Having read through the rules, I can't help but feel something is missing for the Warp Talons. Overall, the idea of having a deepstriking, lightning clawed jump infantry that blinds all around it when it comes in to play is awesome! But I think the rules let it down a bit from there on in. For example, the warp talons do not have any grenades to use whatsoever. They could really do with assault grenades for instance. They do get the daemon rule, which is nice. But their deepstrike move is very risky. They want to be landing within 6" of their target for the warpflame (i.e. blind) effect to have a chance. But that's not going to happen too often (at least without the risk of a mishap occurring). So I can't help shake the feeling that they need an extra rule such as half distance scatter on deepstrike (or no scatter even?), or a larger blinding radius (say 8" instead of 6"). Perhaps even the ability to charge on the turn that they enter play would make them really good. They're just not quite cutting the mustard for me personally.
Warp Talons also don't get too many options in the new codex: a mark, Veterans of the Long War and up to two gifts of mutation for the warp talon champion. This means customizability is low. Let's take a look at a few possibilities.
6 Warp Talons, Mark of Slaanesh, Veterans of the Long War, Warp Talon Champion with 2 gifts of mutation (246 points)
Take down some loyalist tactical or devastator squads in a single turn. Hope you deepstrike in to position well and don't get blasted before you assault.
5 Warp Talons, Mark of Tzeentch, Warp Talon Champion with 2 gifts of mutation (210 points)
Improved invulnerable save to stack with the daemon rule means these guys can potentially jump infront of devastator squads and stand a chance of surviving.
10 Warp Talons, Mark of Nurgle (350 points)
Large, blobby, and high toughness. Team up with Epidemius to cause a little extra mayhem.
8 Warp Talons, Mark of Khorne, Veterans of the Long War (306 points)
Blood for the blood god!
5 Warp Talons (160 points)
Distraction!!!
Warp Talons also don't get too many options in the new codex: a mark, Veterans of the Long War and up to two gifts of mutation for the warp talon champion. This means customizability is low. Let's take a look at a few possibilities.
6 Warp Talons, Mark of Slaanesh, Veterans of the Long War, Warp Talon Champion with 2 gifts of mutation (246 points)
Take down some loyalist tactical or devastator squads in a single turn. Hope you deepstrike in to position well and don't get blasted before you assault.
5 Warp Talons, Mark of Tzeentch, Warp Talon Champion with 2 gifts of mutation (210 points)
Improved invulnerable save to stack with the daemon rule means these guys can potentially jump infront of devastator squads and stand a chance of surviving.
10 Warp Talons, Mark of Nurgle (350 points)
Large, blobby, and high toughness. Team up with Epidemius to cause a little extra mayhem.
8 Warp Talons, Mark of Khorne, Veterans of the Long War (306 points)
Blood for the blood god!
5 Warp Talons (160 points)
Distraction!!!
I think the warpflame strike needs to be looked at differently. If you purposely drop the WT in front of the enemy alone and hope for the blinding to save them, you're in trouble. BUT...
ReplyDelete...if you drop in a safe position, like behind some LOS blocking terrain, and get a bad scatter too close to the enemy, it can give you a little extra security...
...or if you are running other assault units, drop the WT near what those other units are about to assault. Your bikers, whatever benefit from the blind effects, and the WT are protected by the other unit assaulting. Next turn the WT leapfrog the combat and hit another target, or pile into the existing fight.
Nice points, Sonsoftaurus.
ReplyDeleteI would have liked to have seen some homing icons / teleporter beacons in the codex though, it would make the warp talons that much more effective. I hope that any new daemons codex can interact with the marines codex nicely.
I really wouldn't consider taking these guys at all unless I equipped a character with the Key. Definitely a unit for specialist deep-striking lists and not much else.
ReplyDeleteWarp Talons are not bad when you have a character with them. A Slaanesh Lord on a Steed, specifically, so they can Outflank and still move really fast, and most importantly they are now Fearless! The lack of grenades sucks, but you have a lot of movement combined with Outflank, you can pick your fights. Never deepstrike them; you are just asking for trouble. Always give them Slaanesh so you can strike before normal MEQs; a 4++ or T:5 isn't going to make them a deathstar, guys.
ReplyDelete@Lead Legion:
I personally think the Key is crap. You can't activate in on the first turn barring some INSANE luck in both your charge distance and positioning, and 2/3rds of your reserves arrive on turn 2 before you can activate it. Not worth the points, IMHO.
@ Tim: I agree. IF it worked on allies from the Daemon Codex on the other hand.....
ReplyDeleteSo what happens if they fight a dread?
ReplyDeleteHi Dennis,
ReplyDeleteI assume we'd have them voluntarily flee from combat as their weapons couldn't hurt it.