…or maybe they just support the counts as phenomenon. Looks to me like the latter is true, but is certainly not a statement controversial enough to make a post title here on Dick Move. For evidence of this wild claim check out GW book designer Christian Byrne’s Blood Wolf Army here.
So we’ve got Space Wolves counts as Space Marines coming direct from the mother ship. Next time somebody gets all uppity about your counts-as army, you might want to shove this in their face and tell them to blow it out their ass. Or you could be more civil, I guess, the choice is yours. Regardless, I thought you all might get a kick out of this if you hadn’t seen it yet- I know I did.
Pic stolen shamelessly from Hoagy’s Facebook page without permission. Complaints will be met with sack taps.
This brings us to our final Chapter of the Elysian army list from Imperial Armour 8. Not too bad for 2 days work and no prior thought put into this, eh?
…and now you know why I don’t write army reviews. But anyhow, it’s time to close this chapter in my life and move on. Plus I’ve just about run out of Apocalypse Now pictures that I feel are relevant to my uses.
The heavy support choices are a bit of a mixed bag. In my own list, I don’t even use any of them. This is partially an issue with me not owning the models, but partly an issue with not finding that they heavy support did anything I needed them to do. There is quite a bit of wasted space and needless repetition here.
Vulture Gunship
Arguably the only of the Heavy Support Choices that is worth considering for most games.
For 5 points more than a Valkyrie you get the same unit, minus transport and scout, but more heavily armed. Here let’s see if you can apply the transitive property of equality to the following equations:
Vulture= Valkyrie +5points + more guns – transport – scout
Shit= Valkyrie +5points + more guns – transport – scout
Fresh from the factory it comes with a nose heavy bolter, a twin-linked multi-laser, two hellstrike missiles, a searchlight and extra armor. So all ready we have a decent amount of fire output, but save the hellstrikes, none of it is particularly good against vehicles. Plus, those hellstrikes have got to go.
Want a veritable cornucopia of options to choose from? Well you asked for it…
Bottom line- this is a cool unit that suffers from the problem of not adding anything new that your transports and fast attack choices don’t already do cheaper. Punisher cannons could prove useful in high points games as your efficiency changes.
Sentry Gun Battery
Great another crap unit with a ton of rules to explain.
I’ll get to the bottom line first- More FW shoehorning. You don’t need these and you can’t expect them to hit anything anyway. Continue reading if that wasn’t convincing enough.
For the cost of a Sentinel you get a unit with the same Armor values. They have that ultra-amazing automated gun BS2. Good luck with that. They are immobile artillery. They get a pair of twin-linked Heavy Bolters and can deep strike. For the price of a melta gun you can upgrade to a twin-linked lascannon (2/3 chance of hitting, which is ok all things considered, but not really worth the points- You could just about get another melta Sentinel for the same cost). If you like throwing away points, you can also give these camo netting.
Before the game begins, you must choose a firing mode. Here are the choices:
And as a last little fuck you from the designers, the model has goofy targeting rules. You must fire at a “preferred target” if possible. If no preferred target is available, you must shoot the closest enemy in range. A heavy bolter fires at non-vehicles and a lascannon will fire at vehicles and monstrous creatures. This will cause just about as many rules disputes as rage when determining things like who is the closest target. Well it would if anybody were dumb enough to take these anyway.
Valkyrie Sky Talon Transport
Strangely enough this unit is a dedicated transport, but the rules say it is also a heavy support choice that doesn’t occupy FOC slots. Weird. This guy costs 5 points less than a Hydra or Griffon. It has the same armor as a Valkyrie and is a fast skimmer. It can deep strike and it has the sky lift rule. Sky lift lets you carry a single Tauros or Tauros Venator. You can alternatively carry 2 Sentinels. Maybe you might want to carry in a heavy flamer Ford Tauros, but other than that skip it. Plus the arguably better Valkyrie can carry a Tauros, too. Why would I carry Sentinels that can deep strike? If I could take heavy flamer Sentinels, this might be useful, but as it is now- not so much.
It comes with a nose-mounted heavy bolter and two hellstrike missiles. You also get a searchlight and extra armor. The only option available is to replace the missiles with multiple rocket pods at codex: IG cost. If you’re not already running a bunch of Valkyries this would give you some fire support. If you’re not already running a bunch of Valkyries, why are you playing Elysians?
