3.5/5 stars. Rounded down. Solid enough rules, but better with the attachment it unlocks.
Background.
Do you see that building over there?
We do not want to see that building over there.
Who do you call?
The siege breakers. They can wreck everything and apply excessive force to a precise area to do so.
Strengths.
Reasons to take a Siege Breaker:
You get the Storm Battery auxiliary detachment unlocked (rapiers and arquitors). Invest in this.
You get the combination of cognis-signum and an augury scanner. This helps with the detachment!
You get to play with a thunder hammer and phosphex bombs.
If the above doesn't interest you, then you have the wrong command choice. Invest in the detachment and it is worth it.
Weaknesses.
Purely play style dependent realistically. Arguably slightly expensive to have a thunder hammer for such a ranged character.
Builds.
Siege Breaker (115 points).
Without any upgrades the Siege Breaker is totally viable so long as you are investing points into the auxiliary detachment.
Siege Breaker with Jump Pack, Melta Bombs (140 points).
A slightly more combat orientated character. Honestly, I prefer the naked version since you probably want to stay close to your unlocked detachment. I feel exactly the same about the mounted versions. Sure, they get to scoot around and potentially help out other units, but what's the point: better to be with your unlocked detachment.
Siege Breaker in Cataphractii Terminator Armour (130 points).
This has to be the favoured build in my opinion just from a durability point of view. Take it.
15 Rampagers, Caedere Weapons of all types to taste, Champion with Lightning Claws (365 points).
The maximum squad for foot slogging like a wall of weapons across the battlefield.
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