I think few would dispute that the game revolves currently a great deal around getting close and personal and duking things out in a hail of gore (admittedly, after cracking the enemy out of their ubiquitous transports).
So I thought an overview of each faction's assault units could be fun as well as informative. I readily invite you to join me in this little project!
Starting with...
Chaos Marines
-Khorne Berserkers: Extra WS, more attacks, frag grenades, handy Skull Champion with many PF or strong and fast PW attacks, these guys have a very neat thing going. Furious Charge and the mark of Khorne round things out nicely. The only real downsides are the lack of a jump pack option or means of more dynamic insertion.
Grade: 9/10
-Marked Chaos Marines: Not specialists, but can do in a pinch. Mark of slaanesh is cheap and can help make a difference against non-specialists. Same goes for Khorne, but then things become pricier. They improve if you get Fabius Bile and roll decently, effectively letting you get conterfeit Khorne Berserkers a bit cheaper (except not really, given the cost of the HQ).
Grade: 5/10
-Raptors: Astoundingly cool models, and not too shabby, though what they really excel at, ironically, is vehicle hunting with melta weaponry. The question is: are they killy enough to engage other melee troops and win? The answer is: not consistently. Even with a mark of Khorne or Slaanesh, they will be chopped by nobs and Banshees and run away with shameful frequency.
Grade: 6/10
-Possessed Marines: So much potential, such lame results. S5 is nice, but the utter lack of ranged weaponry or a PF means they have to rely on others to pop transports, deal with walkers or tough MCs. They also lack grenades, so they will get mushed if you use them to try and knock a decent unit out of cover. The random ability really doesn't help, since there's a decent odd it won't fit with your army's overall strategy. They should cost some 6-7 points less, given all of the above.
Grade: 4/10
Tau Empire
-Kroot Carnivores: Not a lot of options here, hmm? Kroot are passable. They have decent power, can be durable if you have forests on the board, and with the help of hounds can achieve a decent volume of fast attacks. The complete lack of power weapons and the low toughness, along with negligible armor, however, means that they will lose any fight that isn't stacked massively in their favor. Then again, they are cheap, and their main purpose is to buy the shooters a bit more time. The Shaper and its options are one the least funny jokes ever put in a codex, though.
Grade: 6/10
So I thought an overview of each faction's assault units could be fun as well as informative. I readily invite you to join me in this little project!
Starting with...
Chaos Marines
-Khorne Berserkers: Extra WS, more attacks, frag grenades, handy Skull Champion with many PF or strong and fast PW attacks, these guys have a very neat thing going. Furious Charge and the mark of Khorne round things out nicely. The only real downsides are the lack of a jump pack option or means of more dynamic insertion.
Grade: 9/10
-Marked Chaos Marines: Not specialists, but can do in a pinch. Mark of slaanesh is cheap and can help make a difference against non-specialists. Same goes for Khorne, but then things become pricier. They improve if you get Fabius Bile and roll decently, effectively letting you get conterfeit Khorne Berserkers a bit cheaper (except not really, given the cost of the HQ).
Grade: 5/10
-Raptors: Astoundingly cool models, and not too shabby, though what they really excel at, ironically, is vehicle hunting with melta weaponry. The question is: are they killy enough to engage other melee troops and win? The answer is: not consistently. Even with a mark of Khorne or Slaanesh, they will be chopped by nobs and Banshees and run away with shameful frequency.
Grade: 6/10
-Possessed Marines: So much potential, such lame results. S5 is nice, but the utter lack of ranged weaponry or a PF means they have to rely on others to pop transports, deal with walkers or tough MCs. They also lack grenades, so they will get mushed if you use them to try and knock a decent unit out of cover. The random ability really doesn't help, since there's a decent odd it won't fit with your army's overall strategy. They should cost some 6-7 points less, given all of the above.
Grade: 4/10
Tau Empire
-Kroot Carnivores: Not a lot of options here, hmm? Kroot are passable. They have decent power, can be durable if you have forests on the board, and with the help of hounds can achieve a decent volume of fast attacks. The complete lack of power weapons and the low toughness, along with negligible armor, however, means that they will lose any fight that isn't stacked massively in their favor. Then again, they are cheap, and their main purpose is to buy the shooters a bit more time. The Shaper and its options are one the least funny jokes ever put in a codex, though.
Grade: 6/10