Bottom line- this could be an interesting unit, but unfortunately fails to contribute anything useful to the army. Not having scout kills its usefulness as a transport for fast, scout vehicles and deep striking vehicles. If you were playing Apocalypse, this counts as a flyer. That makes it much more useful as a transport. Hi, I just dropped a bunch of Melta Sentinels into your rear arc with no chance of deep strike mishaps on turn 1.
Imperial Navy Air Support
Ooh shiny flyers outside of Apocalypse. Sounds broken. Well maybe if they weren’t shitty, it would be. You can choose either a Thunderbolt or a Lightning. Both have the same armor as a Sentinel and are flyers. As flyers they are fairly difficult to kill. They have the 4+ moving fast save all the time, but Immobilised results kill you. Their mobility will also allow you to easily get side/rear shots on vehicles and can be used to shield you from assaults and block movement very effectively. The model size will, unfortunately add to the battlefield clutter (the Thunderbolt, in particular is god damn huge) and you’ll never get cover ever.
The points costs on these are obscene. The Thunderbolt costs as much as 6 codex: IG platoon command squads, while the lightning is only 15 points less. These are as expensive as Leman Russes and are more fragile and have less firepower. Their mobility makes up for this somewhat, but I can’t see these being too helpful overall.
Either fighter can take flare/chaff, an armored cockpit, infra-red targeting, illum flares, and a distinctive paint job. As with the Vulture, you need the cockpit and can probably skip the rest. But the flare/chaff does become useful as it could avoid an immobilised result. Too bad it costs 20 points and stands a very slim chance of actually doing you any good.
The Thunderbolt comes with 2 twin-linked autocannons (YES!!! autocannons, I’ve missed you). It also comes with a twin-linked lascannon. That is actually pretty scary for something that can basically be anywhere on the board it wants to be. You cn also carry 4 hellstrike missiles, hellfury missiles, or bombs at a cost of 4 melta guns. Well the writers forgot to include bomb stats or hellfury missile stats in the book. I already talked about heavy bombs. The same thing goes for regular bombs, but they suck balls against vehicles. Skip these. I don’t even know what the fuck hellfury missiles are. I can’t find rules for them in anything I own. I’m assuming they are some kind of large blast anti-infantry napalm stuff. If you do know what they do, please leave a comment. As always, hellstrike missiles just don’t seem worth the points.
The Lightning gets a long-barrelled autocannon with an AA mount with a twin-linked lascannon. The AA mount isn’t important in most games, but the long-barelled autocannon gets you extra range. All said and done, you’re losing a lot of shooting versus the Thunderbolt, for a pretty paltry points reduction. You have the same bomb and missile options as the Thunderbolt, but can also take 6 Skystrike missiles for the price of a Witch Hunters rhino (wow, expensive). As you might have predicted, there are no rules for these given, and I don’t know what they do. Seriously, they didn’t even put the rules in the fucking FAQ. How dumb is that? If I had to guess, though, I’d say they are probably AA mounted hunter-killers. This might not be so bad.
Bottom line- The Lightning isn’t worth it. The Thunderbolt gives you a surprisingly good amount of firepower in a very mobile unit. It is quite expensive, though, and the gigantic model takes up a lot of space. Space is likely something you don’t have to spare with Elysians as it is. This could be a problem.
Sweet, another section of the army where you’re going to want to fill ever slot in the list. This is honestly my favorite part of the army and has several great units to choose from. Deciding what to take is going to be difficult.
So what are some things that are great about the unit off the bat. Well, it’s really small, like just about sentinel sized. This means that like Sentinels, getting cover isn’t a problem. But with all of the ways to avoid immobilized results, you are a little more survivable than comparable vehicles. You’re also really maneuverable and totally expendable. Hello movement blocking, something the guard hasn’t really had before. These guys are looking a lot like Vypers to me. Your speed could also get you into side shot position for many vehicles.
Now we’ll move on to options:
Bottom Line- Cheap, expendable, surprisingly survivable, and annoying. Use them like a Vyper, but don’t expect to threaten vehicles much other than blocking them.
