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Unit of the Week: Gladiator Lancer


Jolemai

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Welcome to part two of the Blood Angels Unit of the Week Series!

Following the release of the 8th edition Codex, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:

sml_gallery_62972_10568_1098.jpg Gladiator Lancer


What are you thoughts here folks? How best would you use your Lancer?
  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiples?
  • What Wargear Options do you prefer for this unit?
  • How are you buffing this unit? Will it be babysitting anything?
  • Stratagem synergy of note?
  • Over to you

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Stacking Bonuses/buffs

It gets +1 to hit on the main gun from Aquilon optics rule. For the most part Blood Angels don't have access +1 to hit for shooting attacks. In some other chapters this may be redundant. Ordinarily a re-roll aura could be coupled with the +1 to hit, via a captain or chapter master, but the lancer doesn't have the CORE keyword (a lieutenant's ability to get re-rolls on wounds has the CORE restriction too). Interestingly with this rule you're still hitting effectively on a 3+ all the way down to 4 wounds. 

 

Defense

Take auto launchers for 5pts for the smokescreen stratagem (-1 to hit in opponent's shooting phase). If you take several vehicles, the limitation on using a stratagem once per phase might be a problem. 

 

Grav pulse - strat allows you to fall back and shoot, and helps against enemy charges. Being able to shoot after falling back can correct a movement error on your part, or prevent an enemy from using a cheap unit to tie you up in combat. T8 and 12W is nice, but heavy melee units might not give you the chance to fall back.

 

Movement

Movement 10" is nice to reposition and get line of sight for the shooting phase. Degrading profile is something to consider though, as at 6W you are down to 5" move.

 

Thoughts on it

It's pricey at 200+ for 2 anti-tank shots. I don't think I'd dedicate a techmarine or other character support to the tank, as the damage output probably wouldn't meet the points spent. Instead I see the current datasheet as a tank helping to chip off wounds as opposed to being a reliable one-shot killer. Similarly, using these lancers in pairs (or more) doesn't seem to be points efficient for anti-tank. Though the general rule is that one should take more than one tank if taking any tanks at all, so as to confuse enemy target priority and to create redundancy in your anti-tank ability.

 

Long range of 72" is nice, but there is an increasing awareness and importance of terrain inclusion in the game (less line of sight) and a smaller board. It can always be tempting to deploy a tank in line of sight in case you get first turn, be careful about doing that. Target availability can also be an issue with the character look out sir rules. 

 

It might be worth noting here but if the generally accepted logic is to keep a few cheap units at the rear to hold objectives while the rest of the army moves, long range firepower has a use in hitting those weak points (not that this tank would be the best choice) . Meanwhile, you can't be everywhere at once, but if you do try and cover the field, caution should be used in leaving units out and unsupported. The lancer could help pick off stragglers, and could itself benefit from staying in close support of other units. As the lancer can't use auspex scan, I think I might consider pairing it with some infiltrators to help keep the enemy away. 

 

As with any unit, if the rules aren't the best now, don't be sad, the emperor may smile upon it in the future--if you like the model, there's no better time than now to get it painted... instead of the night before the tournament. You know who you are. I'd keep an eye out for a points drop in a future Chapter Approved. 

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