4/5 stars. The rules good.
The Myrmidon Secutors regard war as something to be computed with cold logic. They praise the Omnissiah through well executed battle plans and test themselves against new opponent in the arts of destruction. They have no master for long and during the Heresy could readily be found on both sides of the conflict.
Strengths.
A stat line that features 4 wounds each is a major cause for attention to begin with. Combined with 5's across the board (except WS) makes them formidable.
War gear is solid with their axes and short range Maxima bolters and refractor fields. The special rules go deep for firing protocols and hatred of everything.
In short, they are a terminator's terminator. Play them accordingly: they really should be seeking out enemy terminators and attempting to take them out.
Weaknesses.
WS=4 make them significantly weaker than some enemy terminators, so just beware. The armour save of 3+ is equally a concern, but readily offset by the sheer number of wounds. Upgrades like the irad cleanser and graviton gun can carry them to an advantage though.
Builds.
3 Myrmidon Secutors, 3 Irad-Cleansers (180 points).
A fairly basic set up wherein the irad cleansers irradiate the enemy. Swap out for plasma fusils for a longer ranged threat and enjoy either way.
10 Myrmidon Secutors, 3 Irad-Cleansers, 4 Phased Plasma-Fusils, 3 Graviton Guns (550 points).
A fully upgraded squad and capable of most battlefield roles. Very expensive though and still vulnerable to things like vindicators, so take care. Reduce to 6 members to take the transport option instead.
No comments:
Post a Comment