Tauros Venator Squadron
Here is the big brother to the tiny Tauros. The rules are all the same as the Tauros, but you cannot take a regular Valkyrie as a transport. You also get the front armor of a Rhino, but the side and rear stay the same. The cost is the same as a Witch Hunter Rhino. Pretty much everything I said so far about the Tauros applies to the Venator as well, but the Venator will destroy armored units as well if you pay the price.
Here are your options
Bottom line- although they can get pricey, these little fuckers can put out a lot of damage and are highly maneuverable. They can do anything the little Tauros can do as well, so blocking and all that is still possible. Think about these as a reliable way to replace or supplement Vendettas. If nothing else this could help you avoid cluttering your board with too many Valkyrie sized models without sacrificing much firepower.
Cyclops Remote Control Vehicle
Not sure what these are doing here. Not selling enough models FW? Regardless, it got shoe-horned in here, so we need to talk about them, briefly.
Costs the same as a Sentinel with the same armor value. It’s crewed by a single guardsman who can control up to 3 Cyclops operating independently (not a squadron).
Rules
Bottom line- barely worth talking about. Take these if you don’t like winning.
This is where the Elysians really come into their own as an army. You only get one dedicated transport option and it’s the Valkyrie.
Well technically, the Valkyrie Sky Talon is also a dedicated transport, but that’s a special case and isn’t listed in the transports section of the army list.
The Stats and points costs are all the same as they are in codex: IG, but you lose the ability to take squadrons. This is the best thing that could ever happen to anybody that has ever wanted to do an airborne army. Using the normal codex, the squadron rules make it too easy for your transports to get shot down. Plus you can’t move them independently if they’re squadroned up. Having each Valkyrie operating on its own changes all of this. “Immobilized” won’t kill you unless you were hauling ass. You can spread out and move towards and shoot at different targets. Who isn’t excited about that? Sure you now give up a few more kill points, but big fucking deal. It’s totally worth it. This is why you can’t build an airborne army with codex: IG, but can with this list.
Like before you need to ditch the hellstrike missiles for multiple rocket pods. The lascannon upgrade is a waste of time. Leave that to your Vendettas. Heavy bolters can give you some more anti-infantry firepower, but don’t count as a defensive weapon. This will limit your mobility if you really want to shoot them. Plus, I can never seem to come up with the points for the bolters anyway.
My only concerns with mass Valkyries in comparison to mass Chimerae is that you leave yourself much more exposed and don’t have fire points. With a Chimera you can get cover and smoke. Plus your footprint is quite small. Not so with a Valkyrie. Cover is nearly impossible, you can’t take smoke launchers, and you have the footprint of the Hindenburg on the table. Just kind of eyeballing it It looks like trying to take more than 8 or so Valkyrie sized models would be just about impossible to play with on a regular sized table.
The fire points issue is a bit of a rub as well. As I’ve mentioned previously, you need to play it a little more cautious with your troops now, since you must be outside of your vehicle to fire. Without a reliable anti-armor weapon on the Valkyrie this makes your chances of being able to keep troops into your transport almost nonexistent. Unless you’re playing against an un-mechanized enemy, you’re going to have to get out at some point. Just be careful.
Other than those basic concerns, things are really looking great for this unit. First turn assaulting? Check. Late game objective grabbing? Check. High volume of fire? Check. That is some flexibility right there.
Now we’re off to the meat of the list, the troops section. This list trims a lot of the fat- yes, I’m looking your direction Conscrubs and Penile Legionnaires.
Some of the trimming got a little heavy handed- anybody else getting visions of a fat butcher in a stained wife-beater cutting a pig up? Just me? Ok, that’s the last time I reveal my sexual fantasies to you guys. Again, we lose autocannons and lascannons and what’s more, we can’t take any heavy weapons in our infantry squads at all. Ouch! There are plenty of other fun changes to make up for this though. Let’s stop focusing on what we’re losing and take a look at what we’re gaining. Wow, such positive affirmations coming from me, who’d have thought.
