Well
there is a second jump pack equipped unit of crazies for Chaos, and they are the
Warp Talons. These are a mix of Marine and demon for some reason. However, they
are nowhere near the demon Marine combo that the Possessed are. They are
basically just Chaos Marines with some demon rules and back story. By the way, I
think they are a pile of suck!
The
Warp Talon is a glorified assault Marine. They have basic stats and the unit
champion is the same as all the others. They come equipped with a pair of
lightning claws and that is all. They are jump infantry so they follow those
rules. They have the Demon rule and that gives them a 5++ and useless Fear. They
also have the special ability Warp Flame Strike. They start in a squad of five $1.60 in points.
They can take up to five more schlubs at the cost of 30 points each.
Warp Strike-
happens whenever this squad deep strikes onto the board. Every enemy unit
within 6” of the Talons is affected by the Blind rule. This forces an enemy unit
to take an initiative test or have their WS and BS reduced to 1 until the end of
their next turn.
They
can take Veterans o’ War for +3 points each. They can also grab Marks like
everybody else: Khorne +4, Tzeencth +6, Nurgle +4 and Slaanesh +3. They cannot
take any Icons. Finally, the unit champion can take two rolls on the Gift o’
Mutation chart for +10 points each.
A
full squad of lightning claw armed Marines is pretty scary. The extra attack for
having a pair of them along with the wound re-roll is fantastic!
They can be given the Mark of Slaanesh to go at initiative 5 to enhance
their killing power, or Khorne to gain +2 attacks on the charge. Either one of
these make the Warp Talons sound good. However, they are a big pile of poo.
I
would never take these things. Why? Well 30 points each for a one wound, no
grenade having, lame ability assault Marine is bad. Who thought these were a
good addition to this army? If they had the option to assault after deep
striking then I could see some use for them. You have to try a risky deep strike
to even attempt to use their Warp Flame Strike ability. Then you have to hope
you don’t scatter badly and that your opponent, probably Marines, fail their
initiative test. I don’t mind the occasional risky deep strike,
but having to always do it? No thanks.
Here
we also have another assault unit without assault grenades. Why? Every Marine
carries these items. Warp Talons do not have them for some asinine reason. Well
I hope your opponent doesn’t utilize cover. Then you can get to go at full
initiative. Otherwise you have to suffer the irritation of Overwatch followed by
initiative 1 close combat. This stuff ranks the Warp Talons up
there with Genestealers and Bloodletters as 6th edition pure assault
unit failures.
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