His other equipment is reasonably standard (artificer armour, grenades, AP3 master crafted force weapon etc.), along with the book of salvation which increases WS by 1 for all DA units within 6". His warlord trait is dictated: The Hunt. This gives the possibility of an additional victory point for warlord slayage. This clearly ties in with Ezekiel's battlefield role.
In an army, we really want Ezekiel to get within 12" of an enemy warlord to use mind worm. Really: I see this as his primary purpose. He's the mirror match breaker. The whole strategy of an army built with Ezekiel must be to target opponent's HQs. He therefore needs to have manoeuvrability to get where he needs to be, and preferably embedded in a command squad (or similar) that is built to take on opposing command squads. Load up in a land raider or rhino and go seek and destroy with celerity.
Overall, I rate Ezekiel well: his price tag is cheap enough to make him tempting to players and to build a strategy (or sub-strategy if another HQ is there like Belial) around him. He's not going to pull it off all the time, but his is a level 3 psyker afterall, and therefore can have many secondary roles beyond hunting the enemy HQ.
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