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Prepping for new codex: Venomcrawlers or Anvillus


BrainFireBob

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Impossible to say right now. The Dreadclaw's profile probably won't be changing as it doesn't appear in Codex: CSM, but the Venomcrawler will be in a very different spot, receiving buffs to WS/BS and possibly some kind of new ability to replace the summoning bonus it currently possesses (working on the assumption that summoning will be removed/significantly changed). As unhelpful as it sounds, I'd really recommend waiting - we're likely only a few months away from a codex at this point.

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I'm ambivalent on my Dreadclaw, although I use it in my Thousand Sons instead of with CSM. It's a more expensive pod than loyalists get, in exchange for two things: better melee capability, and functioning as a true transport (ie, being able to move and being able to keep troops inside after deep strike). Some quirks I've noticed since I started playing mine:

 

1) It's on a flight stand. This keeps it in LoS much more often than a regular pod would be, and it makes it much harder to block movement with than a regular pod.

2) It hits reasonably hard in melee, but without much in the way of attacks and without really being able to take hits back. It feels like it wants to be a harassing unit, but doesn't have the attacks to kill GEQ or the power to kill TEQ.

3) There's no synergy between its abilities. Its pseudo-Vector Strike only works on units it's passed over, which requires it to be out of melee to work. And if it's out of melee, it doesn't get to use the CC profile you pay all those extra points for.

 

I think it's only real advantage is as a delivery mechanism, and the rest of its rules should be treated as a bonus only. If you want a melee squad up close, or want the ability to drop off a couple of minimum Obsec squads on an objective, or if you want to drop in powerful short-range shooting like flamer Rubricae, it's decent for what it does, but it always feels like it eats just a little too much into my points for the rest of the army for me to be really satisfied with its performance.

 

I'd definitely wait for the codex. Dreadclaws aren't good enough for me to say you should go out and buy one today, and Venomcrawlers could improve or get substantially worse with the new dex.

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Sound advice so far, and another vote for wait and see. You might not want 3, regardless, based on rules or other units you want to take in the army. If you really like them, that's another story, and maybe you want to buy 3 just because they're cool - and they're gnarly, impressive models, no doubt. They seem like a kind of mediocre jack of all trades, though, considered on their own.

 

I love dreadclaws more because CSM finally have true drop pods that provide us the ability to deploy anywhere on turn 1 (subject to usual rules and restrictions). Years and years went by, and GW just did not see a reason to sell more drop pods, I guess. But then they're also not really true drop pods in the sense that they're this mobile flying vehicle with teeth, and that drives up the points. I've done some damage with their melee attacks, often surprises both me and the opponent.

 

I bring 2 dreadclaws, and I pack 2 units of 5 berzerkers in each. They almost never make the charge, even with icons of wrath in every unit to re-roll the distance. The dreadclaws, somehow, often make the charge. It's silly. I think they're still a touch too expensive for what they do, but they do open up lots of possibilities. I don't think their rules will be revised/looked at until 10th edition, unless there's some unforeseen broken combo that comes in the new codex. In the end, I think rhinos are better because the 66 points I'd save using 2 rhinos instead of 2 dreadclaws seem more worthwhile. The ability to deep strike is pretty easily controlled by a canny opponent, so I seem to often end up in a situation where the models could have hoofed it and ended up in better positions to charge from.

Edited by Khornestar
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