Lostroninsoul wrote:Is a taunar playable still? It has good range/firepower still and can easily eat 3 tanks a turn across the map if backed by an ethereal. I just picked it up and consider running it in a 2 k list. The down side is 30wounds protected by 8 T +5save is nothing to write home about
Each Tri-axis arm does about 9.72 damage against 7t 3+sv
And a pulse ordnance multi driver does about 15.2 damage to same targets. (Ethereal is needed for the reroll 1's in calculations)
Only it's points were changed, it's powerlevel stays the same, and apocalypse users powerlevel not points.
All chapter approved did was stop the Taunar being used in a game mode it was not intended for (matched play, where it is now hugely points-inefficient thanks to the points hike). In the game mode it was intended for use in (Apoc) it is still EXACTLY the same as it was before.
Taunar is actually still viable in matched play. While his railgun is god awful, the pulse ordnance gun thingy can take down a knight in a single shooting phase with the macro weapon rule that lets you deal double damage to titanic targets and you would still have enough firepower from your arm guns to take down a couple of tanks.
His pulse ordnance multi driver on average dealt on average 17.778 damage to a knight per turn.
As a side-note, his old points value was a bit overpowered, according to this guy's calculationshttps://40kdicerolls.blog/2017/12/08/ta ... ation-low/
And considering the t'aunar cost double the PL of the knight, I'd say it was only natural that they'd bring his points value up, since his points cost was only ~20% higher than a knight.
I guess people were disappointed with his points hike because we are so bad right now that the last thing we needed was a nerf