37 people found this review helpful
2
Recommended
0.0 hrs last two weeks / 0.0 hrs on record
Posted: 30 May, 2023 @ 1:01am
Updated: 2 Jun, 2023 @ 4:10am

Neutral Unit: Poxwalkers
Just a bunch of nurgly zombies running around with wooden mallets. They look a bit silly but it adds some more variety to the increasingly eclectic array of "wildlife" on Gladius Prime. They do little in the way of damage and aren't super tanky but they heal from the majority of what little damage they deal and have a bit of damage reduction. Nothing to write home about, just get the Flamer. The Heavy Flamer.

Adepta Sororitas: Imagifier.
We march to the hymns of the Ecclesiarchy!
The Imagifier is the absolute ideal of what a "Support Unit" can be. The small 3 woman squads are quick to unlock, cheap to build and cheap to maintain. They have little in the way of offence or defence, effectively just being 3 standard battle-sisters but they become absolute linchpins in their own right by having a trio of powerful 1 tile radius support abilities, granting 33% melee damage bonus, 17% Feel no Pain damage reduction & +1 movement respectively. This unit alone gives the previously ailing SoB infantry roster a real power boost, extra mobility, durability and damage granting a roster that used to be quickly made obsolete by the armour divisions available to the Sisters a lot more staying power. The +1 movement ability comes especially in handy for nudging your infantry into position and out of danger as the bonus movement is still applied even if they've already moved. Extra bonus the abilities also apply to the Imagifier.
TL;DR love this unit, a great start for this unit pack!

Adeptus Mechanicus: Kataphron Breacher.
The Kataphron Breacher is the Kataphron Destroyer's little brother. It doesn't hit as hard but is much lower in the tech tiers and much cheaper. Its an early-mid game anti-armour heavy hitter that just adds a little more juice to the Mechanicus "Infantry" Roster. Nothing ground breaking or mind blowing its just a decent unit that has a niche and does it well.

Astra Militarum: Rogal Dorn Battle Tank
The big brother of the Leman Russ (a notion the titular primarch of the more well known tank would take great umbrage with), the Rogal Dorn is bigger, beefier and way more dakkay than the Leman Russ, but appropriately twice as expensive in both upkeep and upfront cost.
It will blast apart infantry with ease and put the hurt on other vehicles and fortifications with the best of them it complements the iron fist of the Imperial Bulwark.
While once again this isn't a game changer for the faction, its just a nice thing to have, smoothing out the progression of tanks from the Leman to the Baneblade with a comfy in-betweener.

Chaos Space Marines: Great Brass Scorpion
The brass scorpion is a personal favourite of the daemon engine roster for me. Its a game-ending super heavy unit designed to dominate the battlefield with multiple independently firing weapons and an improved "stomp" ability that reflects this multitude of spiky legs! Its main weakness is the simple fact that its a tier 10 unit, so takes quite a while to even research and is bleeding expensive to build and maintain.
Just another "nice to have" unit.

Craftworld Aeldari: Dark Reapers
If like me you played Dawn of War you were probably expecting a long range anti-infantry machinegun style unit when you saw these on the roster and you'd be half-right.
These Dark Reapers are outfitted with Missile Launchers rather than the iconic Shuriken Cannons and it gives the Aeldari an infantry niche that they were previously missing. Unlocked at tier 2 they're a great early game fire support unit with very high accuracy and two weapon modes (a higher damage single target mode for sniping characters & monsters and a lower damage variant with an extra attack per model to massacre infantry formations) at a whopping 3 range.
The Dark Reaper makes early game sieges and infantry play much more plausible and powerful, even keeping up the powerful mobility of the Aeldari infantry in their own way, swapping out battle focus for a version of Relentless that lets them fire their heavy weapons at full accuracy even after moving and are fantastic at clearing out forests & ruins thanks to a 33% ranged damage reduction negation.
They manage to not completely replace the Aeldari Rangers however by being significantly more squishy, having no damage reduction of their own and only coming in 3 man squads.
Overall a wonderful addition to the Aeldari early game that doesn't invalidate any other units and rounds out the infantry roster very nicely.

Necrons: Deathmarks
Easy one, they're Necron snipers! Their special gimmick is that they can teleport every 10 turns for a small damage boost with global range. Oh wait that's pretty strong-
Yeah Deathmarks are great, they might get bumped up a tier at some point but being snipers they have a very specific niche so even with a global teleport they're not wildly op.
Being a range 3 early game infantry they're naturally- say it with me now- Nice to have!

Orks: Deff Dreads
The can that says it all on the tin. The Deff Dread brings deff and dread to the battle. The unit is everything you'd expect from the big brother of the Killa Kan, sporting a powa klaw on each arm and a pair of rokkit launchas on a bulky chassis.
Once again. Nice to have. Very nice to have.

Space Marines: Whirlwinds
Its a missile artillery tank. There's not a lot to really say about this, its a 3-range "go-away" machine that flattens lightly armored with a barrage of missiles, ignoring line of sight.
When I saw it described as "artillery" I got excited thinking it would be something akin to the Basilisk, maybe not quite as long range but still it would be nice, maybe 4 range?
The missiles it fires comes in two flavours higher armour piercing Vengeance Missiles & Incendiary Castellan Missiles that ignore cover, both missile types working best against lightly armoured targets, especially infantry with large model counts.

T'au: XV107 R'Varna Battlesuit
Dunno what happened to the other 106 XV battle suits but here's the 107th.
Kidding aside the R'Varna is a dedicated bulky-blaster. Basically anything bigger than infantry but smaller than a tank the R'Varna puts the hurt on it with its special "Cluster Fire" weapon trait, bullying bikes, jetbikes, very bulky units and monstrous creatures from 3 range. On top of that it has the Nova Reactor trait from the Riptide Battlesuit letting it sacrifice health for bonus movement, damage reduction, damage and a special ability of its own that blasts anything adjacent to it with searing hot plasma.
Unlike most other battlesuits including the Riptide the R'varna doesn't have the jetpack trait so its firmly planted with its feet on the ground but makes up for it by being more heavily armoured.
Its a much bigger and bulkier Braodside or a mini-Stormsurge (literally being between them in the tech tiers) and is yet again a unit that is all around nice to have.

Tyranids: Tyranocite
Revised: When I first looked at and tried out this unit I mistook the "move through cover" trait for the skimmer trait (similar icons (I'm a hack lmao)). Despite this mistake the unit is still quite nice, a T2 unit that butchers infantry (possibly a bit too well) and can safely carry your units to and from the battlefield.
I do think the unit should have the skimmer trait or the amphibious trait as water is the biggest mobility barrier to the tyranids and being able to carry your big monsters and swarms of greeblies across the waves would just be a spectacular QoL for the Nids.

PS. Review word-count limits suck.
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