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Lord Asvaldir
Wych
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PostSubject: Re: Talos wargear   Wed Apr 11 2018, 18:35

You're not wrong about the extra ap being really useful for flails, and probably macro-scalpels as well but I agree with Azrael, +4 invul is just great.

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withershadow
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PostSubject: Re: Talos wargear   Fri Apr 13 2018, 09:24

Don’t forget the +1 S from Urien for S8 Scalpels.

With power from pain, you’re hitting on 2+ and wounding on 2+.
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|Meavar
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PostSubject: Re: Talos wargear   Fri Apr 13 2018, 09:36

@withershadow wrote:
Don’t forget the +1 S from Urien for S8 Scalpels.

With power from pain, you’re hitting on 2+ and wounding on 2+.

True but against nearly anything without a very good save you are better of with s6 and reroll
it will wound pretty much everything on a 3+ with a reroll which is better than a 2+.
You also double the attacks, which means that anything without multiple wounds or a save of 4+ or better suffers more damage flails than with scalpels.
Coven of twelve makes the flails become even better.
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withershadow
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PostSubject: Re: Talos wargear   Fri Apr 13 2018, 10:33

I intend on Prophets, but sure, AP matters. The math on the previous page suggested chainflail was only marginally better vs Guard/Cultists due to the lesser AP, while worse vs everything else. I’ll throw a flail in the unit just for variety, but it won’t be my go to armament.
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|Meavar
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PostSubject: Re: Talos wargear   Fri Apr 13 2018, 18:30

@withershadow wrote:
I intend on Prophets, but sure, AP matters. The math on the previous page suggested chainflail was only marginally better vs Guard/Cultists due to the lesser AP, while worse vs everything else. I’ll throw a flail in the unit just for variety, but it won’t be my go to armament.

Because the math on the previous page everything but GEQ had a 3+ save or better.

If the math is done for demons, orks, gaunts, genestealers, eldar, necrons, tau it all is either equal or in favour of the flails.
Consider it like this, flails reroll to wound, which means for anything other than t= 7 or 12 or 13 each hit gives a larger chance to wound (yes this also goes for t4 and 6)
Now consider you get 10 attacks versus 6
Which means anything with a save worse than 4+ it is equal or in favour of the flails.
10 on a 4+ =>5
6 on a 4+ap2 thus 6+ =>5

Pretty much any single wound infantry that are not wearing power armour and the flails come out on top.
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Leninade
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PostSubject: Re: Talos wargear   Fri Apr 13 2018, 21:33

What you give up is a bit of your versatility, you have to keep in mind that having a talos with two scalpels doesn't have a desired target- one of the few units we have with that luxury. I'd rather take the 6 attacks and plan around board control instead of "what units does this need to deal with?"
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Mononcule
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PostSubject: Re: Talos wargear   Sat Apr 14 2018, 00:09

I think that a long range or high mobility unti can be built as a specialist, but with the talos I prefer versatility. He isnt fast enough to chase his favorite target.
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