Firstly, is its on field vitality granted by its high hp - 900hp, which is supported by med-kits rather well, and its very fast and cheap reinforcement time (2seconds) aided by chimeras and bunkers. This then synergises very well defensively with green cover which stops them from being counter-suppressed, making their tankiness even harder to deal with - and since they are light infantry they don't suffer much from power melee in T1 either and can back-pedal for a long time from melee squads far more than the shuriken cannon platform, devs or havocs can do.
Secondly, the shield upgrade in T2. In principle this thing has been a pet peeve of mine since it came about. I hate that it negates the vast amount of ways you can deal with suppression. Let's look at them. You can deal with a suppression team by:
Chucking grenades at it to wipe it - countered by shield
Using abilities to knock it over like warp throw, kinetic pulse etc - totally made useless by shield
Splitting up with ranged units and focus firing it down - countered by shield
Using snipers - countered by shield
Counter-suppression - totally made useless by shield
Artillery - totally made useless in the case of weirdboy, stikks and whirlwind practically, p-devs/blastmaster slightly negated.
Flanking melee - still effective
Jump squads - still effective
Vehicles - still effective
So that which remains effective vs a shielded HWT all are things that are weak against IG. Lots of melee is pretty unwise, especially now IG has functional catachans! Jump squads even more so, entirely useless in T1, especially against the now very common 3x GM, sent, 2x HWT builds. Vehicles of course IG has never had much trouble with, it having one of the best lascannon weapons itself, also on one of the best set-up teams. And it having sentinel missle launchers and the tankiest T2 heavy melee squad. Executed lascannon is a thing too.
So what are the proposed solutions?
Lower models and hp (something I have suggested before but I suspect Caeltos is not keen on going with)
Reduced damage or suppression rate? (seems silly given the HB HWT is already the poorest performing HB SUT in terms of weapon stats)
Even higher cost?
Other options?
For the shield -
Do we remove knockback immunity?
Remove suppression immunity?
Lower the damage resistance on the lead model (do note only the lead model with the heavy weapon gets the damage resistance, which is partially justified by them being a die last model, is it truly justified though when the squad is tankier than devs/havocs anyway?)
Implement some sort of mechanical change such as making it an ability that you can toggle on or off like an iron halo? Or an active ability that lasts a period of time with a cooldown?
The autocannon performance is still a looming issue. But definitely not "OP" atm. We just need to establish if it needs a tad more damage or if it is fine so feedback here on that would be great





