Warpstone Flux Rating: ⭐️⭐️
2/5 stars. Mainly unattractive outside of small points value games or where a player wants a very cheap HQ to round out a list.
Background.
Remnants of the scouts contained within the legions, and often veterans of a century of warfare within dangerous and unpromising terrain. Pathfinders are the quintessential HQ choice for scouts and skirmishing units.
Strengths.
This HQ is made for terrain avoidance and ease of passage. With a great combination of rules from infiltrate through to scout and more obviously move through cover (as well as the synonymous rule of their own name), there's few places this character cannot get to.
Better, the movement rate is increased to 8 inches which makes for a surprisingly fast HQ choice that could potentially deliver a nasty surprise when played right. Alternatively, play as a HQ choice to be set up within another skirmishing unit to take full advantage perhaps.
Weaknesses.
Scout armour.
The master crafted shot gun is neither here nor there as well. Shrug.
Builds.
Pathfinder with Nemesis Bolter (80 points).
A very cheap backline sniper. Use infiltrate to set up and steadily ping at your enemy. Very playable.
Pathfinder with Power Weapon and Melta Bombs (95 points).
A skirmish HQ with melta bombs for added threat.
Pathfinder with Thunder Hammer (100 points).
Not a build that I can recommend since challenges with a 4+ save will not generally be good, but then again: challenges with a 3+ save against a more regular power fist are deadly too, so maybe this is actually cheap and viable?
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