Been away for a while and everyone disappears, well I guess with life and other personal issues it cant be helped.
Elites
Grotesques: Our version of shock troops, best squad size is 10 with a hemmy leading, or 9 on a raider for a nasty surprise. There are many ways to make this unit worth while, but the best opponents are IG, TAU, ELAR, SISTERS. Basically anything not fearless.
Strengths
- Str 4
- Complete immunity to weapons str 5 and less.
- Special rules for making the enemy fall back.
- 2 wounds
Weakness
- Still only To 3
- Low Ld
- Cant move without an IC in the squad
- Slow
- No saves of any kind in CC.
- Cant ignore Saves
- Low In
- No special upgrades.
Fast Attack
Hellions: A fast attack choice with drugs and fun special rules. I don’t quite know what would be the best squad size but 5-10 seems best. A very good choice to accompany other CC squads to overwhelm the enemy.
Strengths
- 5++ save
- Can deep strike
- Drugs
- Hit and run
- Can shoot before assaulting
- High In and Str on a charge.
- Crazy Sybarite.
Weakness
- only a 5++ save
- high point cost
- “crazed” drug option
- Rules that need to be clarified
Reaver Jetbikes: Can be used as anti-tank or an Assault unit. 5 man squad with 2 blasters take out tanks, and 10 man squads with a tooled out succubus rips apart things in CC.
Strengths
- Str 4, and To 4
- 24” turbo boost
- Drugs
- Drugged up succubus, can get up to Str 5
- High In
Weakness
- 5+ save
- Still die from mass fire.
- High point cost
- Hard to get back the points
Heavy
Talos: by far a favorite option, capable of taking out tanks, troops and absorbing huge volumes of fire.
Strength
- High Str and To
- 3+ save
- moves 6” no matter what
- Special rules regarding hits vs vehicles.
- 3 wounds
- up to 7 attacks on a charge.
- Kills anything and everything with same ease
Weakness
- Takes wounds when traveling through Difficult terrain
- Rules need to be clarified
- Rules can backfire vs tanks
- Can have 1 attack per turn
Raveger: our heavy weapons gun boat. Capable of having up to 3 heavy weapons that can fire on the move. (Anti-infantry or anti-tank configuration) 3 Dark lances make short work of most armor, while 3 Disintegrators chew up most infantry.
Strengths
- Fast moving
- Can fire all its weapons even if moving 12” (disintegrators)
- Front armor 11
- Can eat tanks or infantry for breakfast
Weakness
- Still will die from 1-2 shots
- Gets up to 140 points that can die in 1 shot
- Hard to make up its point cost
Scourges: im not a big fan of these, a squad is 5-10, no less then 5. Can be equipped with up to 4 heavy weapons. Best used with Splinter cannons.
Strengths
- up to 4 heavy weapons
- deep strike
- special rules
- can move and fire
Weakness
- high point cost
- hard to make up their point cost
- 5+ save
- limited usefulness
Thats all for now...
Edit: thanks i skiped that for some reason