31 people found this review helpful
3 people found this review funny
1
Recommended
0.0 hrs last two weeks / 0.0 hrs on record
Posted: 13 Jun, 2021 @ 6:08pm
Updated: 4 Jun, 2022 @ 5:06pm

The Necron unit, the Canoptek Wraith has gotten some updates since my initial review, buffing their durability making their ability to move freely through units more useful as they won't immediately die after infiltrating the enemy ranks, or at least will absorb a lot of attacks in the process. Their attack (and the silly little noodle arms) is still pretty underwhelming but I don't think their attack is the main focus, while they can still kill a model or two their biggest strength is the ability to project a zone of control in the middle of an enemy army, especially strong when they're wanting to retreat or rearrange their forces as they'll barely be able to move while the Wraith is adjacent to them (unless they ignore zone of control or are a flyer which most units don't/aren't).


The Space Marine unit is an absolute wrecking ball with all the punching power of a Tau battlesuits but trading the mobility for sheer durability. With two lascanons and rocket launchers each with a cycle option between rocket propelled grenades and krak missiles there's nothing these absolute units can't smash through. Pair these chunky chads up with some apothecaries and the amount of punishment they can take skyrockets. With a solid economy they easily replace the role of the standard Devastator in the Tier 8 stage of the game. In the words of the Immortal God Emperor "That is actually very cute. Look at its little legs and oversized body. Adorable."


The Warlock is a very powerful and very mobile assassin with the natural drawback of being very fragile. While I still would have liked some alternative options and find the design of the Warlock a little odd its fine and its strong. Since I initially made the review the Warlock has recieved some minor nerfs, reducing their immense damage output a little bit. They are however still very strong and fill a niche in resource costs (energy/food w/ energy upkeep) that makes them fit in really comfortably with pretty much any Aeldari build.


The Venomthrope is still a pretty underwhelming addition to the Tyranid roster but some rebalancing to some units have made them not-as-bad but still not fantastic. The Malanthrope had the "Spore cloud" ability removed from them, meaning that now only Venomthropes have the ranged damage reduction aura, so if you want a little more durability against ranged damage you'll need a couple venomthropes. They'll even do some solid damage against infantry with their toxic miasma ability (shared with the malanthrope but with 3 models it does 3x the damage), but as was already the case the Tyranids are far from hurting for ways to annihilate groups of infantry meaning that the only trait that the Venomthrope has that is useful is that aura but the venomthrope itself is quite squishy and easy to blow up, meaning they can't really provide that aura (because they're dead). Having one or two isn't terrible but its also not really that helpful since they take up space for backline attacking units and synapse creatures.


The Dark Disciple is pretty bland. It has a neat model, cultists in robes wielding flaming symbols of chaos. They're not meant for combat with low defenses and a pitiful attack, just mobile damage reduction auras, kinda making the role of the Noctolith Crown more moot than it already was. Their damage reduction aura was nerfed in an attempt to give the noctolith crown a reason to exist but its still a bit meh.


The Krootox Riders unit is quite a powerful 3man squad of monstrous infantry, with a surprisignly strong 3 range attack and a very strong melee strike they give the Tau an impressive melee option for a faction that was previously devoid of melee bruiser units. The Kroot do well to fill in for the weaknesses of their Tau masters.


Ratling Snipers was not something I was expecting to see but more of the abhuman forces prevalent in the Astra Militarum is not something I'll turn down. Functionally the Ratling Snipers are Aeldari Rangers but for the AM, they have long range and are good at taking out infantry. Nothing ground breaking but something new for the defenders of mankind.


I wasn't sure what to make of the Killa Bursta at first but after playing around with it it compliments the lategame Ork army quite nicely, a fine edition to the array of super heavies at the WAAAGH's disposal. In both form and function the Kill Bursta is an Ork Land Raider with a jumbo-sized gun in the middle of it, appropriately Orky. Its a good heavy transport, more of a mobile fortress, excellent for keeping your comparatively squishy infantry safe until you can get them into chopping-distance, and with a transport capacity of 4 its excellent for Da Jump deepstrikes alongside the Gorkanaut with its transport capacity of 2, delivering a party-pack of Meganobz, Warbosses and Flash Gitz anywhere where a git needs krumping.
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