3.5/5 stars. Rounded up. They are now troops and much less pressed for space compared to second edition.
Background.
Failures. Whether in the eyes of the Primarch, or due to the fickle whims of battlefield fate, and perhaps grievous wounds too great such that they need massive cybernetic rebuilds, these marines were cast into the Immortals Squad to earn some token of redemption. Pretty bleak stuff and just underscores the dark fury contained within this legion. And people wonder why I think the Iron Hands should have been traitors. They just suffer so much abuse. Strengths.
Feel no pain due to cybernetic rebuilds as standard is solid here, and this is added to Expendable (2) in third edition to make them all the better.
There is some customization available now that the Legacies have been released as well.
Of extra note is Cool=10 which is, of course, fluffy and fully justified.
Weaknesses.
They are fundamentally an upgraded breacher squad. You might not need these upgrades, but so what. The models have the rule of cool (quite literally!). Excellent for Zone Mortalis style missions, and excellent objective holders to say the least.
Builds.
10 Immortals, 2 Flamers (180 points)
My favoured build for third edition, even though I played it in second. Panic your opponent. And highly useful for Zone Mortalis as well. Take a melee weapon on the sergeant to taste.
10 Immortals, 2 Graviton Shredders, Thunder Hammer on sergeant (215 points).
Use with a land raider?
10 Immortals, 10 Volkite Chargers, Thunder Hammer on sergeant (205 points)
Lovely martian death rays. Handy for charging out of a vehicle with.
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