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    The strength of the Emperor is Humanity, and the strength of Humanity is the Emperor.
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    • Can't hold objectives when you're dead. And that's 10ths whole deal so far, baring a couple of outliers. Why bring battleline with marginally boosted OC, when you can instead take something with slightly less OC that just actually kills what enemy units are on the objective, and THEN take it. I think the 1 horrible but still technically functional Admech list does that. Just move blocks and holds objectives while failing to kill anything, but taking so long to die while literally just getting in the way that it outscores you. Please note, that nobody, not the Admech player, and not the Opponent, find this engaging or enjoyable, it just does technically work, if you hate yourself, your wallet, and your opponent.
    • They're beautiful models though and one of the few things I ever magnetised as the holes were pre drilled. Enjoy the mini they're stunning.
    • Guardian drones are outright the best part of the Fire Warrior squads (both Strike and Breacher) as the -1 to the wound on them is actually quite immense for such cheap units. Even against heavier weaponry, you limit any and all attempts without outside rules or stratagems to only wounding you on 3+ which can be a massive blessing. Outside of that, we are talking about the fact that in straight up gunfights with any other infantry squad of any ilk really, it can really shift the maths in your favour. Guardsman just can't get anything done as now they are wounding you on 5+ and still need to make their way through the 4+ armour save. Marine bolters that normally rip up light infantry are wounding on 4+. By all metrics, the guardian drone is far too good to pass up as it turns your normally light class of infantry into near enough medium grade in terms of recieving shooting.   As for the secondary drone, it ultimately is up to purpose. As breachers have the markerlight keyword by default and their weapons have the assault keyword, Marker drones have literally zero reason to be taken. Maybe in Strike teams on the niche case of having them advance and mark but that's it really. Gun drones vs. Shield drones though is where we talk purpose. If we are talking about a squad of breachers deploying from a devilfish, gun drone. As you will be giving these guys a cadre with 2 gun drones of his own, this kind of squad just wants more shooting to get more damage through. If it's however a footslogging unit that is taking an etheral, shield is going to just be a great way to frustrate an opponent at the last hurdle. Effectively adding a phantom 11th member to the squad that is already -1 to wound and with an etheral has a 5+FNP will just be that straw that may break the camels back. Ultimately, just whatever you feel gets the job done. Drones only hit their shots on 5+ so unless guided their extra shots don't really add a whole lot and the extra wound from the shield drone can often just be completely blown past by a lot of factors or even just getting caught out. Wouldn't sweat it too much.   In terms of the Pathfinders, I actually would say that the Pulse Accelerator is the worst option of the lot of the utility drones. The Grav-inhibitor drone offers a places for pathfinders to operate as effective backfield objective holders that are incredibly difficult to charge out of deep strike, or can be used to get a little closer to locations of interest when melee units are around with the -2 to charge making quite an impact in that regard. Out of deep strike, the opponent needs an 11 to complete the charge which is incredibly unlikely and while out and about, they could present quite a frustrating obstacle, even using them aggressively in tandem with other units spaced out, making what may of been easy call multi-charges into having to only charge the pathfinders to avoid fumbling the charge. The Recon drone offers the Infiltrate ability and while we have Ghostkeels, Shadowsun and Stealth teams, having a 3rd option that importantly has Scout is actually very useful. Nevermind the burst cannon, this USR alone is quite potent and compared to the other units, these guys can screen a massive area of mid field out of the opponents options for placement if you get the first drop. Then follow with scout move to move back into safety if you go second or get into position to attack if you get first, it just offers another layer of frustration for your opponent to handle. Oh and remember pathfinders now have a 4+ armour save now, so they don't fold like laundry when a stiff breeze comes their way (still T3 but at least now lasguns don't hose them). The reason I don't rate Pulse Accelerator is that 20" is plenty of range to get the job done if they are being used in a midfield presence, and if you are keeping them in the backline, the extra range isn't going to matter then because getting LoS for 7 dudes with pulse carbines ain't worth it when you also need to make sre those rail rifles can see! Not to mention, they ain't here for damage, they are here to mark targets and be a pest unit. 90 points maybe ain't cheap but these guys might just be able to sneak under the radars of opponents while you barrel riptides and ghostkeels their way!
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