so iv had a few games with the war convocation now and i'm starting to learn how to best use the close combat elements a lot better ill break them both down and go over them individually with the set up for those that haven't read the 6 part mammoth series that is the building of the army!! this will get longer as I paint them all not heresy long but close lol
so this is the break down of the unit 5 guys with a transonic sword and chordclaw plus grenades
the chord claw an be swopped for double swords but u only get 2 str7 on the charge its still 5s to wound a wraithknight
so with a chordclaw you get a single fleshbane attack which helps take on higher toughness enemies more easily
data spike is more for the extra haywire !!
the omniscient mask is to make them fearless so they cant be pinned or fall bak
the grenades are small blast and wound anything on a 4+ regardless of toughness so again another way to hurt higher toughness foes before charging they are also haywire so extra flexibility for the unit itself
first turn 6's to wound are ap2 after that all attacks are ap2
so that's an overview of how I equip them on to stats n stuff!!
fairly standard stat line ws4 str4 t3 i4 w2 4+ and 6+fnp so their not thunderwolf cavalry make no mistake they will die pretty fast to any heavy fire or a proper CC unit that hits before them and hard
so whats the upside as playing warconvo u gotta take em!
they are fast with a onus +3" move for moving charging they get around the board pretty quickly and they mitigate charging thru difficult terrain as u get a +1" when charging thru it rather than -2" this will catch people off guard as they zoom towards key targets they can clear 12" pretty quickly so close packed objectives are a secondary task for this unit
the main objective CC with regular assault type units or shooty units this is where they will thrive the unit has 21 attacks on the charge and then the combos from the cards are what makes the really shine these for me benefit mainly from
WS boosts from skittarrii which is obvious
then a mix of admech cards which are quite situational so shud be played with care to benefit the rest of the army or if ur desperate
electromancer - basically as 8+ units u do 3 str4 hits per model in the unit so that's 15 str4 hits at initiative 10 before the unit has attacked !!
remorseless fist - up to +3 str very gd for taking down high T units
cant remember the card name but re-rolls in combat
most of these will help for a certain situation but will help tip the combat in favour of the skittarrii