Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. A great way to bring feel no pain to all your not so special units to make them feel special.
Background.
Apothecaries in 30k stride the battlefield as one with their brothers. Capable of fighting and shooting just as well as any other, they also have the sacred duty of recovering gene seed from the dead, as well as keeping their brothers in the battle as much as possible.
Strengths.
Fundamentally, apothecaries provide feel no pain to the unit that they join. This is the main reason to take them, other than an additional wound in a give unit. Note as well that they also gain unit wide rules where appropriate (think: infiltrate for instance) which is a boon.
Weaknesses.
There are deployment restrictions here. They can't join unique squads, unique characters (although they can certainly join units that contain apothecaries), jet bike squads / bike squads / jump pack squads (unless upgraded similarly), or (oddly) terminator squads of any kind ever. I guess the primus has to join those terminators then.
Builds.
A variety of build here for your healing pleasure and different scenarios.
Apothecary, Charnabal Tabar, Artificer Armour (65 points).
I like the additional close combat weapon (feel free to replace with a power axe, of course) but if supporting a shooting squad this won't be needed. The artificer armour is always good though. In some situations, a combi-melta might also be a benefit. I also like the "naked" version too.
Apothecary, Jump Pack, Artificer Armour, Power Axe (80 points).
A jump pack squad will likely want to be in close combat, hence the power axe.
Apothecary, Bike (60 points).
I genuinely like the naked version. Consider adding a ranged or melee weapon to taste.
Apothecary, Jet Bike (70 points).
Another naked version, and again to be upgraded to match their squad, but also a very reasonable way to bring feel no pain to the unit.
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