Anyway, potential tactical talk will come later in the week.
Gladyou're enjoying the series!
Yep, enjoying the series a lot. It's an interesting Codex, but one that I'm finding difficult to analyse. There's no one lever to it, such as Necron's or Tau, and it's really good to see someone else's thoughts on the 'dex.
The idea of outflanking a skimmer with a bazillion s6-7 shots is one the most evil ideas I've heard of in a while. Scatter Laser War Walker are almost obsolete with them around!
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