Elysian Infantry Platoon
This will be the first of two stops on our journey through troop land. The composition for the platoon is similar to codex: IG as you get 1 Platoon Command Squad, 2-5 Infantry squads, 0-4 heavy weapon squads, and 0-3 special weapons squads. Now here’s where they Elysian Twist Comes in- you also get 0-1 drop sentinel squadrons. Looks like if you absolutely want those storm troopers, you can still get some sentinels in your army too. You could also abuse this to take a lot of Sentinels if that’s the kind of person you are. Most importantly, though, this gives you the ability to spread out your existing Sentinels. If you’re taking pairs, like I advised, you can move some individual Sentinels into your platoons to get rid of squadrons, present more individual targets, and taunt your opponent by bringing the most kill points you can to the game.
Platoon Command Squad (PCS)
Same stats as codex: IG for 5 points more. You gain iron discipline and deep strike. Sadly, you also lose heavy weapons teams, although due to some awesome cut/copy editing, I just noticed that their stats still appear in the unit entry- way to go editors.
Options anyone?
Bottom line- you have to take these guys if you want an infantry platoon. That doesn’t mean you have to invest extra points into them. Use them for their orders or for their ability to score an objective and leave them at that. Without heavy weapons or multiple special weapons they don’t bring anything you need to the fire support game.
Infantry Squad
Ahh the lowly grunts. This squad will set you back an extra 10 points versus codex: IG, but you once again get Iron Discipline and deep strike. You also retain the combined squad rules and lose the ability to take heavy weapons. The other slightly bizarre thing is that your Seargeant carries a Lasgun, with no option to switch that for a laspistol. May not sound significant, but losing that extra attack in CC could suck.
Here are your options for the squad:
Bottom line- a lot of the standard tricks work here. There are some new possibilities as well, like mass airborne assaults and deep striking. Your best bet is probably still to blob up and tarpit the shit out of somebody and then try and score some objectives.
Heavy Weapons Squad
5 points more than codex: IG gets you he same unit with deep strike and iron discipline. Deep strike? Do you really want to lose a turn of shooting right off the bat? Leave these far from the fight to support your deep strikers as they drop or your flying advance. But, for the love of God, don’t deep strike these.
You get a mortar for free (but the pestle will cost ya- sorry) and can upgrade to a Heavy Bolter or Missile Launcher. Nothing to write home about here, but I think that Missiles are your best bet again. Sure you’re not as good with them as Marines, but they still offer a solidish anti light armor/transport and anti infantry choice.
Now here’s the weird part, you can give these guys a Valkyrie transport as well. Not sure why you would want to do that as you’re not shooting if you’re moving, but whatever. There are also plenty of other places to get Valkyries in the list, so don’t bother. Speaking of don’t bother, you can also take Krak grenades.
Bottom Line- you don’t get reliable autocannon fire. If you need the support, missile launchers will make a decent substitute.
Special Weapons Squad
Same unit as codex: IG with a 5 point surcharge for extra skills, namely iron discipline and deep strike. Well deep strike opens up a lot of options for you and will get you close to where you want to be. With only 6 guys in the unit, you won’t be there for long, but hopefully you got to take something down with you.
The options are the same as codex: IG and you still must take 3 special weapons. Snipers get a big meh, because they lose some utility without Psyker Battle Squads. Plasma is still plasma and you still have BS3, so melta is probably best done elsewhere (hint I’m talking about veterans). Flamers or grenade launchers are an ok plan, but odds are you may have a lot of those elsewhere already. Same goes for the demo charge.
You can also give these guys a Valkyrie. I feel sorry for the air traffic controllers during a battle with Elysians. Not sure if it’s worth taking this since you can deep strike for free. Depends on what kind of army you’re going for really.
Veteran Squads
At last we come to the poster boys of the Guard army. As you probably already guessed these guys cost 10 points more than codex: IG, but you get Iron Discipline and deep strike in exchange. Did they lose anything? Well with no Chimerae to hide in yes they lost a lot. You’ll miss those if you try and use these the same way as you do in a regular IG army. You’ll also probably lose the game.
Are you ready for some options?
Bottom line- Still a great unit, just don’t be too stupid with them. You need to be absolutely focused since you don’t have a Chimera covering your ass anymore. There’s no room for error. Aim for the flanks and try to stay out of harm’s way as much as possible while going after easy vehicle/transport targets. Work closely with Valkyries and you’ve got a very efficient way to kill.
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