Ace of Swords wrote:purifiers have a power melee / melee heavy setup with more hp and a much better chase potential.
I don't think purifiers ever killed a vehicle lolterminators can jump and melee against vehicles and infantry alike
Yeah, and that marks a death sentence for terminators, beside their dps isn't high enough to kill a dred or a microed transport/tank, only ass termies have a chance, but even those get rekt by mok csm,blood letters, shees etc.banshees have both damage types (but are admittedly fragile)
Shees don't have a jump pack and FoF reduces their damage, and since the walker changes they can't solo melee walkers anymoreraptors have the fist in t2.
But they get raped by any dedicated melee, asm still have a chance between merciless strike and their jump distruptionand vanilla asm gain access to av and power melee as well.
A single model with power melee and an extra cost for a melta that will never solo a vehicle, that functions as support for further AV, which also requires more micro than simply point and click once.So it seems to me that there are plenty of examples of units doing similar things , some doing more of one thing and less of another true but there are still examples.
and what exactly would having the fist replace some other than the hammer add besides them maintaining the hammers characteristics ?
None of your examples are even close to a unit that can potentially solo other dedicated melee squads, is an hard counter to setup teams, can retreat has power melee on all models + heavy melee and is "cheap" to reinforce.
So no, I don't want more dumb units that can do everything and better than dedicated units with a purpose.
well my purifiers have, And technically all these units are t2 units being compared to a t3 unit. but that is beside the point , these are all fair retorts to my probes. So basically the main issue is that you dont want a jump unit to also be a competent all in one unit . ok I can get behind that.




